2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
851 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
854 "#ifdef USEDIFFUSE\n"
855 " // get the surface normal and the gloss color\n"
856 "# ifdef USEVERTEXTEXTUREBLEND\n"
857 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
858 "# ifdef USESPECULAR\n"
859 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
862 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
863 "# ifdef USESPECULAR\n"
864 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
874 " // calculate surface normal, light normal, and specular normal\n"
875 " // compute color intensity for the two textures (colormap and glossmap)\n"
876 " // scale by light color and attenuation as efficiently as possible\n"
877 " // (do as much scalar math as possible rather than vector math)\n"
878 "# ifdef USEDIFFUSE\n"
879 " // get the light normal\n"
880 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
882 "# ifdef USESPECULAR\n"
883 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
885 " // calculate directional shading\n"
886 " 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"
888 "# ifdef USEDIFFUSE\n"
889 " // calculate directional shading\n"
890 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
892 " // calculate directionless shading\n"
893 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
897 "# ifdef USECUBEFILTER\n"
898 " // apply light cubemap filter\n"
899 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
900 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
902 "#endif // MODE_LIGHTSOURCE\n"
907 "#ifdef MODE_LIGHTDIRECTION\n"
908 " // directional model lighting\n"
909 "# ifdef USEDIFFUSE\n"
910 " // get the light normal\n"
911 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
913 "# ifdef USESPECULAR\n"
914 " // calculate directional shading\n"
915 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
916 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
917 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
919 "# ifdef USEDIFFUSE\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
924 " color.rgb *= AmbientColor;\n"
927 "#endif // MODE_LIGHTDIRECTION\n"
932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
933 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
935 " // get the light normal\n"
936 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
937 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
938 " // calculate directional shading\n"
939 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
940 "# ifdef USESPECULAR\n"
941 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
942 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 " // apply lightmap color\n"
946 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
955 " // get the light normal\n"
956 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
957 " // calculate directional shading\n"
958 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
961 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
964 " // apply lightmap color\n"
965 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
966 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 "#ifdef MODE_LIGHTMAP\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
974 "#endif // MODE_LIGHTMAP\n"
979 "#ifdef MODE_VERTEXCOLOR\n"
980 " // apply lightmap color\n"
981 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
982 "#endif // MODE_VERTEXCOLOR\n"
987 "#ifdef MODE_FLATCOLOR\n"
988 "#endif // MODE_FLATCOLOR\n"
996 " color *= TintColor;\n"
999 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1002 "#ifdef USECONTRASTBOOST\n"
1003 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1006 " color.rgb *= SceneBrightness;\n"
1008 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1010 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1013 " // 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"
1014 "#ifdef USEREFLECTION\n"
1015 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1016 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1017 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1018 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1021 " gl_FragColor = vec4(color);\n"
1023 "#endif // !MODE_REFRACTION\n"
1024 "#endif // !MODE_WATER\n"
1026 "#endif // FRAGMENT_SHADER\n"
1028 "#endif // !MODE_GENERIC\n"
1029 "#endif // !MODE_POSTPROCESS\n"
1030 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1033 typedef struct shaderpermutationinfo_s
1035 const char *pretext;
1038 shaderpermutationinfo_t;
1040 typedef struct shadermodeinfo_s
1042 const char *vertexfilename;
1043 const char *geometryfilename;
1044 const char *fragmentfilename;
1045 const char *pretext;
1050 typedef enum shaderpermutation_e
1052 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1053 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1054 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1055 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1056 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1057 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1058 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1059 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1060 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1061 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1062 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1063 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1064 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1065 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1066 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1068 shaderpermutation_t;
1070 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1071 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1073 {"#define USEDIFFUSE\n", " diffuse"},
1074 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1075 {"#define USECOLORMAPPING\n", " colormapping"},
1076 {"#define USECONTRASTBOOST\n", " contrastboost"},
1077 {"#define USEFOG\n", " fog"},
1078 {"#define USECUBEFILTER\n", " cubefilter"},
1079 {"#define USEGLOW\n", " glow"},
1080 {"#define USESPECULAR\n", " specular"},
1081 {"#define USEREFLECTION\n", " reflection"},
1082 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1083 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1084 {"#define USEGAMMARAMPS\n", " gammaramps"},
1085 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1088 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1089 typedef enum shadermode_e
1091 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1092 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1093 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1094 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1095 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1096 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1097 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1099 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1100 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1101 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1102 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1107 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1108 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1112 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1121 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1124 typedef struct r_glsl_permutation_s
1126 // indicates if we have tried compiling this permutation already
1128 // 0 if compilation failed
1130 // locations of detected uniforms in program object, or -1 if not found
1131 int loc_Texture_First;
1132 int loc_Texture_Second;
1133 int loc_Texture_GammaRamps;
1134 int loc_Texture_Normal;
1135 int loc_Texture_Color;
1136 int loc_Texture_Gloss;
1137 int loc_Texture_Glow;
1138 int loc_Texture_SecondaryNormal;
1139 int loc_Texture_SecondaryColor;
1140 int loc_Texture_SecondaryGloss;
1141 int loc_Texture_SecondaryGlow;
1142 int loc_Texture_Pants;
1143 int loc_Texture_Shirt;
1144 int loc_Texture_FogMask;
1145 int loc_Texture_Lightmap;
1146 int loc_Texture_Deluxemap;
1147 int loc_Texture_Attenuation;
1148 int loc_Texture_Cube;
1149 int loc_Texture_Refraction;
1150 int loc_Texture_Reflection;
1152 int loc_LightPosition;
1153 int loc_EyePosition;
1154 int loc_Color_Pants;
1155 int loc_Color_Shirt;
1156 int loc_FogRangeRecip;
1157 int loc_AmbientScale;
1158 int loc_DiffuseScale;
1159 int loc_SpecularScale;
1160 int loc_SpecularPower;
1162 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1163 int loc_OffsetMapping_Scale;
1165 int loc_AmbientColor;
1166 int loc_DiffuseColor;
1167 int loc_SpecularColor;
1169 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1170 int loc_GammaCoeff; // 1 / gamma
1171 int loc_DistortScaleRefractReflect;
1172 int loc_ScreenScaleRefractReflect;
1173 int loc_ScreenCenterRefractReflect;
1174 int loc_RefractColor;
1175 int loc_ReflectColor;
1176 int loc_ReflectFactor;
1177 int loc_ReflectOffset;
1185 r_glsl_permutation_t;
1187 // information about each possible shader permutation
1188 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1189 // currently selected permutation
1190 r_glsl_permutation_t *r_glsl_permutation;
1192 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1195 if (!filename || !filename[0])
1197 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1200 if (printfromdisknotice)
1201 Con_DPrint("from disk... ");
1202 return shaderstring;
1204 else if (!strcmp(filename, "glsl/default.glsl"))
1206 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1207 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1209 return shaderstring;
1212 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1215 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1216 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1217 int vertstrings_count = 0;
1218 int geomstrings_count = 0;
1219 int fragstrings_count = 0;
1220 char *vertexstring, *geometrystring, *fragmentstring;
1221 const char *vertstrings_list[32+3];
1222 const char *geomstrings_list[32+3];
1223 const char *fragstrings_list[32+3];
1224 char permutationname[256];
1231 permutationname[0] = 0;
1232 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1233 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1234 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1236 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1238 // the first pretext is which type of shader to compile as
1239 // (later these will all be bound together as a program object)
1240 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1241 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1242 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1244 // the second pretext is the mode (for example a light source)
1245 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1246 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1247 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1248 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1250 // now add all the permutation pretexts
1251 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1253 if (permutation & (1<<i))
1255 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1256 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1257 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1258 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1262 // keep line numbers correct
1263 vertstrings_list[vertstrings_count++] = "\n";
1264 geomstrings_list[geomstrings_count++] = "\n";
1265 fragstrings_list[fragstrings_count++] = "\n";
1269 // now append the shader text itself
1270 vertstrings_list[vertstrings_count++] = vertexstring;
1271 geomstrings_list[geomstrings_count++] = geometrystring;
1272 fragstrings_list[fragstrings_count++] = fragmentstring;
1274 // if any sources were NULL, clear the respective list
1276 vertstrings_count = 0;
1277 if (!geometrystring)
1278 geomstrings_count = 0;
1279 if (!fragmentstring)
1280 fragstrings_count = 0;
1282 // compile the shader program
1283 if (vertstrings_count + geomstrings_count + fragstrings_count)
1284 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1288 qglUseProgramObjectARB(p->program);CHECKGLERROR
1289 // look up all the uniform variable names we care about, so we don't
1290 // have to look them up every time we set them
1291 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1292 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1293 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1294 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1295 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1296 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1297 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1298 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1299 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1300 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1301 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1302 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1303 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1304 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1305 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1306 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1307 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1308 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1309 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1310 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1311 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1312 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1313 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1314 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1315 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1316 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1317 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1318 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1319 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1320 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1321 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1322 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1323 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1324 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1325 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1326 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1327 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1328 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1329 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1330 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1331 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1332 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1333 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1334 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1335 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1336 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1337 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1338 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1339 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1340 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1341 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1342 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1343 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1344 // initialize the samplers to refer to the texture units we use
1345 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1346 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1347 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1348 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1349 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1350 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1351 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1352 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1353 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1354 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1355 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1356 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1357 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1358 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1359 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1360 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1361 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1362 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1363 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1364 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1366 if (developer.integer)
1367 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1370 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1374 Mem_Free(vertexstring);
1376 Mem_Free(geometrystring);
1378 Mem_Free(fragmentstring);
1381 void R_GLSL_Restart_f(void)
1384 shaderpermutation_t permutation;
1385 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1386 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1387 if (r_glsl_permutations[mode][permutation].program)
1388 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1389 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1392 void R_GLSL_DumpShader_f(void)
1396 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1399 Con_Printf("failed to write to glsl/default.glsl\n");
1403 FS_Print(file, "// The engine may define the following macros:\n");
1404 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1405 for (i = 0;i < SHADERMODE_COUNT;i++)
1406 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1407 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1408 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1409 FS_Print(file, "\n");
1410 FS_Print(file, builtinshaderstring);
1413 Con_Printf("glsl/default.glsl written\n");
1416 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1418 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1419 if (r_glsl_permutation != perm)
1421 r_glsl_permutation = perm;
1422 if (!r_glsl_permutation->program)
1424 if (!r_glsl_permutation->compiled)
1425 R_GLSL_CompilePermutation(mode, permutation);
1426 if (!r_glsl_permutation->program)
1428 // remove features until we find a valid permutation
1430 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 // reduce i more quickly whenever it would not remove any bits
1433 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1434 if (!(permutation & j))
1437 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1438 if (!r_glsl_permutation->compiled)
1439 R_GLSL_CompilePermutation(mode, permutation);
1440 if (r_glsl_permutation->program)
1443 if (i >= SHADERPERMUTATION_COUNT)
1445 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");
1446 Cvar_SetValueQuick(&r_glsl, 0);
1447 R_GLSL_Restart_f(); // unload shaders
1448 return; // no bit left to clear
1453 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1457 void R_SetupGenericShader(qboolean usetexture)
1459 if (gl_support_fragment_shader)
1461 if (r_glsl.integer && r_glsl_usegeneric.integer)
1462 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1463 else if (r_glsl_permutation)
1465 r_glsl_permutation = NULL;
1466 qglUseProgramObjectARB(0);CHECKGLERROR
1471 void R_SetupGenericTwoTextureShader(int texturemode)
1473 if (gl_support_fragment_shader)
1475 if (r_glsl.integer && r_glsl_usegeneric.integer)
1476 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1477 else if (r_glsl_permutation)
1479 r_glsl_permutation = NULL;
1480 qglUseProgramObjectARB(0);CHECKGLERROR
1483 if (!r_glsl_permutation)
1485 if (texturemode == GL_DECAL && gl_combine.integer)
1486 texturemode = GL_INTERPOLATE_ARB;
1487 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1491 void R_SetupDepthOrShadowShader(void)
1493 if (gl_support_fragment_shader)
1495 if (r_glsl.integer && r_glsl_usegeneric.integer)
1496 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1497 else if (r_glsl_permutation)
1499 r_glsl_permutation = NULL;
1500 qglUseProgramObjectARB(0);CHECKGLERROR
1505 extern rtexture_t *r_shadow_attenuationgradienttexture;
1506 extern rtexture_t *r_shadow_attenuation2dtexture;
1507 extern rtexture_t *r_shadow_attenuation3dtexture;
1508 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1510 // select a permutation of the lighting shader appropriate to this
1511 // combination of texture, entity, light source, and fogging, only use the
1512 // minimum features necessary to avoid wasting rendering time in the
1513 // fragment shader on features that are not being used
1514 unsigned int permutation = 0;
1515 shadermode_t mode = 0;
1516 // TODO: implement geometry-shader based shadow volumes someday
1517 if (r_glsl_offsetmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1520 if (r_glsl_offsetmapping_reliefmapping.integer)
1521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1523 if (rsurfacepass == RSURFPASS_BACKGROUND)
1525 // distorted background
1526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1527 mode = SHADERMODE_WATER;
1529 mode = SHADERMODE_REFRACTION;
1531 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1534 mode = SHADERMODE_LIGHTSOURCE;
1535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1537 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1538 permutation |= SHADERPERMUTATION_CUBEFILTER;
1539 if (diffusescale > 0)
1540 permutation |= SHADERPERMUTATION_DIFFUSE;
1541 if (specularscale > 0)
1542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1543 if (r_refdef.fogenabled)
1544 permutation |= SHADERPERMUTATION_FOG;
1545 if (rsurface.texture->colormapping)
1546 permutation |= SHADERPERMUTATION_COLORMAPPING;
1547 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1548 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1550 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1552 // unshaded geometry (fullbright or ambient model lighting)
1553 mode = SHADERMODE_FLATCOLOR;
1554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1555 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1556 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1557 permutation |= SHADERPERMUTATION_GLOW;
1558 if (r_refdef.fogenabled)
1559 permutation |= SHADERPERMUTATION_FOG;
1560 if (rsurface.texture->colormapping)
1561 permutation |= SHADERPERMUTATION_COLORMAPPING;
1562 if (r_glsl_offsetmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1565 if (r_glsl_offsetmapping_reliefmapping.integer)
1566 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1568 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1569 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1571 permutation |= SHADERPERMUTATION_REFLECTION;
1573 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1575 // directional model lighting
1576 mode = SHADERMODE_LIGHTDIRECTION;
1577 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1578 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1579 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1580 permutation |= SHADERPERMUTATION_GLOW;
1581 permutation |= SHADERPERMUTATION_DIFFUSE;
1582 if (specularscale > 0)
1583 permutation |= SHADERPERMUTATION_SPECULAR;
1584 if (r_refdef.fogenabled)
1585 permutation |= SHADERPERMUTATION_FOG;
1586 if (rsurface.texture->colormapping)
1587 permutation |= SHADERPERMUTATION_COLORMAPPING;
1588 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1589 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1591 permutation |= SHADERPERMUTATION_REFLECTION;
1593 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1595 // ambient model lighting
1596 mode = SHADERMODE_LIGHTDIRECTION;
1597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1598 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1599 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1600 permutation |= SHADERPERMUTATION_GLOW;
1601 if (r_refdef.fogenabled)
1602 permutation |= SHADERPERMUTATION_FOG;
1603 if (rsurface.texture->colormapping)
1604 permutation |= SHADERPERMUTATION_COLORMAPPING;
1605 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1606 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1607 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1608 permutation |= SHADERPERMUTATION_REFLECTION;
1613 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1615 // deluxemapping (light direction texture)
1616 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1619 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1620 permutation |= SHADERPERMUTATION_DIFFUSE;
1621 if (specularscale > 0)
1622 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624 else if (r_glsl_deluxemapping.integer >= 2)
1626 // fake deluxemapping (uniform light direction in tangentspace)
1627 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1628 permutation |= SHADERPERMUTATION_DIFFUSE;
1629 if (specularscale > 0)
1630 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1632 else if (rsurface.uselightmaptexture)
1634 // ordinary lightmapping (q1bsp, q3bsp)
1635 mode = SHADERMODE_LIGHTMAP;
1639 // ordinary vertex coloring (q3bsp)
1640 mode = SHADERMODE_VERTEXCOLOR;
1642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1643 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1644 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1645 permutation |= SHADERPERMUTATION_GLOW;
1646 if (r_refdef.fogenabled)
1647 permutation |= SHADERPERMUTATION_FOG;
1648 if (rsurface.texture->colormapping)
1649 permutation |= SHADERPERMUTATION_COLORMAPPING;
1650 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653 permutation |= SHADERPERMUTATION_REFLECTION;
1655 R_SetupShader_SetPermutation(mode, permutation);
1656 if (mode == SHADERMODE_LIGHTSOURCE)
1658 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1659 if (permutation & SHADERPERMUTATION_DIFFUSE)
1661 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1662 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1663 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1664 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1668 // ambient only is simpler
1669 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]);
1670 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1671 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1672 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1674 // additive passes are only darkened by fog, not tinted
1675 if (r_glsl_permutation->loc_FogColor >= 0)
1676 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1680 if (mode == SHADERMODE_LIGHTDIRECTION)
1682 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);
1683 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);
1684 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);
1685 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]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1693 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]);
1694 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1695 // additive passes are only darkened by fog, not tinted
1696 if (r_glsl_permutation->loc_FogColor >= 0)
1698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1703 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);
1704 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]);
1705 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]);
1706 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1707 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1708 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1711 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1713 // The formula used is actually:
1714 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1715 // color.rgb *= SceneBrightness;
1717 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1718 // and do [[calculations]] here in the engine
1719 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1720 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1723 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1724 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1725 if (r_glsl_permutation->loc_Color_Pants >= 0)
1727 if (rsurface.texture->currentskinframe->pants)
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1730 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1732 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1734 if (rsurface.texture->currentskinframe->shirt)
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1737 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1739 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1741 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1745 #define SKINFRAME_HASH 1024
1749 int loadsequence; // incremented each level change
1750 memexpandablearray_t array;
1751 skinframe_t *hash[SKINFRAME_HASH];
1755 void R_SkinFrame_PrepareForPurge(void)
1757 r_skinframe.loadsequence++;
1758 // wrap it without hitting zero
1759 if (r_skinframe.loadsequence >= 200)
1760 r_skinframe.loadsequence = 1;
1763 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1767 // mark the skinframe as used for the purging code
1768 skinframe->loadsequence = r_skinframe.loadsequence;
1771 void R_SkinFrame_Purge(void)
1775 for (i = 0;i < SKINFRAME_HASH;i++)
1777 for (s = r_skinframe.hash[i];s;s = s->next)
1779 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1781 if (s->merged == s->base)
1783 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1784 R_PurgeTexture(s->stain );s->stain = NULL;
1785 R_PurgeTexture(s->merged);s->merged = NULL;
1786 R_PurgeTexture(s->base );s->base = NULL;
1787 R_PurgeTexture(s->pants );s->pants = NULL;
1788 R_PurgeTexture(s->shirt );s->shirt = NULL;
1789 R_PurgeTexture(s->nmap );s->nmap = NULL;
1790 R_PurgeTexture(s->gloss );s->gloss = NULL;
1791 R_PurgeTexture(s->glow );s->glow = NULL;
1792 R_PurgeTexture(s->fog );s->fog = NULL;
1793 s->loadsequence = 0;
1799 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1801 char basename[MAX_QPATH];
1803 Image_StripImageExtension(name, basename, sizeof(basename));
1805 if( last == NULL ) {
1807 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1808 item = r_skinframe.hash[hashindex];
1813 // linearly search through the hash bucket
1814 for( ; item ; item = item->next ) {
1815 if( !strcmp( item->basename, basename ) ) {
1822 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1831 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1832 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1836 rtexture_t *dyntexture;
1837 // check whether its a dynamic texture
1838 dyntexture = CL_GetDynTexture( basename );
1839 if (!add && !dyntexture)
1841 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1842 memset(item, 0, sizeof(*item));
1843 strlcpy(item->basename, basename, sizeof(item->basename));
1844 item->base = dyntexture; // either NULL or dyntexture handle
1845 item->textureflags = textureflags;
1846 item->comparewidth = comparewidth;
1847 item->compareheight = compareheight;
1848 item->comparecrc = comparecrc;
1849 item->next = r_skinframe.hash[hashindex];
1850 r_skinframe.hash[hashindex] = item;
1852 else if( item->base == NULL )
1854 rtexture_t *dyntexture;
1855 // check whether its a dynamic texture
1856 // 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]
1857 dyntexture = CL_GetDynTexture( basename );
1858 item->base = dyntexture; // either NULL or dyntexture handle
1861 R_SkinFrame_MarkUsed(item);
1865 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1867 // FIXME: it should be possible to disable loading various layers using
1868 // cvars, to prevent wasted loading time and memory usage if the user does
1870 qboolean loadnormalmap = true;
1871 qboolean loadgloss = true;
1872 qboolean loadpantsandshirt = true;
1873 qboolean loadglow = true;
1875 unsigned char *pixels;
1876 unsigned char *bumppixels;
1877 unsigned char *basepixels = NULL;
1878 int basepixels_width;
1879 int basepixels_height;
1880 skinframe_t *skinframe;
1882 if (cls.state == ca_dedicated)
1885 // return an existing skinframe if already loaded
1886 // if loading of the first image fails, don't make a new skinframe as it
1887 // would cause all future lookups of this to be missing
1888 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1889 if (skinframe && skinframe->base)
1892 basepixels = loadimagepixelsbgra(name, complain, true);
1893 if (basepixels == NULL)
1896 if (developer_loading.integer)
1897 Con_Printf("loading skin \"%s\"\n", name);
1899 // we've got some pixels to store, so really allocate this new texture now
1901 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1902 skinframe->stain = NULL;
1903 skinframe->merged = NULL;
1904 skinframe->base = r_texture_notexture;
1905 skinframe->pants = NULL;
1906 skinframe->shirt = NULL;
1907 skinframe->nmap = r_texture_blanknormalmap;
1908 skinframe->gloss = NULL;
1909 skinframe->glow = NULL;
1910 skinframe->fog = NULL;
1912 basepixels_width = image_width;
1913 basepixels_height = image_height;
1914 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);
1916 if (textureflags & TEXF_ALPHA)
1918 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1919 if (basepixels[j] < 255)
1921 if (j < basepixels_width * basepixels_height * 4)
1923 // has transparent pixels
1924 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1925 for (j = 0;j < image_width * image_height * 4;j += 4)
1930 pixels[j+3] = basepixels[j+3];
1932 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);
1937 // _norm is the name used by tenebrae and has been adopted as standard
1940 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1942 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1946 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1948 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1950 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1952 Mem_Free(bumppixels);
1954 else if (r_shadow_bumpscale_basetexture.value > 0)
1956 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1957 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1958 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962 // _luma is supported for tenebrae compatibility
1963 // (I think it's a very stupid name, but oh well)
1964 // _glow is the preferred name
1965 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;}
1966 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;}
1967 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;}
1968 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;}
1971 Mem_Free(basepixels);
1976 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)
1981 for (i = 0;i < width*height;i++)
1982 if (((unsigned char *)&palette[in[i]])[3] > 0)
1984 if (i == width*height)
1987 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1990 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1991 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1994 unsigned char *temp1, *temp2;
1995 skinframe_t *skinframe;
1997 if (cls.state == ca_dedicated)
2000 // if already loaded just return it, otherwise make a new skinframe
2001 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2002 if (skinframe && skinframe->base)
2005 skinframe->stain = NULL;
2006 skinframe->merged = NULL;
2007 skinframe->base = r_texture_notexture;
2008 skinframe->pants = NULL;
2009 skinframe->shirt = NULL;
2010 skinframe->nmap = r_texture_blanknormalmap;
2011 skinframe->gloss = NULL;
2012 skinframe->glow = NULL;
2013 skinframe->fog = NULL;
2015 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2019 if (developer_loading.integer)
2020 Con_Printf("loading 32bit skin \"%s\"\n", name);
2022 if (r_shadow_bumpscale_basetexture.value > 0)
2024 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2025 temp2 = temp1 + width * height * 4;
2026 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2027 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2030 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2031 if (textureflags & TEXF_ALPHA)
2033 for (i = 3;i < width * height * 4;i += 4)
2034 if (skindata[i] < 255)
2036 if (i < width * height * 4)
2038 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2039 memcpy(fogpixels, skindata, width * height * 4);
2040 for (i = 0;i < width * height * 4;i += 4)
2041 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2042 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2043 Mem_Free(fogpixels);
2050 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2053 unsigned char *temp1, *temp2;
2054 skinframe_t *skinframe;
2056 if (cls.state == ca_dedicated)
2059 // if already loaded just return it, otherwise make a new skinframe
2060 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2061 if (skinframe && skinframe->base)
2064 skinframe->stain = NULL;
2065 skinframe->merged = NULL;
2066 skinframe->base = r_texture_notexture;
2067 skinframe->pants = NULL;
2068 skinframe->shirt = NULL;
2069 skinframe->nmap = r_texture_blanknormalmap;
2070 skinframe->gloss = NULL;
2071 skinframe->glow = NULL;
2072 skinframe->fog = NULL;
2074 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2078 if (developer_loading.integer)
2079 Con_Printf("loading quake skin \"%s\"\n", name);
2081 if (r_shadow_bumpscale_basetexture.value > 0)
2083 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2084 temp2 = temp1 + width * height * 4;
2085 // use either a custom palette or the quake palette
2086 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2087 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2088 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2091 // use either a custom palette, or the quake palette
2092 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2093 if (loadglowtexture)
2094 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2095 if (loadpantsandshirt)
2097 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2098 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2100 if (skinframe->pants || skinframe->shirt)
2101 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
2102 if (textureflags & TEXF_ALPHA)
2104 for (i = 0;i < width * height;i++)
2105 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2107 if (i < width * height)
2108 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2114 skinframe_t *R_SkinFrame_LoadMissing(void)
2116 skinframe_t *skinframe;
2118 if (cls.state == ca_dedicated)
2121 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2122 skinframe->stain = NULL;
2123 skinframe->merged = NULL;
2124 skinframe->base = r_texture_notexture;
2125 skinframe->pants = NULL;
2126 skinframe->shirt = NULL;
2127 skinframe->nmap = r_texture_blanknormalmap;
2128 skinframe->gloss = NULL;
2129 skinframe->glow = NULL;
2130 skinframe->fog = NULL;
2135 void gl_main_start(void)
2137 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2138 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2140 // set up r_skinframe loading system for textures
2141 memset(&r_skinframe, 0, sizeof(r_skinframe));
2142 r_skinframe.loadsequence = 1;
2143 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2145 r_main_texturepool = R_AllocTexturePool();
2146 R_BuildBlankTextures();
2148 if (gl_texturecubemap)
2151 R_BuildNormalizationCube();
2153 r_texture_fogattenuation = NULL;
2154 r_texture_gammaramps = NULL;
2155 //r_texture_fogintensity = NULL;
2156 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2157 memset(&r_waterstate, 0, sizeof(r_waterstate));
2158 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2159 memset(&r_svbsp, 0, sizeof (r_svbsp));
2161 r_refdef.fogmasktable_density = 0;
2164 void gl_main_shutdown(void)
2166 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2167 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2169 // clear out the r_skinframe state
2170 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2171 memset(&r_skinframe, 0, sizeof(r_skinframe));
2174 Mem_Free(r_svbsp.nodes);
2175 memset(&r_svbsp, 0, sizeof (r_svbsp));
2176 R_FreeTexturePool(&r_main_texturepool);
2177 r_texture_blanknormalmap = NULL;
2178 r_texture_white = NULL;
2179 r_texture_grey128 = NULL;
2180 r_texture_black = NULL;
2181 r_texture_whitecube = NULL;
2182 r_texture_normalizationcube = NULL;
2183 r_texture_fogattenuation = NULL;
2184 r_texture_gammaramps = NULL;
2185 //r_texture_fogintensity = NULL;
2186 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2187 memset(&r_waterstate, 0, sizeof(r_waterstate));
2191 extern void CL_ParseEntityLump(char *entitystring);
2192 void gl_main_newmap(void)
2194 // FIXME: move this code to client
2196 char *entities, entname[MAX_QPATH];
2199 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2200 l = (int)strlen(entname) - 4;
2201 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2203 memcpy(entname + l, ".ent", 5);
2204 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2206 CL_ParseEntityLump(entities);
2211 if (cl.worldmodel->brush.entities)
2212 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2216 void GL_Main_Init(void)
2218 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2220 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2221 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2222 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2223 if (gamemode == GAME_NEHAHRA)
2225 Cvar_RegisterVariable (&gl_fogenable);
2226 Cvar_RegisterVariable (&gl_fogdensity);
2227 Cvar_RegisterVariable (&gl_fogred);
2228 Cvar_RegisterVariable (&gl_foggreen);
2229 Cvar_RegisterVariable (&gl_fogblue);
2230 Cvar_RegisterVariable (&gl_fogstart);
2231 Cvar_RegisterVariable (&gl_fogend);
2232 Cvar_RegisterVariable (&gl_skyclip);
2234 Cvar_RegisterVariable(&r_depthfirst);
2235 Cvar_RegisterVariable(&r_useinfinitefarclip);
2236 Cvar_RegisterVariable(&r_nearclip);
2237 Cvar_RegisterVariable(&r_showbboxes);
2238 Cvar_RegisterVariable(&r_showsurfaces);
2239 Cvar_RegisterVariable(&r_showtris);
2240 Cvar_RegisterVariable(&r_shownormals);
2241 Cvar_RegisterVariable(&r_showlighting);
2242 Cvar_RegisterVariable(&r_showshadowvolumes);
2243 Cvar_RegisterVariable(&r_showcollisionbrushes);
2244 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2245 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2246 Cvar_RegisterVariable(&r_showdisabledepthtest);
2247 Cvar_RegisterVariable(&r_drawportals);
2248 Cvar_RegisterVariable(&r_drawentities);
2249 Cvar_RegisterVariable(&r_cullentities_trace);
2250 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2251 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2252 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2253 Cvar_RegisterVariable(&r_drawviewmodel);
2254 Cvar_RegisterVariable(&r_speeds);
2255 Cvar_RegisterVariable(&r_fullbrights);
2256 Cvar_RegisterVariable(&r_wateralpha);
2257 Cvar_RegisterVariable(&r_dynamic);
2258 Cvar_RegisterVariable(&r_fullbright);
2259 Cvar_RegisterVariable(&r_shadows);
2260 Cvar_RegisterVariable(&r_shadows_throwdistance);
2261 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2262 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2263 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2264 Cvar_RegisterVariable(&r_fog_exp2);
2265 Cvar_RegisterVariable(&r_drawfog);
2266 Cvar_RegisterVariable(&r_textureunits);
2267 Cvar_RegisterVariable(&r_glsl);
2268 Cvar_RegisterVariable(&r_glsl_contrastboost);
2269 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2270 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2271 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2272 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2273 Cvar_RegisterVariable(&r_glsl_postprocess);
2274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2277 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2278 Cvar_RegisterVariable(&r_glsl_usegeneric);
2279 Cvar_RegisterVariable(&r_water);
2280 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2281 Cvar_RegisterVariable(&r_water_clippingplanebias);
2282 Cvar_RegisterVariable(&r_water_refractdistort);
2283 Cvar_RegisterVariable(&r_water_reflectdistort);
2284 Cvar_RegisterVariable(&r_lerpsprites);
2285 Cvar_RegisterVariable(&r_lerpmodels);
2286 Cvar_RegisterVariable(&r_lerplightstyles);
2287 Cvar_RegisterVariable(&r_waterscroll);
2288 Cvar_RegisterVariable(&r_bloom);
2289 Cvar_RegisterVariable(&r_bloom_colorscale);
2290 Cvar_RegisterVariable(&r_bloom_brighten);
2291 Cvar_RegisterVariable(&r_bloom_blur);
2292 Cvar_RegisterVariable(&r_bloom_resolution);
2293 Cvar_RegisterVariable(&r_bloom_colorexponent);
2294 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2295 Cvar_RegisterVariable(&r_hdr);
2296 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2297 Cvar_RegisterVariable(&r_hdr_glowintensity);
2298 Cvar_RegisterVariable(&r_hdr_range);
2299 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2300 Cvar_RegisterVariable(&developer_texturelogging);
2301 Cvar_RegisterVariable(&gl_lightmaps);
2302 Cvar_RegisterVariable(&r_test);
2303 Cvar_RegisterVariable(&r_batchmode);
2304 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2305 Cvar_SetValue("r_fullbrights", 0);
2306 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2308 Cvar_RegisterVariable(&r_track_sprites);
2309 Cvar_RegisterVariable(&r_track_sprites_flags);
2310 Cvar_RegisterVariable(&r_track_sprites_scalew);
2311 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2314 extern void R_Textures_Init(void);
2315 extern void GL_Draw_Init(void);
2316 extern void GL_Main_Init(void);
2317 extern void R_Shadow_Init(void);
2318 extern void R_Sky_Init(void);
2319 extern void GL_Surf_Init(void);
2320 extern void R_Particles_Init(void);
2321 extern void R_Explosion_Init(void);
2322 extern void gl_backend_init(void);
2323 extern void Sbar_Init(void);
2324 extern void R_LightningBeams_Init(void);
2325 extern void Mod_RenderInit(void);
2327 void Render_Init(void)
2339 R_LightningBeams_Init();
2348 extern char *ENGINE_EXTENSIONS;
2351 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2352 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2353 gl_version = (const char *)qglGetString(GL_VERSION);
2354 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2358 if (!gl_platformextensions)
2359 gl_platformextensions = "";
2361 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2362 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2363 Con_Printf("GL_VERSION: %s\n", gl_version);
2364 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2365 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2367 VID_CheckExtensions();
2369 // LordHavoc: report supported extensions
2370 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2372 // clear to black (loading plaque will be seen over this)
2374 qglClearColor(0,0,0,1);CHECKGLERROR
2375 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2378 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2382 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2384 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2387 p = r_refdef.view.frustum + i;
2392 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2396 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2400 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2404 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2408 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2412 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2416 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2420 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2428 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2432 for (i = 0;i < numplanes;i++)
2439 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2443 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2447 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2451 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2455 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2459 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2463 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2467 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2475 //==================================================================================
2477 static void R_View_UpdateEntityVisible (void)
2480 entity_render_t *ent;
2482 if (!r_drawentities.integer)
2485 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2486 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2488 // worldmodel can check visibility
2489 for (i = 0;i < r_refdef.scene.numentities;i++)
2491 ent = r_refdef.scene.entities[i];
2492 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)) && ((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));
2495 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2497 for (i = 0;i < r_refdef.scene.numentities;i++)
2499 ent = r_refdef.scene.entities[i];
2500 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2502 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))
2503 ent->last_trace_visibility = realtime;
2504 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2505 r_refdef.viewcache.entityvisible[i] = 0;
2512 // no worldmodel or it can't check visibility
2513 for (i = 0;i < r_refdef.scene.numentities;i++)
2515 ent = r_refdef.scene.entities[i];
2516 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));
2521 // only used if skyrendermasked, and normally returns false
2522 int R_DrawBrushModelsSky (void)
2525 entity_render_t *ent;
2527 if (!r_drawentities.integer)
2531 for (i = 0;i < r_refdef.scene.numentities;i++)
2533 if (!r_refdef.viewcache.entityvisible[i])
2535 ent = r_refdef.scene.entities[i];
2536 if (!ent->model || !ent->model->DrawSky)
2538 ent->model->DrawSky(ent);
2544 static void R_DrawNoModel(entity_render_t *ent);
2545 static void R_DrawModels(void)
2548 entity_render_t *ent;
2550 if (!r_drawentities.integer)
2553 for (i = 0;i < r_refdef.scene.numentities;i++)
2555 if (!r_refdef.viewcache.entityvisible[i])
2557 ent = r_refdef.scene.entities[i];
2558 r_refdef.stats.entities++;
2559 if (ent->model && ent->model->Draw != NULL)
2560 ent->model->Draw(ent);
2566 static void R_DrawModelsDepth(void)
2569 entity_render_t *ent;
2571 if (!r_drawentities.integer)
2574 for (i = 0;i < r_refdef.scene.numentities;i++)
2576 if (!r_refdef.viewcache.entityvisible[i])
2578 ent = r_refdef.scene.entities[i];
2579 if (ent->model && ent->model->DrawDepth != NULL)
2580 ent->model->DrawDepth(ent);
2584 static void R_DrawModelsDebug(void)
2587 entity_render_t *ent;
2589 if (!r_drawentities.integer)
2592 for (i = 0;i < r_refdef.scene.numentities;i++)
2594 if (!r_refdef.viewcache.entityvisible[i])
2596 ent = r_refdef.scene.entities[i];
2597 if (ent->model && ent->model->DrawDebug != NULL)
2598 ent->model->DrawDebug(ent);
2602 static void R_DrawModelsAddWaterPlanes(void)
2605 entity_render_t *ent;
2607 if (!r_drawentities.integer)
2610 for (i = 0;i < r_refdef.scene.numentities;i++)
2612 if (!r_refdef.viewcache.entityvisible[i])
2614 ent = r_refdef.scene.entities[i];
2615 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2616 ent->model->DrawAddWaterPlanes(ent);
2620 static void R_View_SetFrustum(void)
2623 double slopex, slopey;
2624 vec3_t forward, left, up, origin;
2626 // we can't trust r_refdef.view.forward and friends in reflected scenes
2627 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2630 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2631 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2632 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2633 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2634 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2635 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2636 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2637 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2638 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2639 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2640 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2641 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2645 zNear = r_refdef.nearclip;
2646 nudge = 1.0 - 1.0 / (1<<23);
2647 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2648 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2649 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2650 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2651 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2652 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2653 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2654 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2660 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2661 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2662 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2663 r_refdef.view.frustum[0].dist = m[15] - m[12];
2665 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2666 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2667 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2668 r_refdef.view.frustum[1].dist = m[15] + m[12];
2670 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2671 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2672 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2673 r_refdef.view.frustum[2].dist = m[15] - m[13];
2675 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2676 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2677 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2678 r_refdef.view.frustum[3].dist = m[15] + m[13];
2680 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2681 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2682 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2683 r_refdef.view.frustum[4].dist = m[15] - m[14];
2685 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2686 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2687 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2688 r_refdef.view.frustum[5].dist = m[15] + m[14];
2691 if (r_refdef.view.useperspective)
2693 slopex = 1.0 / r_refdef.view.frustum_x;
2694 slopey = 1.0 / r_refdef.view.frustum_y;
2695 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2696 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2697 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2698 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2699 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2701 // Leaving those out was a mistake, those were in the old code, and they
2702 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2703 // I couldn't reproduce it after adding those normalizations. --blub
2704 VectorNormalize(r_refdef.view.frustum[0].normal);
2705 VectorNormalize(r_refdef.view.frustum[1].normal);
2706 VectorNormalize(r_refdef.view.frustum[2].normal);
2707 VectorNormalize(r_refdef.view.frustum[3].normal);
2709 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2711 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2712 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2713 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2715 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2716 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2717 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2718 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2719 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2723 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2724 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2725 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2726 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2727 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2728 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2729 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2730 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2731 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2732 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2734 r_refdef.view.numfrustumplanes = 5;
2736 if (r_refdef.view.useclipplane)
2738 r_refdef.view.numfrustumplanes = 6;
2739 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2742 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2743 PlaneClassify(r_refdef.view.frustum + i);
2745 // LordHavoc: note to all quake engine coders, Quake had a special case
2746 // for 90 degrees which assumed a square view (wrong), so I removed it,
2747 // Quake2 has it disabled as well.
2749 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2750 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2751 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2752 //PlaneClassify(&frustum[0]);
2754 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2755 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2756 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2757 //PlaneClassify(&frustum[1]);
2759 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2760 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2761 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2762 //PlaneClassify(&frustum[2]);
2764 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2765 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2766 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2767 //PlaneClassify(&frustum[3]);
2770 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2771 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2772 //PlaneClassify(&frustum[4]);
2775 void R_View_Update(void)
2777 R_View_SetFrustum();
2778 R_View_WorldVisibility(r_refdef.view.useclipplane);
2779 R_View_UpdateEntityVisible();
2782 void R_SetupView(qboolean allowwaterclippingplane)
2784 if (!r_refdef.view.useperspective)
2785 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2786 else if (gl_stencil && r_useinfinitefarclip.integer)
2787 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2789 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2791 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2793 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2795 // LordHavoc: couldn't figure out how to make this approach the
2796 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2797 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2798 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2799 dist = r_refdef.view.clipplane.dist;
2800 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2804 void R_ResetViewRendering2D(void)
2808 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2809 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2810 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2811 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2812 GL_Color(1, 1, 1, 1);
2813 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2814 GL_BlendFunc(GL_ONE, GL_ZERO);
2815 GL_AlphaTest(false);
2816 GL_ScissorTest(false);
2817 GL_DepthMask(false);
2818 GL_DepthRange(0, 1);
2819 GL_DepthTest(false);
2820 R_Mesh_Matrix(&identitymatrix);
2821 R_Mesh_ResetTextureState();
2822 GL_PolygonOffset(0, 0);
2823 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2824 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2825 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2826 qglStencilMask(~0);CHECKGLERROR
2827 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2828 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2829 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2830 R_SetupGenericShader(true);
2833 void R_ResetViewRendering3D(void)
2837 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2838 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2840 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2841 GL_Color(1, 1, 1, 1);
2842 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2843 GL_BlendFunc(GL_ONE, GL_ZERO);
2844 GL_AlphaTest(false);
2845 GL_ScissorTest(true);
2847 GL_DepthRange(0, 1);
2849 R_Mesh_Matrix(&identitymatrix);
2850 R_Mesh_ResetTextureState();
2851 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2852 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2853 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2854 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2855 qglStencilMask(~0);CHECKGLERROR
2856 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2857 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2858 GL_CullFace(r_refdef.view.cullface_back);
2859 R_SetupGenericShader(true);
2862 void R_RenderScene(qboolean addwaterplanes);
2864 static void R_Water_StartFrame(void)
2867 int waterwidth, waterheight, texturewidth, textureheight;
2868 r_waterstate_waterplane_t *p;
2870 // set waterwidth and waterheight to the water resolution that will be
2871 // used (often less than the screen resolution for faster rendering)
2872 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2873 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2875 // calculate desired texture sizes
2876 // can't use water if the card does not support the texture size
2877 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2878 texturewidth = textureheight = waterwidth = waterheight = 0;
2879 else if (gl_support_arb_texture_non_power_of_two)
2881 texturewidth = waterwidth;
2882 textureheight = waterheight;
2886 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2887 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2890 // allocate textures as needed
2891 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2893 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2894 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2896 if (p->texture_refraction)
2897 R_FreeTexture(p->texture_refraction);
2898 p->texture_refraction = NULL;
2899 if (p->texture_reflection)
2900 R_FreeTexture(p->texture_reflection);
2901 p->texture_reflection = NULL;
2903 memset(&r_waterstate, 0, sizeof(r_waterstate));
2904 r_waterstate.waterwidth = waterwidth;
2905 r_waterstate.waterheight = waterheight;
2906 r_waterstate.texturewidth = texturewidth;
2907 r_waterstate.textureheight = textureheight;
2910 if (r_waterstate.waterwidth)
2912 r_waterstate.enabled = true;
2914 // set up variables that will be used in shader setup
2915 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2917 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2918 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2921 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2922 r_waterstate.numwaterplanes = 0;
2925 static void R_Water_AddWaterPlane(msurface_t *surface)
2927 int triangleindex, planeindex;
2933 r_waterstate_waterplane_t *p;
2934 // just use the first triangle with a valid normal for any decisions
2935 VectorClear(normal);
2936 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2938 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2939 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2940 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2941 TriangleNormal(vert[0], vert[1], vert[2], normal);
2942 if (VectorLength2(normal) >= 0.001)
2946 VectorCopy(normal, plane.normal);
2947 VectorNormalize(plane.normal);
2948 plane.dist = DotProduct(vert[0], plane.normal);
2949 PlaneClassify(&plane);
2950 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2952 // skip backfaces (except if nocullface is set)
2953 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2955 VectorNegate(plane.normal, plane.normal);
2957 PlaneClassify(&plane);
2961 // find a matching plane if there is one
2962 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2963 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2965 if (planeindex >= r_waterstate.maxwaterplanes)
2966 return; // nothing we can do, out of planes
2968 // if this triangle does not fit any known plane rendered this frame, add one
2969 if (planeindex >= r_waterstate.numwaterplanes)
2971 // store the new plane
2972 r_waterstate.numwaterplanes++;
2974 // clear materialflags and pvs
2975 p->materialflags = 0;
2976 p->pvsvalid = false;
2978 // merge this surface's materialflags into the waterplane
2979 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2980 // merge this surface's PVS into the waterplane
2981 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2982 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2983 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2985 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2990 static void R_Water_ProcessPlanes(void)
2992 r_refdef_view_t originalview;
2994 r_waterstate_waterplane_t *p;
2996 originalview = r_refdef.view;
2998 // make sure enough textures are allocated
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3003 if (!p->texture_refraction)
3004 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);
3005 if (!p->texture_refraction)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3011 if (!p->texture_reflection)
3012 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);
3013 if (!p->texture_reflection)
3019 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3021 r_refdef.view.showdebug = false;
3022 r_refdef.view.width = r_waterstate.waterwidth;
3023 r_refdef.view.height = r_waterstate.waterheight;
3024 r_refdef.view.useclipplane = true;
3025 r_waterstate.renderingscene = true;
3027 // render the normal view scene and copy into texture
3028 // (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)
3029 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3031 r_refdef.view.clipplane = p->plane;
3032 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3033 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3034 PlaneClassify(&r_refdef.view.clipplane);
3036 R_RenderScene(false);
3038 // copy view into the screen texture
3039 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3040 GL_ActiveTexture(0);
3042 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3045 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3047 // render reflected scene and copy into texture
3048 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3049 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3050 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3051 r_refdef.view.clipplane = p->plane;
3052 // reverse the cullface settings for this render
3053 r_refdef.view.cullface_front = GL_FRONT;
3054 r_refdef.view.cullface_back = GL_BACK;
3055 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3057 r_refdef.view.usecustompvs = true;
3059 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3061 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3064 R_ResetViewRendering3D();
3065 R_ClearScreen(r_refdef.fogenabled);
3066 if (r_timereport_active)
3067 R_TimeReport("viewclear");
3069 R_RenderScene(false);
3071 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3072 GL_ActiveTexture(0);
3074 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3076 R_ResetViewRendering3D();
3077 R_ClearScreen(r_refdef.fogenabled);
3078 if (r_timereport_active)
3079 R_TimeReport("viewclear");
3082 r_refdef.view = originalview;
3083 r_refdef.view.clear = true;
3084 r_waterstate.renderingscene = false;
3088 r_refdef.view = originalview;
3089 r_waterstate.renderingscene = false;
3090 Cvar_SetValueQuick(&r_water, 0);
3091 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3095 void R_Bloom_StartFrame(void)
3097 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3099 // set bloomwidth and bloomheight to the bloom resolution that will be
3100 // used (often less than the screen resolution for faster rendering)
3101 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3102 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3103 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3104 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3105 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3107 // calculate desired texture sizes
3108 if (gl_support_arb_texture_non_power_of_two)
3110 screentexturewidth = r_refdef.view.width;
3111 screentextureheight = r_refdef.view.height;
3112 bloomtexturewidth = r_bloomstate.bloomwidth;
3113 bloomtextureheight = r_bloomstate.bloomheight;
3117 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3118 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3119 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3120 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3123 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3125 Cvar_SetValueQuick(&r_hdr, 0);
3126 Cvar_SetValueQuick(&r_bloom, 0);
3129 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3130 screentexturewidth = screentextureheight = 0;
3131 if (!r_hdr.integer && !r_bloom.integer)
3132 bloomtexturewidth = bloomtextureheight = 0;
3134 // allocate textures as needed
3135 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3137 if (r_bloomstate.texture_screen)
3138 R_FreeTexture(r_bloomstate.texture_screen);
3139 r_bloomstate.texture_screen = NULL;
3140 r_bloomstate.screentexturewidth = screentexturewidth;
3141 r_bloomstate.screentextureheight = screentextureheight;
3142 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3143 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);
3145 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3147 if (r_bloomstate.texture_bloom)
3148 R_FreeTexture(r_bloomstate.texture_bloom);
3149 r_bloomstate.texture_bloom = NULL;
3150 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3151 r_bloomstate.bloomtextureheight = bloomtextureheight;
3152 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3153 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);
3156 // set up a texcoord array for the full resolution screen image
3157 // (we have to keep this around to copy back during final render)
3158 r_bloomstate.screentexcoord2f[0] = 0;
3159 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3160 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3161 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3162 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3163 r_bloomstate.screentexcoord2f[5] = 0;
3164 r_bloomstate.screentexcoord2f[6] = 0;
3165 r_bloomstate.screentexcoord2f[7] = 0;
3167 // set up a texcoord array for the reduced resolution bloom image
3168 // (which will be additive blended over the screen image)
3169 r_bloomstate.bloomtexcoord2f[0] = 0;
3170 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3171 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3172 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3173 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3174 r_bloomstate.bloomtexcoord2f[5] = 0;
3175 r_bloomstate.bloomtexcoord2f[6] = 0;
3176 r_bloomstate.bloomtexcoord2f[7] = 0;
3178 if (r_hdr.integer || r_bloom.integer)
3180 r_bloomstate.enabled = true;
3181 r_bloomstate.hdr = r_hdr.integer != 0;
3185 void R_Bloom_CopyBloomTexture(float colorscale)
3187 r_refdef.stats.bloom++;
3189 // scale down screen texture to the bloom texture size
3191 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3192 GL_BlendFunc(GL_ONE, GL_ZERO);
3193 GL_Color(colorscale, colorscale, colorscale, 1);
3194 // TODO: optimize with multitexture or GLSL
3195 R_SetupGenericShader(true);
3196 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3197 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3198 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3199 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3201 // we now have a bloom image in the framebuffer
3202 // copy it into the bloom image texture for later processing
3203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204 GL_ActiveTexture(0);
3206 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3207 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3210 void R_Bloom_CopyHDRTexture(void)
3212 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3213 GL_ActiveTexture(0);
3215 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3216 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3219 void R_Bloom_MakeTexture(void)
3222 float xoffset, yoffset, r, brighten;
3224 r_refdef.stats.bloom++;
3226 R_ResetViewRendering2D();
3227 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228 R_Mesh_ColorPointer(NULL, 0, 0);
3229 R_SetupGenericShader(true);
3231 // we have a bloom image in the framebuffer
3233 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3235 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3238 r = bound(0, r_bloom_colorexponent.value / x, 1);
3239 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3240 GL_Color(r, r, r, 1);
3241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3243 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3244 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3246 // copy the vertically blurred bloom view to a texture
3247 GL_ActiveTexture(0);
3249 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3250 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3253 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3254 brighten = r_bloom_brighten.value;
3256 brighten *= r_hdr_range.value;
3257 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3258 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3260 for (dir = 0;dir < 2;dir++)
3262 // blend on at multiple vertical offsets to achieve a vertical blur
3263 // TODO: do offset blends using GLSL
3264 GL_BlendFunc(GL_ONE, GL_ZERO);
3265 for (x = -range;x <= range;x++)
3267 if (!dir){xoffset = 0;yoffset = x;}
3268 else {xoffset = x;yoffset = 0;}
3269 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3270 yoffset /= (float)r_bloomstate.bloomtextureheight;
3271 // compute a texcoord array with the specified x and y offset
3272 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3273 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3274 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3275 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3276 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3277 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3278 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3279 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3280 // this r value looks like a 'dot' particle, fading sharply to
3281 // black at the edges
3282 // (probably not realistic but looks good enough)
3283 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3284 //r = (dir ? 1.0f : brighten)/(range*2+1);
3285 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3286 GL_Color(r, r, r, 1);
3287 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289 GL_BlendFunc(GL_ONE, GL_ONE);
3292 // copy the vertically blurred bloom view to a texture
3293 GL_ActiveTexture(0);
3295 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3296 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 // apply subtract last
3300 // (just like it would be in a GLSL shader)
3301 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3303 GL_BlendFunc(GL_ONE, GL_ZERO);
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306 GL_Color(1, 1, 1, 1);
3307 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3308 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3310 GL_BlendFunc(GL_ONE, GL_ONE);
3311 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3312 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3313 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3314 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3315 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3316 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3319 // copy the darkened bloom view to a texture
3320 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3321 GL_ActiveTexture(0);
3323 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3324 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3328 void R_HDR_RenderBloomTexture(void)
3330 int oldwidth, oldheight;
3331 float oldcolorscale;
3333 oldcolorscale = r_refdef.view.colorscale;
3334 oldwidth = r_refdef.view.width;
3335 oldheight = r_refdef.view.height;
3336 r_refdef.view.width = r_bloomstate.bloomwidth;
3337 r_refdef.view.height = r_bloomstate.bloomheight;
3339 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3340 // TODO: add exposure compensation features
3341 // TODO: add fp16 framebuffer support
3343 r_refdef.view.showdebug = false;
3344 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("HDRclear");
3350 r_waterstate.numwaterplanes = 0;
3351 R_RenderScene(r_waterstate.enabled);
3352 r_refdef.view.showdebug = true;
3354 R_ResetViewRendering2D();
3356 R_Bloom_CopyHDRTexture();
3357 R_Bloom_MakeTexture();
3359 // restore the view settings
3360 r_refdef.view.width = oldwidth;
3361 r_refdef.view.height = oldheight;
3362 r_refdef.view.colorscale = oldcolorscale;
3364 R_ResetViewRendering3D();
3366 R_ClearScreen(r_refdef.fogenabled);
3367 if (r_timereport_active)
3368 R_TimeReport("viewclear");
3371 static void R_BlendView(void)
3373 if (r_bloomstate.texture_screen)
3375 // copy view into the screen texture
3376 R_ResetViewRendering2D();
3377 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3378 R_Mesh_ColorPointer(NULL, 0, 0);
3379 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3380 GL_ActiveTexture(0);CHECKGLERROR
3381 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3382 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3385 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3387 unsigned int permutation =
3388 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3389 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3390 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3391 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3393 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3395 // render simple bloom effect
3396 // copy the screen and shrink it and darken it for the bloom process
3397 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3398 // make the bloom texture
3399 R_Bloom_MakeTexture();
3402 R_ResetViewRendering2D();
3403 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3404 R_Mesh_ColorPointer(NULL, 0, 0);
3405 GL_Color(1, 1, 1, 1);
3406 GL_BlendFunc(GL_ONE, GL_ZERO);
3407 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3408 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3409 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3410 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3411 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3412 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3413 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3414 if (r_glsl_permutation->loc_TintColor >= 0)
3415 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3416 if (r_glsl_permutation->loc_ClientTime >= 0)
3417 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3418 if (r_glsl_permutation->loc_PixelSize >= 0)
3419 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3420 if (r_glsl_permutation->loc_UserVec1 >= 0)
3422 float a=0, b=0, c=0, d=0;
3423 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3424 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3426 if (r_glsl_permutation->loc_UserVec2 >= 0)
3428 float a=0, b=0, c=0, d=0;
3429 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3430 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3432 if (r_glsl_permutation->loc_UserVec3 >= 0)
3434 float a=0, b=0, c=0, d=0;
3435 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3436 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3438 if (r_glsl_permutation->loc_UserVec4 >= 0)
3440 float a=0, b=0, c=0, d=0;
3441 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3442 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3444 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3445 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3451 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3453 // render high dynamic range bloom effect
3454 // the bloom texture was made earlier this render, so we just need to
3455 // blend it onto the screen...
3456 R_ResetViewRendering2D();
3457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458 R_Mesh_ColorPointer(NULL, 0, 0);
3459 R_SetupGenericShader(true);
3460 GL_Color(1, 1, 1, 1);
3461 GL_BlendFunc(GL_ONE, GL_ONE);
3462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3465 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3467 else if (r_bloomstate.texture_bloom)
3469 // render simple bloom effect
3470 // copy the screen and shrink it and darken it for the bloom process
3471 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3472 // make the bloom texture
3473 R_Bloom_MakeTexture();
3474 // put the original screen image back in place and blend the bloom
3476 R_ResetViewRendering2D();
3477 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3478 R_Mesh_ColorPointer(NULL, 0, 0);
3479 GL_Color(1, 1, 1, 1);
3480 GL_BlendFunc(GL_ONE, GL_ZERO);
3481 // do both in one pass if possible
3482 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3483 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3484 if (r_textureunits.integer >= 2 && gl_combine.integer)
3486 R_SetupGenericTwoTextureShader(GL_ADD);
3487 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3488 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3492 R_SetupGenericShader(true);
3493 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3494 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3495 // now blend on the bloom texture
3496 GL_BlendFunc(GL_ONE, GL_ONE);
3497 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3498 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3500 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3501 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3503 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3505 // apply a color tint to the whole view
3506 R_ResetViewRendering2D();
3507 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3508 R_Mesh_ColorPointer(NULL, 0, 0);
3509 R_SetupGenericShader(false);
3510 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3511 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3512 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3516 void R_RenderScene(qboolean addwaterplanes);
3518 matrix4x4_t r_waterscrollmatrix;
3520 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3522 if (r_refdef.fog_density)
3524 r_refdef.fogcolor[0] = r_refdef.fog_red;
3525 r_refdef.fogcolor[1] = r_refdef.fog_green;
3526 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3530 VectorCopy(r_refdef.fogcolor, fogvec);
3531 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3533 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3534 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3535 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3536 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3538 // color.rgb *= ContrastBoost * SceneBrightness;
3539 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3540 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3541 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3542 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3547 void R_UpdateVariables(void)
3551 r_refdef.scene.ambient = r_ambient.value;
3553 r_refdef.farclip = 4096;
3554 if (r_refdef.scene.worldmodel)
3555 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3556 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3558 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3559 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3560 r_refdef.polygonfactor = 0;
3561 r_refdef.polygonoffset = 0;
3562 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3563 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3565 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3566 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3567 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3568 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3569 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3570 if (r_showsurfaces.integer)
3572 r_refdef.scene.rtworld = false;
3573 r_refdef.scene.rtworldshadows = false;
3574 r_refdef.scene.rtdlight = false;
3575 r_refdef.scene.rtdlightshadows = false;
3576 r_refdef.lightmapintensity = 0;
3579 if (gamemode == GAME_NEHAHRA)
3581 if (gl_fogenable.integer)
3583 r_refdef.oldgl_fogenable = true;
3584 r_refdef.fog_density = gl_fogdensity.value;
3585 r_refdef.fog_red = gl_fogred.value;
3586 r_refdef.fog_green = gl_foggreen.value;
3587 r_refdef.fog_blue = gl_fogblue.value;
3588 r_refdef.fog_alpha = 1;
3589 r_refdef.fog_start = 0;
3590 r_refdef.fog_end = gl_skyclip.value;
3592 else if (r_refdef.oldgl_fogenable)
3594 r_refdef.oldgl_fogenable = false;
3595 r_refdef.fog_density = 0;
3596 r_refdef.fog_red = 0;
3597 r_refdef.fog_green = 0;
3598 r_refdef.fog_blue = 0;
3599 r_refdef.fog_alpha = 0;
3600 r_refdef.fog_start = 0;
3601 r_refdef.fog_end = 0;
3605 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3606 r_refdef.fog_start = max(0, r_refdef.fog_start);
3607 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3609 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3611 if (r_refdef.fog_density && r_drawfog.integer)
3613 r_refdef.fogenabled = true;
3614 // this is the point where the fog reaches 0.9986 alpha, which we
3615 // consider a good enough cutoff point for the texture
3616 // (0.9986 * 256 == 255.6)
3617 if (r_fog_exp2.integer)
3618 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3620 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3621 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3622 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3623 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3624 // fog color was already set
3625 // update the fog texture
3626 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)
3627 R_BuildFogTexture();
3630 r_refdef.fogenabled = false;
3632 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3634 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3636 // build GLSL gamma texture
3637 #define RAMPWIDTH 256
3638 unsigned short ramp[RAMPWIDTH * 3];
3639 unsigned char ramprgb[RAMPWIDTH][4];
3642 r_texture_gammaramps_serial = vid_gammatables_serial;
3644 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3645 for(i = 0; i < RAMPWIDTH; ++i)
3647 ramprgb[i][0] = ramp[i] >> 8;
3648 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3649 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3652 if (r_texture_gammaramps)
3654 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3658 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3664 // remove GLSL gamma texture
3668 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3669 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3675 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3676 if( scenetype != r_currentscenetype ) {
3677 // store the old scenetype
3678 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3679 r_currentscenetype = scenetype;
3680 // move in the new scene
3681 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3690 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3692 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3693 if( scenetype == r_currentscenetype ) {
3694 return &r_refdef.scene;
3696 return &r_scenes_store[ scenetype ];
3705 void R_RenderView(void)
3707 if (r_refdef.view.isoverlay)
3709 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3710 GL_Clear( GL_DEPTH_BUFFER_BIT );
3711 R_TimeReport("depthclear");
3713 r_refdef.view.showdebug = false;
3715 r_waterstate.enabled = false;
3716 r_waterstate.numwaterplanes = 0;
3718 R_RenderScene(false);
3724 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3725 return; //Host_Error ("R_RenderView: NULL worldmodel");
3727 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3729 // break apart the view matrix into vectors for various purposes
3730 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3731 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3732 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3733 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3734 // make an inverted copy of the view matrix for tracking sprites
3735 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3737 R_Shadow_UpdateWorldLightSelection();
3739 R_Bloom_StartFrame();
3740 R_Water_StartFrame();
3743 if (r_timereport_active)
3744 R_TimeReport("viewsetup");
3746 R_ResetViewRendering3D();
3748 if (r_refdef.view.clear || r_refdef.fogenabled)
3750 R_ClearScreen(r_refdef.fogenabled);
3751 if (r_timereport_active)
3752 R_TimeReport("viewclear");
3754 r_refdef.view.clear = true;
3756 r_refdef.view.showdebug = true;
3758 // this produces a bloom texture to be used in R_BlendView() later
3760 R_HDR_RenderBloomTexture();
3762 r_waterstate.numwaterplanes = 0;
3763 R_RenderScene(r_waterstate.enabled);
3766 if (r_timereport_active)
3767 R_TimeReport("blendview");
3769 GL_Scissor(0, 0, vid.width, vid.height);
3770 GL_ScissorTest(false);
3774 extern void R_DrawLightningBeams (void);
3775 extern void VM_CL_AddPolygonsToMeshQueue (void);
3776 extern void R_DrawPortals (void);
3777 extern cvar_t cl_locs_show;
3778 static void R_DrawLocs(void);
3779 static void R_DrawEntityBBoxes(void);
3780 void R_RenderScene(qboolean addwaterplanes)
3782 r_refdef.stats.renders++;
3788 R_ResetViewRendering3D();
3791 if (r_timereport_active)
3792 R_TimeReport("watervis");
3794 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3796 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3797 if (r_timereport_active)
3798 R_TimeReport("waterworld");
3801 // don't let sound skip if going slow
3802 if (r_refdef.scene.extraupdate)
3805 R_DrawModelsAddWaterPlanes();
3806 if (r_timereport_active)
3807 R_TimeReport("watermodels");
3809 R_Water_ProcessPlanes();
3810 if (r_timereport_active)
3811 R_TimeReport("waterscenes");
3814 R_ResetViewRendering3D();
3816 // don't let sound skip if going slow
3817 if (r_refdef.scene.extraupdate)
3820 R_MeshQueue_BeginScene();
3825 if (r_timereport_active)
3826 R_TimeReport("visibility");
3828 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);
3830 if (cl.csqc_vidvars.drawworld)
3832 // don't let sound skip if going slow
3833 if (r_refdef.scene.extraupdate)
3836 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3838 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3839 if (r_timereport_active)
3840 R_TimeReport("worldsky");
3843 if (R_DrawBrushModelsSky() && r_timereport_active)
3844 R_TimeReport("bmodelsky");
3847 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3849 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3850 if (r_timereport_active)
3851 R_TimeReport("worlddepth");
3853 if (r_depthfirst.integer >= 2)
3855 R_DrawModelsDepth();
3856 if (r_timereport_active)
3857 R_TimeReport("modeldepth");
3860 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3862 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3863 if (r_timereport_active)
3864 R_TimeReport("world");
3867 // don't let sound skip if going slow
3868 if (r_refdef.scene.extraupdate)
3872 if (r_timereport_active)
3873 R_TimeReport("models");
3875 // don't let sound skip if going slow
3876 if (r_refdef.scene.extraupdate)
3879 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3881 R_DrawModelShadows();
3883 R_ResetViewRendering3D();
3885 // don't let sound skip if going slow
3886 if (r_refdef.scene.extraupdate)
3890 R_ShadowVolumeLighting(false);
3891 if (r_timereport_active)
3892 R_TimeReport("rtlights");
3894 // don't let sound skip if going slow
3895 if (r_refdef.scene.extraupdate)
3898 if (cl.csqc_vidvars.drawworld)
3900 R_DrawLightningBeams();
3901 if (r_timereport_active)
3902 R_TimeReport("lightning");
3905 if (r_timereport_active)
3906 R_TimeReport("decals");
3909 if (r_timereport_active)
3910 R_TimeReport("particles");
3913 if (r_timereport_active)
3914 R_TimeReport("explosions");
3917 R_SetupGenericShader(true);
3918 VM_CL_AddPolygonsToMeshQueue();
3920 if (r_refdef.view.showdebug)
3922 if (cl_locs_show.integer)
3925 if (r_timereport_active)
3926 R_TimeReport("showlocs");
3929 if (r_drawportals.integer)
3932 if (r_timereport_active)
3933 R_TimeReport("portals");
3936 if (r_showbboxes.value > 0)
3938 R_DrawEntityBBoxes();
3939 if (r_timereport_active)
3940 R_TimeReport("bboxes");
3944 R_SetupGenericShader(true);
3945 R_MeshQueue_RenderTransparent();
3946 if (r_timereport_active)
3947 R_TimeReport("drawtrans");
3949 R_SetupGenericShader(true);
3951 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))
3953 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3954 if (r_timereport_active)
3955 R_TimeReport("worlddebug");
3956 R_DrawModelsDebug();
3957 if (r_timereport_active)
3958 R_TimeReport("modeldebug");
3961 R_SetupGenericShader(true);
3963 if (cl.csqc_vidvars.drawworld)
3966 if (r_timereport_active)
3967 R_TimeReport("coronas");
3970 // don't let sound skip if going slow
3971 if (r_refdef.scene.extraupdate)
3974 R_ResetViewRendering2D();
3977 static const unsigned short bboxelements[36] =
3987 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3990 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3991 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3992 GL_DepthMask(false);
3993 GL_DepthRange(0, 1);
3994 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3995 R_Mesh_Matrix(&identitymatrix);
3996 R_Mesh_ResetTextureState();
3998 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3999 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4000 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4001 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4002 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4003 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4004 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4005 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4006 R_FillColors(color4f, 8, cr, cg, cb, ca);
4007 if (r_refdef.fogenabled)
4009 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4011 f1 = FogPoint_World(v);
4013 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4014 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4015 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4018 R_Mesh_VertexPointer(vertex3f, 0, 0);
4019 R_Mesh_ColorPointer(color4f, 0, 0);
4020 R_Mesh_ResetTextureState();
4021 R_SetupGenericShader(false);
4022 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4025 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4029 prvm_edict_t *edict;
4030 prvm_prog_t *prog_save = prog;
4032 // this function draws bounding boxes of server entities
4036 GL_CullFace(GL_NONE);
4037 R_SetupGenericShader(false);
4041 for (i = 0;i < numsurfaces;i++)
4043 edict = PRVM_EDICT_NUM(surfacelist[i]);
4044 switch ((int)edict->fields.server->solid)
4046 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4047 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4048 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4049 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4050 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4051 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4053 color[3] *= r_showbboxes.value;
4054 color[3] = bound(0, color[3], 1);
4055 GL_DepthTest(!r_showdisabledepthtest.integer);
4056 GL_CullFace(r_refdef.view.cullface_front);
4057 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4063 static void R_DrawEntityBBoxes(void)
4066 prvm_edict_t *edict;
4068 prvm_prog_t *prog_save = prog;
4070 // this function draws bounding boxes of server entities
4076 for (i = 0;i < prog->num_edicts;i++)
4078 edict = PRVM_EDICT_NUM(i);
4079 if (edict->priv.server->free)
4081 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4082 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4084 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4086 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4087 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4093 unsigned short nomodelelements[24] =
4105 float nomodelvertex3f[6*3] =
4115 float nomodelcolor4f[6*4] =
4117 0.0f, 0.0f, 0.5f, 1.0f,
4118 0.0f, 0.0f, 0.5f, 1.0f,
4119 0.0f, 0.5f, 0.0f, 1.0f,
4120 0.0f, 0.5f, 0.0f, 1.0f,
4121 0.5f, 0.0f, 0.0f, 1.0f,
4122 0.5f, 0.0f, 0.0f, 1.0f
4125 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4130 // this is only called once per entity so numsurfaces is always 1, and
4131 // surfacelist is always {0}, so this code does not handle batches
4132 R_Mesh_Matrix(&ent->matrix);
4134 if (ent->flags & EF_ADDITIVE)
4136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4137 GL_DepthMask(false);
4139 else if (ent->alpha < 1)
4141 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4142 GL_DepthMask(false);
4146 GL_BlendFunc(GL_ONE, GL_ZERO);
4149 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4150 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4151 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4152 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4153 R_SetupGenericShader(false);
4154 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4155 if (r_refdef.fogenabled)
4158 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4159 R_Mesh_ColorPointer(color4f, 0, 0);
4160 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4161 f1 = FogPoint_World(org);
4163 for (i = 0, c = color4f;i < 6;i++, c += 4)
4165 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4166 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4167 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4171 else if (ent->alpha != 1)
4173 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4174 R_Mesh_ColorPointer(color4f, 0, 0);
4175 for (i = 0, c = color4f;i < 6;i++, c += 4)
4179 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4180 R_Mesh_ResetTextureState();
4181 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4184 void R_DrawNoModel(entity_render_t *ent)
4187 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4188 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4189 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4191 // R_DrawNoModelCallback(ent, 0);
4194 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4196 vec3_t right1, right2, diff, normal;
4198 VectorSubtract (org2, org1, normal);
4200 // calculate 'right' vector for start
4201 VectorSubtract (r_refdef.view.origin, org1, diff);
4202 CrossProduct (normal, diff, right1);
4203 VectorNormalize (right1);
4205 // calculate 'right' vector for end
4206 VectorSubtract (r_refdef.view.origin, org2, diff);
4207 CrossProduct (normal, diff, right2);
4208 VectorNormalize (right2);
4210 vert[ 0] = org1[0] + width * right1[0];
4211 vert[ 1] = org1[1] + width * right1[1];
4212 vert[ 2] = org1[2] + width * right1[2];
4213 vert[ 3] = org1[0] - width * right1[0];
4214 vert[ 4] = org1[1] - width * right1[1];
4215 vert[ 5] = org1[2] - width * right1[2];
4216 vert[ 6] = org2[0] - width * right2[0];
4217 vert[ 7] = org2[1] - width * right2[1];
4218 vert[ 8] = org2[2] - width * right2[2];
4219 vert[ 9] = org2[0] + width * right2[0];
4220 vert[10] = org2[1] + width * right2[1];
4221 vert[11] = org2[2] + width * right2[2];
4224 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4226 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)
4231 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4232 fog = FogPoint_World(origin);
4234 R_Mesh_Matrix(&identitymatrix);
4235 GL_BlendFunc(blendfunc1, blendfunc2);
4241 GL_CullFace(r_refdef.view.cullface_front);
4244 GL_CullFace(r_refdef.view.cullface_back);
4245 GL_CullFace(GL_NONE);
4247 GL_DepthMask(false);
4248 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4249 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4250 GL_DepthTest(!depthdisable);
4252 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4253 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4254 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4255 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4256 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4257 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4258 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4259 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4260 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4261 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4262 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4263 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4265 R_Mesh_VertexPointer(vertex3f, 0, 0);
4266 R_Mesh_ColorPointer(NULL, 0, 0);
4267 R_Mesh_ResetTextureState();
4268 R_SetupGenericShader(true);
4269 R_Mesh_TexBind(0, R_GetTexture(texture));
4270 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4271 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4272 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4273 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4275 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4277 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4278 GL_BlendFunc(blendfunc1, GL_ONE);
4280 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4281 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4285 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4290 VectorSet(v, x, y, z);
4291 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4292 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4294 if (i == mesh->numvertices)
4296 if (mesh->numvertices < mesh->maxvertices)
4298 VectorCopy(v, vertex3f);
4299 mesh->numvertices++;
4301 return mesh->numvertices;
4307 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4311 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4312 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4313 e = mesh->element3i + mesh->numtriangles * 3;
4314 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4316 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4317 if (mesh->numtriangles < mesh->maxtriangles)
4322 mesh->numtriangles++;
4324 element[1] = element[2];
4328 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4332 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4333 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4334 e = mesh->element3i + mesh->numtriangles * 3;
4335 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4337 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4338 if (mesh->numtriangles < mesh->maxtriangles)
4343 mesh->numtriangles++;
4345 element[1] = element[2];
4349 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4350 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4352 int planenum, planenum2;
4355 mplane_t *plane, *plane2;
4357 double temppoints[2][256*3];
4358 // figure out how large a bounding box we need to properly compute this brush
4360 for (w = 0;w < numplanes;w++)
4361 maxdist = max(maxdist, planes[w].dist);
4362 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4363 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4364 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4368 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4369 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4371 if (planenum2 == planenum)
4373 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);
4376 if (tempnumpoints < 3)
4378 // generate elements forming a triangle fan for this polygon
4379 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4383 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)
4385 texturelayer_t *layer;
4386 layer = t->currentlayers + t->currentnumlayers++;
4388 layer->depthmask = depthmask;
4389 layer->blendfunc1 = blendfunc1;
4390 layer->blendfunc2 = blendfunc2;
4391 layer->texture = texture;
4392 layer->texmatrix = *matrix;
4393 layer->color[0] = r * r_refdef.view.colorscale;
4394 layer->color[1] = g * r_refdef.view.colorscale;
4395 layer->color[2] = b * r_refdef.view.colorscale;
4396 layer->color[3] = a;
4399 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4402 index = parms[2] + r_refdef.scene.time * parms[3];
4403 index -= floor(index);
4407 case Q3WAVEFUNC_NONE:
4408 case Q3WAVEFUNC_NOISE:
4409 case Q3WAVEFUNC_COUNT:
4412 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4413 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4414 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4415 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4416 case Q3WAVEFUNC_TRIANGLE:
4418 f = index - floor(index);
4429 return (float)(parms[0] + parms[1] * f);
4432 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4435 dp_model_t *model = ent->model;
4438 q3shaderinfo_layer_tcmod_t *tcmod;
4440 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4442 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4446 // switch to an alternate material if this is a q1bsp animated material
4448 texture_t *texture = t;
4449 int s = ent->skinnum;
4450 if ((unsigned int)s >= (unsigned int)model->numskins)
4452 if (model->skinscenes)
4454 if (model->skinscenes[s].framecount > 1)
4455 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4457 s = model->skinscenes[s].firstframe;
4460 t = t + s * model->num_surfaces;
4463 // use an alternate animation if the entity's frame is not 0,
4464 // and only if the texture has an alternate animation
4465 if (ent->frame2 != 0 && t->anim_total[1])
4466 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4468 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4470 texture->currentframe = t;
4473 // update currentskinframe to be a qw skin or animation frame
4474 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4476 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4478 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4479 if (developer_loading.integer)
4480 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4481 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);
4483 t->currentskinframe = r_qwskincache_skinframe[i];
4484 if (t->currentskinframe == NULL)
4485 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4487 else if (t->numskinframes >= 2)
4488 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4489 if (t->backgroundnumskinframes >= 2)
4490 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4492 t->currentmaterialflags = t->basematerialflags;
4493 t->currentalpha = ent->alpha;
4494 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4495 t->currentalpha *= r_wateralpha.value;
4496 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4497 t->currentalpha *= t->r_water_wateralpha;
4498 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4499 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4500 if (!(ent->flags & RENDER_LIGHT))
4501 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4502 else if (rsurface.modeltexcoordlightmap2f == NULL)
4504 // pick a model lighting mode
4505 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4506 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4508 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4510 if (ent->effects & EF_ADDITIVE)
4511 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4512 else if (t->currentalpha < 1)
4513 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4514 if (ent->effects & EF_DOUBLESIDED)
4515 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4516 if (ent->effects & EF_NODEPTHTEST)
4517 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4518 if (ent->flags & RENDER_VIEWMODEL)
4519 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4520 if (t->backgroundnumskinframes)
4521 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4522 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4524 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4525 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4528 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4530 // there is no tcmod
4531 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4532 t->currenttexmatrix = r_waterscrollmatrix;
4534 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4537 switch(tcmod->tcmod)
4541 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4542 matrix = r_waterscrollmatrix;
4544 matrix = identitymatrix;
4546 case Q3TCMOD_ENTITYTRANSLATE:
4547 // this is used in Q3 to allow the gamecode to control texcoord
4548 // scrolling on the entity, which is not supported in darkplaces yet.
4549 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4551 case Q3TCMOD_ROTATE:
4552 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4553 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4554 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4557 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4559 case Q3TCMOD_SCROLL:
4560 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4562 case Q3TCMOD_STRETCH:
4563 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4564 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4566 case Q3TCMOD_TRANSFORM:
4567 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4568 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4569 VectorSet(tcmat + 6, 0 , 0 , 1);
4570 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4571 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4573 case Q3TCMOD_TURBULENT:
4574 // this is handled in the RSurf_PrepareVertices function
4575 matrix = identitymatrix;
4578 // either replace or concatenate the transformation
4580 t->currenttexmatrix = matrix;
4583 matrix4x4_t temp = t->currenttexmatrix;
4584 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4588 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4589 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4590 t->glosstexture = r_texture_black;
4591 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4592 t->backgroundglosstexture = r_texture_black;
4593 t->specularpower = r_shadow_glossexponent.value;
4594 // TODO: store reference values for these in the texture?
4595 t->specularscale = 0;
4596 if (r_shadow_gloss.integer > 0)
4598 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4600 if (r_shadow_glossintensity.value > 0)
4602 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4603 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4604 t->specularscale = r_shadow_glossintensity.value;
4607 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4609 t->glosstexture = r_texture_white;
4610 t->backgroundglosstexture = r_texture_white;
4611 t->specularscale = r_shadow_gloss2intensity.value;
4615 // lightmaps mode looks bad with dlights using actual texturing, so turn
4616 // off the colormap and glossmap, but leave the normalmap on as it still
4617 // accurately represents the shading involved
4618 if (gl_lightmaps.integer)
4620 t->basetexture = r_texture_grey128;
4621 t->backgroundbasetexture = NULL;
4622 t->specularscale = 0;
4623 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4626 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4627 VectorClear(t->dlightcolor);
4628 t->currentnumlayers = 0;
4629 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4632 int blendfunc1, blendfunc2, depthmask;
4633 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4635 blendfunc1 = GL_SRC_ALPHA;
4636 blendfunc2 = GL_ONE;
4638 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4640 blendfunc1 = GL_SRC_ALPHA;
4641 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4643 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4645 blendfunc1 = t->customblendfunc[0];
4646 blendfunc2 = t->customblendfunc[1];
4650 blendfunc1 = GL_ONE;
4651 blendfunc2 = GL_ZERO;
4653 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4654 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4655 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4656 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4658 // fullbright is not affected by r_refdef.lightmapintensity
4659 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]);
4660 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4661 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]);
4662 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4663 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]);
4667 vec3_t ambientcolor;
4669 // set the color tint used for lights affecting this surface
4670 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4672 // q3bsp has no lightmap updates, so the lightstylevalue that
4673 // would normally be baked into the lightmap must be
4674 // applied to the color
4675 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4676 if (ent->model->type == mod_brushq3)
4677 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4678 colorscale *= r_refdef.lightmapintensity;
4679 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4680 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4681 // basic lit geometry
4682 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]);
4683 // add pants/shirt if needed
4684 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4685 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]);
4686 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4687 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]);
4688 // now add ambient passes if needed
4689 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4691 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]);
4692 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4693 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]);
4694 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4695 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]);
4698 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4699 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]);
4700 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4702 // if this is opaque use alpha blend which will darken the earlier
4705 // if this is an alpha blended material, all the earlier passes
4706 // were darkened by fog already, so we only need to add the fog
4707 // color ontop through the fog mask texture
4709 // if this is an additive blended material, all the earlier passes
4710 // were darkened by fog already, and we should not add fog color
4711 // (because the background was not darkened, there is no fog color
4712 // that was lost behind it).
4713 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]);
4718 void R_UpdateAllTextureInfo(entity_render_t *ent)
4722 for (i = 0;i < ent->model->num_texturesperskin;i++)
4723 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4726 rsurfacestate_t rsurface;
4728 void R_Mesh_ResizeArrays(int newvertices)
4731 if (rsurface.array_size >= newvertices)
4733 if (rsurface.array_modelvertex3f)
4734 Mem_Free(rsurface.array_modelvertex3f);
4735 rsurface.array_size = (newvertices + 1023) & ~1023;
4736 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4737 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4738 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4739 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4740 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4741 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4742 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4743 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4744 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4745 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4746 rsurface.array_color4f = base + rsurface.array_size * 27;
4747 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4750 void RSurf_ActiveWorldEntity(void)
4752 dp_model_t *model = r_refdef.scene.worldmodel;
4753 if (rsurface.array_size < model->surfmesh.num_vertices)
4754 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4755 rsurface.matrix = identitymatrix;
4756 rsurface.inversematrix = identitymatrix;
4757 R_Mesh_Matrix(&identitymatrix);
4758 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4759 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4760 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4761 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4762 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4763 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4764 rsurface.frameblend[0].frame = 0;
4765 rsurface.frameblend[0].lerp = 1;
4766 rsurface.frameblend[1].frame = 0;
4767 rsurface.frameblend[1].lerp = 0;
4768 rsurface.frameblend[2].frame = 0;
4769 rsurface.frameblend[2].lerp = 0;
4770 rsurface.frameblend[3].frame = 0;
4771 rsurface.frameblend[3].lerp = 0;
4772 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4773 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4774 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4775 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4776 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4777 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4778 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4779 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4780 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4781 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4782 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4783 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4784 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4785 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4786 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4787 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4788 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4789 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4790 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4791 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4792 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4793 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4794 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4795 rsurface.modelelement3i = model->surfmesh.data_element3i;
4796 rsurface.modelelement3s = model->surfmesh.data_element3s;
4797 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4798 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4799 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4800 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4801 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4802 rsurface.modelsurfaces = model->data_surfaces;
4803 rsurface.generatedvertex = false;
4804 rsurface.vertex3f = rsurface.modelvertex3f;
4805 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4806 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4807 rsurface.svector3f = rsurface.modelsvector3f;
4808 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4809 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4810 rsurface.tvector3f = rsurface.modeltvector3f;
4811 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4812 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4813 rsurface.normal3f = rsurface.modelnormal3f;
4814 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4815 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4816 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4819 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4821 dp_model_t *model = ent->model;
4822 if (rsurface.array_size < model->surfmesh.num_vertices)
4823 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4824 rsurface.matrix = ent->matrix;
4825 rsurface.inversematrix = ent->inversematrix;
4826 R_Mesh_Matrix(&rsurface.matrix);
4827 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4828 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4829 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4830 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4831 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4832 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4833 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4834 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4835 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4836 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4837 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4838 rsurface.frameblend[0] = ent->frameblend[0];
4839 rsurface.frameblend[1] = ent->frameblend[1];
4840 rsurface.frameblend[2] = ent->frameblend[2];
4841 rsurface.frameblend[3] = ent->frameblend[3];
4842 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4843 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4844 if (ent->model->brush.submodel)
4846 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4847 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4849 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4853 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4854 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4855 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4856 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4857 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4859 else if (wantnormals)
4861 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4862 rsurface.modelsvector3f = NULL;
4863 rsurface.modeltvector3f = NULL;
4864 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4865 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4869 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4870 rsurface.modelsvector3f = NULL;
4871 rsurface.modeltvector3f = NULL;
4872 rsurface.modelnormal3f = NULL;
4873 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4875 rsurface.modelvertex3f_bufferobject = 0;
4876 rsurface.modelvertex3f_bufferoffset = 0;
4877 rsurface.modelsvector3f_bufferobject = 0;
4878 rsurface.modelsvector3f_bufferoffset = 0;
4879 rsurface.modeltvector3f_bufferobject = 0;
4880 rsurface.modeltvector3f_bufferoffset = 0;
4881 rsurface.modelnormal3f_bufferobject = 0;
4882 rsurface.modelnormal3f_bufferoffset = 0;
4883 rsurface.generatedvertex = true;
4887 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4888 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4889 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4890 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4891 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4892 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4893 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4894 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4895 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4896 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4897 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4898 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4899 rsurface.generatedvertex = false;
4901 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4902 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4903 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4904 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4905 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4906 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4907 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4908 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4909 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4910 rsurface.modelelement3i = model->surfmesh.data_element3i;
4911 rsurface.modelelement3s = model->surfmesh.data_element3s;
4912 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4913 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4914 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4915 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4916 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4917 rsurface.modelsurfaces = model->data_surfaces;
4918 rsurface.vertex3f = rsurface.modelvertex3f;
4919 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4920 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4921 rsurface.svector3f = rsurface.modelsvector3f;
4922 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4923 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4924 rsurface.tvector3f = rsurface.modeltvector3f;
4925 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4926 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4927 rsurface.normal3f = rsurface.modelnormal3f;
4928 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4929 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4930 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4933 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4934 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4937 int texturesurfaceindex;
4942 const float *v1, *in_tc;
4944 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4946 q3shaderinfo_deform_t *deform;
4947 // 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
4948 if (rsurface.generatedvertex)
4950 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4951 generatenormals = true;
4952 for (i = 0;i < Q3MAXDEFORMS;i++)
4954 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4956 generatetangents = true;
4957 generatenormals = true;
4959 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4960 generatenormals = true;
4962 if (generatenormals && !rsurface.modelnormal3f)
4964 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4965 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4966 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4967 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4969 if (generatetangents && !rsurface.modelsvector3f)
4971 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4972 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4973 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4974 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4975 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4976 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4977 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);
4980 rsurface.vertex3f = rsurface.modelvertex3f;
4981 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4982 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4983 rsurface.svector3f = rsurface.modelsvector3f;
4984 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4985 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4986 rsurface.tvector3f = rsurface.modeltvector3f;
4987 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4988 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4989 rsurface.normal3f = rsurface.modelnormal3f;
4990 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4991 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4992 // if vertices are deformed (sprite flares and things in maps, possibly
4993 // water waves, bulges and other deformations), generate them into
4994 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4995 // (may be static model data or generated data for an animated model, or
4996 // the previous deform pass)
4997 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4999 switch (deform->deform)
5002 case Q3DEFORM_PROJECTIONSHADOW:
5003 case Q3DEFORM_TEXT0:
5004 case Q3DEFORM_TEXT1:
5005 case Q3DEFORM_TEXT2:
5006 case Q3DEFORM_TEXT3:
5007 case Q3DEFORM_TEXT4:
5008 case Q3DEFORM_TEXT5:
5009 case Q3DEFORM_TEXT6:
5010 case Q3DEFORM_TEXT7:
5013 case Q3DEFORM_AUTOSPRITE:
5014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5015 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5017 VectorNormalize(newforward);
5018 VectorNormalize(newright);
5019 VectorNormalize(newup);
5020 // make deformed versions of only the model vertices used by the specified surfaces
5021 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5023 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5024 // a single autosprite surface can contain multiple sprites...
5025 for (j = 0;j < surface->num_vertices - 3;j += 4)
5027 VectorClear(center);
5028 for (i = 0;i < 4;i++)
5029 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5030 VectorScale(center, 0.25f, center);
5031 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5032 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5033 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5034 for (i = 0;i < 4;i++)
5036 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5037 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5040 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);
5041 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);
5043 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5044 rsurface.vertex3f_bufferobject = 0;
5045 rsurface.vertex3f_bufferoffset = 0;
5046 rsurface.svector3f = rsurface.array_deformedsvector3f;
5047 rsurface.svector3f_bufferobject = 0;
5048 rsurface.svector3f_bufferoffset = 0;
5049 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5050 rsurface.tvector3f_bufferobject = 0;
5051 rsurface.tvector3f_bufferoffset = 0;
5052 rsurface.normal3f = rsurface.array_deformednormal3f;
5053 rsurface.normal3f_bufferobject = 0;
5054 rsurface.normal3f_bufferoffset = 0;
5056 case Q3DEFORM_AUTOSPRITE2:
5057 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5058 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5059 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5060 VectorNormalize(newforward);
5061 VectorNormalize(newright);
5062 VectorNormalize(newup);
5063 // make deformed versions of only the model vertices used by the specified surfaces
5064 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5066 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5067 const float *v1, *v2;
5077 memset(shortest, 0, sizeof(shortest));
5078 // a single autosprite surface can contain multiple sprites...
5079 for (j = 0;j < surface->num_vertices - 3;j += 4)
5081 VectorClear(center);
5082 for (i = 0;i < 4;i++)
5083 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5084 VectorScale(center, 0.25f, center);
5085 // find the two shortest edges, then use them to define the
5086 // axis vectors for rotating around the central axis
5087 for (i = 0;i < 6;i++)
5089 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5090 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5092 Debug_PolygonBegin(NULL, 0);
5093 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5094 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);
5095 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5098 l = VectorDistance2(v1, v2);
5099 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5101 l += (1.0f / 1024.0f);
5102 if (shortest[0].length2 > l || i == 0)
5104 shortest[1] = shortest[0];
5105 shortest[0].length2 = l;
5106 shortest[0].v1 = v1;
5107 shortest[0].v2 = v2;
5109 else if (shortest[1].length2 > l || i == 1)
5111 shortest[1].length2 = l;
5112 shortest[1].v1 = v1;
5113 shortest[1].v2 = v2;
5116 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5117 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5119 Debug_PolygonBegin(NULL, 0);
5120 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5121 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);
5122 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5125 // this calculates the right vector from the shortest edge
5126 // and the up vector from the edge midpoints
5127 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5128 VectorNormalize(right);
5129 VectorSubtract(end, start, up);
5130 VectorNormalize(up);
5131 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5132 //VectorSubtract(rsurface.modelorg, center, forward);
5133 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5134 VectorNegate(forward, forward);
5135 VectorReflect(forward, 0, up, forward);
5136 VectorNormalize(forward);
5137 CrossProduct(up, forward, newright);
5138 VectorNormalize(newright);
5140 Debug_PolygonBegin(NULL, 0);
5141 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);
5142 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5143 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5147 Debug_PolygonBegin(NULL, 0);
5148 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5149 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5150 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5153 // rotate the quad around the up axis vector, this is made
5154 // especially easy by the fact we know the quad is flat,
5155 // so we only have to subtract the center position and
5156 // measure distance along the right vector, and then
5157 // multiply that by the newright vector and add back the
5159 // we also need to subtract the old position to undo the
5160 // displacement from the center, which we do with a
5161 // DotProduct, the subtraction/addition of center is also
5162 // optimized into DotProducts here
5163 l = DotProduct(right, center);
5164 for (i = 0;i < 4;i++)
5166 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5167 f = DotProduct(right, v1) - l;
5168 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5171 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);
5172 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);
5174 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5175 rsurface.vertex3f_bufferobject = 0;
5176 rsurface.vertex3f_bufferoffset = 0;
5177 rsurface.svector3f = rsurface.array_deformedsvector3f;
5178 rsurface.svector3f_bufferobject = 0;
5179 rsurface.svector3f_bufferoffset = 0;
5180 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5181 rsurface.tvector3f_bufferobject = 0;
5182 rsurface.tvector3f_bufferoffset = 0;
5183 rsurface.normal3f = rsurface.array_deformednormal3f;
5184 rsurface.normal3f_bufferobject = 0;
5185 rsurface.normal3f_bufferoffset = 0;
5187 case Q3DEFORM_NORMAL:
5188 // deform the normals to make reflections wavey
5189 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5191 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5192 for (j = 0;j < surface->num_vertices;j++)
5195 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5196 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5197 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5198 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5199 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5200 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5201 VectorNormalize(normal);
5203 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);
5205 rsurface.svector3f = rsurface.array_deformedsvector3f;
5206 rsurface.svector3f_bufferobject = 0;
5207 rsurface.svector3f_bufferoffset = 0;
5208 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5209 rsurface.tvector3f_bufferobject = 0;
5210 rsurface.tvector3f_bufferoffset = 0;
5211 rsurface.normal3f = rsurface.array_deformednormal3f;
5212 rsurface.normal3f_bufferobject = 0;
5213 rsurface.normal3f_bufferoffset = 0;
5216 // deform vertex array to make wavey water and flags and such
5217 waveparms[0] = deform->waveparms[0];
5218 waveparms[1] = deform->waveparms[1];
5219 waveparms[2] = deform->waveparms[2];
5220 waveparms[3] = deform->waveparms[3];
5221 // this is how a divisor of vertex influence on deformation
5222 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5223 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5224 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5226 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5227 for (j = 0;j < surface->num_vertices;j++)
5229 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5230 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5231 // if the wavefunc depends on time, evaluate it per-vertex
5234 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5235 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5237 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5240 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5241 rsurface.vertex3f_bufferobject = 0;
5242 rsurface.vertex3f_bufferoffset = 0;
5244 case Q3DEFORM_BULGE:
5245 // deform vertex array to make the surface have moving bulges
5246 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5248 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5249 for (j = 0;j < surface->num_vertices;j++)
5251 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5252 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5255 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5256 rsurface.vertex3f_bufferobject = 0;
5257 rsurface.vertex3f_bufferoffset = 0;
5260 // deform vertex array
5261 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5262 VectorScale(deform->parms, scale, waveparms);
5263 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5265 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5266 for (j = 0;j < surface->num_vertices;j++)
5267 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5269 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5270 rsurface.vertex3f_bufferobject = 0;
5271 rsurface.vertex3f_bufferoffset = 0;
5275 // generate texcoords based on the chosen texcoord source
5276 switch(rsurface.texture->tcgen.tcgen)
5279 case Q3TCGEN_TEXTURE:
5280 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5281 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5282 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5284 case Q3TCGEN_LIGHTMAP:
5285 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5286 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5287 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5289 case Q3TCGEN_VECTOR:
5290 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5293 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)
5295 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5296 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5299 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5300 rsurface.texcoordtexture2f_bufferobject = 0;
5301 rsurface.texcoordtexture2f_bufferoffset = 0;
5303 case Q3TCGEN_ENVIRONMENT:
5304 // make environment reflections using a spheremap
5305 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5307 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5308 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5309 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5310 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5311 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5313 float l, d, eyedir[3];
5314 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5315 l = 0.5f / VectorLength(eyedir);
5316 d = DotProduct(normal, eyedir)*2;
5317 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5318 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5321 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5322 rsurface.texcoordtexture2f_bufferobject = 0;
5323 rsurface.texcoordtexture2f_bufferoffset = 0;
5326 // the only tcmod that needs software vertex processing is turbulent, so
5327 // check for it here and apply the changes if needed
5328 // and we only support that as the first one
5329 // (handling a mixture of turbulent and other tcmods would be problematic
5330 // without punting it entirely to a software path)
5331 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5333 amplitude = rsurface.texture->tcmods[0].parms[1];
5334 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5335 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5337 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5338 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)
5340 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5341 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5344 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5345 rsurface.texcoordtexture2f_bufferobject = 0;
5346 rsurface.texcoordtexture2f_bufferoffset = 0;
5348 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5349 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5350 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5351 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5354 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5357 const msurface_t *surface = texturesurfacelist[0];
5358 const msurface_t *surface2;
5363 // TODO: lock all array ranges before render, rather than on each surface
5364 if (texturenumsurfaces == 1)
5366 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5367 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);
5369 else if (r_batchmode.integer == 2)
5371 #define MAXBATCHTRIANGLES 4096
5372 int batchtriangles = 0;
5373 int batchelements[MAXBATCHTRIANGLES*3];
5374 for (i = 0;i < texturenumsurfaces;i = j)
5376 surface = texturesurfacelist[i];
5378 if (surface->num_triangles > MAXBATCHTRIANGLES)
5380 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);
5383 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5384 batchtriangles = surface->num_triangles;
5385 firstvertex = surface->num_firstvertex;
5386 endvertex = surface->num_firstvertex + surface->num_vertices;
5387 for (;j < texturenumsurfaces;j++)
5389 surface2 = texturesurfacelist[j];
5390 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5392 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5393 batchtriangles += surface2->num_triangles;
5394 firstvertex = min(firstvertex, surface2->num_firstvertex);
5395 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5397 surface2 = texturesurfacelist[j-1];
5398 numvertices = endvertex - firstvertex;
5399 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5402 else if (r_batchmode.integer == 1)
5404 for (i = 0;i < texturenumsurfaces;i = j)
5406 surface = texturesurfacelist[i];
5407 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5408 if (texturesurfacelist[j] != surface2)
5410 surface2 = texturesurfacelist[j-1];
5411 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5412 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5413 GL_LockArrays(surface->num_firstvertex, numvertices);
5414 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5419 for (i = 0;i < texturenumsurfaces;i++)
5421 surface = texturesurfacelist[i];
5422 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5423 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);
5428 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5430 int i, planeindex, vertexindex;
5434 r_waterstate_waterplane_t *p, *bestp;
5435 msurface_t *surface;
5436 if (r_waterstate.renderingscene)
5438 for (i = 0;i < texturenumsurfaces;i++)
5440 surface = texturesurfacelist[i];
5441 if (lightmaptexunit >= 0)
5442 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5443 if (deluxemaptexunit >= 0)
5444 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5445 // pick the closest matching water plane
5448 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5451 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5453 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5454 d += fabs(PlaneDiff(vert, &p->plane));
5456 if (bestd > d || !bestp)
5464 if (refractiontexunit >= 0)
5465 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5466 if (reflectiontexunit >= 0)
5467 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5471 if (refractiontexunit >= 0)
5472 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5473 if (reflectiontexunit >= 0)
5474 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5476 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5477 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);
5481 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5485 const msurface_t *surface = texturesurfacelist[0];
5486 const msurface_t *surface2;
5491 // TODO: lock all array ranges before render, rather than on each surface
5492 if (texturenumsurfaces == 1)
5494 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5495 if (deluxemaptexunit >= 0)
5496 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5497 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5498 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);
5500 else if (r_batchmode.integer == 2)
5502 #define MAXBATCHTRIANGLES 4096
5503 int batchtriangles = 0;
5504 int batchelements[MAXBATCHTRIANGLES*3];
5505 for (i = 0;i < texturenumsurfaces;i = j)
5507 surface = texturesurfacelist[i];
5508 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5509 if (deluxemaptexunit >= 0)
5510 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512 if (surface->num_triangles > MAXBATCHTRIANGLES)
5514 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);
5517 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5518 batchtriangles = surface->num_triangles;
5519 firstvertex = surface->num_firstvertex;
5520 endvertex = surface->num_firstvertex + surface->num_vertices;
5521 for (;j < texturenumsurfaces;j++)
5523 surface2 = texturesurfacelist[j];
5524 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5526 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5527 batchtriangles += surface2->num_triangles;
5528 firstvertex = min(firstvertex, surface2->num_firstvertex);
5529 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5531 surface2 = texturesurfacelist[j-1];
5532 numvertices = endvertex - firstvertex;
5533 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5536 else if (r_batchmode.integer == 1)
5539 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5540 for (i = 0;i < texturenumsurfaces;i = j)
5542 surface = texturesurfacelist[i];
5543 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5544 if (texturesurfacelist[j] != surface2)
5546 Con_Printf(" %i", j - i);
5549 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5551 for (i = 0;i < texturenumsurfaces;i = j)
5553 surface = texturesurfacelist[i];
5554 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5555 if (deluxemaptexunit >= 0)
5556 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5557 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5558 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5561 Con_Printf(" %i", j - i);
5563 surface2 = texturesurfacelist[j-1];
5564 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5565 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5566 GL_LockArrays(surface->num_firstvertex, numvertices);
5567 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5575 for (i = 0;i < texturenumsurfaces;i++)
5577 surface = texturesurfacelist[i];
5578 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5579 if (deluxemaptexunit >= 0)
5580 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5581 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5582 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);
5587 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5590 int texturesurfaceindex;
5591 if (r_showsurfaces.integer == 2)
5593 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5595 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5596 for (j = 0;j < surface->num_triangles;j++)
5598 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5599 GL_Color(f, f, f, 1);
5600 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5606 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5608 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5609 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5610 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);
5611 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5612 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);
5617 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5619 int texturesurfaceindex;
5623 if (rsurface.lightmapcolor4f)
5625 // generate color arrays for the surfaces in this list
5626 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5628 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5629 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)
5631 f = FogPoint_Model(v);
5641 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5643 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5644 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)
5646 f = FogPoint_Model(v);
5654 rsurface.lightmapcolor4f = rsurface.array_color4f;
5655 rsurface.lightmapcolor4f_bufferobject = 0;
5656 rsurface.lightmapcolor4f_bufferoffset = 0;
5659 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5661 int texturesurfaceindex;
5664 if (!rsurface.lightmapcolor4f)
5666 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5668 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5669 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)
5677 rsurface.lightmapcolor4f = rsurface.array_color4f;
5678 rsurface.lightmapcolor4f_bufferobject = 0;
5679 rsurface.lightmapcolor4f_bufferoffset = 0;
5682 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5685 rsurface.lightmapcolor4f = NULL;
5686 rsurface.lightmapcolor4f_bufferobject = 0;
5687 rsurface.lightmapcolor4f_bufferoffset = 0;
5688 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5689 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5690 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5691 GL_Color(r, g, b, a);
5692 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5695 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5697 // TODO: optimize applyfog && applycolor case
5698 // just apply fog if necessary, and tint the fog color array if necessary
5699 rsurface.lightmapcolor4f = NULL;
5700 rsurface.lightmapcolor4f_bufferobject = 0;
5701 rsurface.lightmapcolor4f_bufferoffset = 0;
5702 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5703 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5704 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5705 GL_Color(r, g, b, a);
5706 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5709 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5711 int texturesurfaceindex;
5715 if (texturesurfacelist[0]->lightmapinfo)
5717 // generate color arrays for the surfaces in this list
5718 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5720 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5721 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5723 if (surface->lightmapinfo->samples)
5725 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5726 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5727 VectorScale(lm, scale, c);
5728 if (surface->lightmapinfo->styles[1] != 255)
5730 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5732 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5733 VectorMA(c, scale, lm, c);
5734 if (surface->lightmapinfo->styles[2] != 255)
5737 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5738 VectorMA(c, scale, lm, c);
5739 if (surface->lightmapinfo->styles[3] != 255)
5742 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5743 VectorMA(c, scale, lm, c);
5753 rsurface.lightmapcolor4f = rsurface.array_color4f;
5754 rsurface.lightmapcolor4f_bufferobject = 0;
5755 rsurface.lightmapcolor4f_bufferoffset = 0;
5759 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5760 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5761 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5763 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5764 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5765 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5766 GL_Color(r, g, b, a);
5767 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5770 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5772 int texturesurfaceindex;
5776 vec3_t ambientcolor;
5777 vec3_t diffusecolor;
5781 VectorCopy(rsurface.modellight_lightdir, lightdir);
5782 f = 0.5f * r_refdef.lightmapintensity;
5783 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5784 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5785 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5786 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5787 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5788 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5789 if (VectorLength2(diffusecolor) > 0)
5791 // generate color arrays for the surfaces in this list
5792 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5794 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5795 int numverts = surface->num_vertices;
5796 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5797 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5798 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5799 // q3-style directional shading
5800 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5802 if ((f = DotProduct(c2, lightdir)) > 0)
5803 VectorMA(ambientcolor, f, diffusecolor, c);
5805 VectorCopy(ambientcolor, c);
5814 rsurface.lightmapcolor4f = rsurface.array_color4f;
5815 rsurface.lightmapcolor4f_bufferobject = 0;
5816 rsurface.lightmapcolor4f_bufferoffset = 0;
5820 r = ambientcolor[0];
5821 g = ambientcolor[1];
5822 b = ambientcolor[2];
5823 rsurface.lightmapcolor4f = NULL;
5824 rsurface.lightmapcolor4f_bufferobject = 0;
5825 rsurface.lightmapcolor4f_bufferoffset = 0;
5827 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5828 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5829 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5830 GL_Color(r, g, b, a);
5831 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5834 void RSurf_SetupDepthAndCulling(void)
5836 // submodels are biased to avoid z-fighting with world surfaces that they
5837 // may be exactly overlapping (avoids z-fighting artifacts on certain
5838 // doors and things in Quake maps)
5839 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5840 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5841 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5842 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5845 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5847 // transparent sky would be ridiculous
5848 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5850 R_SetupGenericShader(false);
5853 skyrendernow = false;
5854 // we have to force off the water clipping plane while rendering sky
5858 // restore entity matrix
5859 R_Mesh_Matrix(&rsurface.matrix);
5861 RSurf_SetupDepthAndCulling();
5863 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5864 // skymasking on them, and Quake3 never did sky masking (unlike
5865 // software Quake and software Quake2), so disable the sky masking
5866 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5867 // and skymasking also looks very bad when noclipping outside the
5868 // level, so don't use it then either.
5869 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5871 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5872 R_Mesh_ColorPointer(NULL, 0, 0);
5873 R_Mesh_ResetTextureState();
5874 if (skyrendermasked)
5876 R_SetupDepthOrShadowShader();
5877 // depth-only (masking)
5878 GL_ColorMask(0,0,0,0);
5879 // just to make sure that braindead drivers don't draw
5880 // anything despite that colormask...
5881 GL_BlendFunc(GL_ZERO, GL_ONE);
5885 R_SetupGenericShader(false);
5887 GL_BlendFunc(GL_ONE, GL_ZERO);
5889 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5890 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5891 if (skyrendermasked)
5892 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5894 R_Mesh_ResetTextureState();
5895 GL_Color(1, 1, 1, 1);
5898 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5900 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5903 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5904 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5905 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5906 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5907 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5908 if (rsurface.texture->backgroundcurrentskinframe)
5910 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5911 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5912 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5913 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5915 if(rsurface.texture->colormapping)
5917 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5918 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5920 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5921 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5922 R_Mesh_ColorPointer(NULL, 0, 0);
5924 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5926 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5928 // render background
5929 GL_BlendFunc(GL_ONE, GL_ZERO);
5931 GL_AlphaTest(false);
5933 GL_Color(1, 1, 1, 1);
5934 R_Mesh_ColorPointer(NULL, 0, 0);
5936 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5937 if (r_glsl_permutation)
5939 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5940 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5941 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5942 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5943 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5944 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5945 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);
5947 GL_LockArrays(0, 0);
5949 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5950 GL_DepthMask(false);
5951 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5952 R_Mesh_ColorPointer(NULL, 0, 0);
5954 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5955 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5956 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5959 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5960 if (!r_glsl_permutation)
5963 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5964 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5965 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5966 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5967 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5968 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5970 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5972 GL_BlendFunc(GL_ONE, GL_ZERO);
5974 GL_AlphaTest(false);
5978 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5979 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5980 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5983 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5985 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5986 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);
5988 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5992 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5993 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);
5995 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5997 GL_LockArrays(0, 0);
6000 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6002 // OpenGL 1.3 path - anything not completely ancient
6003 int texturesurfaceindex;
6004 qboolean applycolor;
6008 const texturelayer_t *layer;
6009 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6011 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6014 int layertexrgbscale;
6015 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6017 if (layerindex == 0)
6021 GL_AlphaTest(false);
6022 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6025 GL_DepthMask(layer->depthmask && writedepth);
6026 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6027 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6029 layertexrgbscale = 4;
6030 VectorScale(layer->color, 0.25f, layercolor);
6032 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6034 layertexrgbscale = 2;
6035 VectorScale(layer->color, 0.5f, layercolor);
6039 layertexrgbscale = 1;
6040 VectorScale(layer->color, 1.0f, layercolor);
6042 layercolor[3] = layer->color[3];
6043 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6044 R_Mesh_ColorPointer(NULL, 0, 0);
6045 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6046 switch (layer->type)
6048 case TEXTURELAYERTYPE_LITTEXTURE:
6049 memset(&m, 0, sizeof(m));
6050 m.tex[0] = R_GetTexture(r_texture_white);
6051 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6052 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6053 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6054 m.tex[1] = R_GetTexture(layer->texture);
6055 m.texmatrix[1] = layer->texmatrix;
6056 m.texrgbscale[1] = layertexrgbscale;
6057 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6058 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6059 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6060 R_Mesh_TextureState(&m);
6061 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6062 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6063 else if (rsurface.uselightmaptexture)
6064 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6066 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6068 case TEXTURELAYERTYPE_TEXTURE:
6069 memset(&m, 0, sizeof(m));
6070 m.tex[0] = R_GetTexture(layer->texture);
6071 m.texmatrix[0] = layer->texmatrix;
6072 m.texrgbscale[0] = layertexrgbscale;
6073 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6074 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6075 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6076 R_Mesh_TextureState(&m);
6077 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6079 case TEXTURELAYERTYPE_FOG:
6080 memset(&m, 0, sizeof(m));
6081 m.texrgbscale[0] = layertexrgbscale;
6084 m.tex[0] = R_GetTexture(layer->texture);
6085 m.texmatrix[0] = layer->texmatrix;
6086 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6087 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6088 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6090 R_Mesh_TextureState(&m);
6091 // generate a color array for the fog pass
6092 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6093 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6097 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6098 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6100 f = 1 - FogPoint_Model(v);
6101 c[0] = layercolor[0];
6102 c[1] = layercolor[1];
6103 c[2] = layercolor[2];
6104 c[3] = f * layercolor[3];
6107 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6110 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6112 GL_LockArrays(0, 0);
6115 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6117 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6118 GL_AlphaTest(false);
6122 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6124 // OpenGL 1.1 - crusty old voodoo path
6125 int texturesurfaceindex;
6129 const texturelayer_t *layer;
6130 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6132 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6134 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6136 if (layerindex == 0)
6140 GL_AlphaTest(false);
6141 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6144 GL_DepthMask(layer->depthmask && writedepth);
6145 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6146 R_Mesh_ColorPointer(NULL, 0, 0);
6147 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6148 switch (layer->type)
6150 case TEXTURELAYERTYPE_LITTEXTURE:
6151 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6153 // two-pass lit texture with 2x rgbscale
6154 // first the lightmap pass
6155 memset(&m, 0, sizeof(m));
6156 m.tex[0] = R_GetTexture(r_texture_white);
6157 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6158 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6159 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6160 R_Mesh_TextureState(&m);
6161 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6162 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6163 else if (rsurface.uselightmaptexture)
6164 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6166 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6167 GL_LockArrays(0, 0);
6168 // then apply the texture to it
6169 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6170 memset(&m, 0, sizeof(m));
6171 m.tex[0] = R_GetTexture(layer->texture);
6172 m.texmatrix[0] = layer->texmatrix;
6173 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6174 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6175 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6176 R_Mesh_TextureState(&m);
6177 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);
6181 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6182 memset(&m, 0, sizeof(m));
6183 m.tex[0] = R_GetTexture(layer->texture);
6184 m.texmatrix[0] = layer->texmatrix;
6185 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6186 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6187 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6188 R_Mesh_TextureState(&m);
6189 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6190 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);
6192 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);
6195 case TEXTURELAYERTYPE_TEXTURE:
6196 // singletexture unlit texture with transparency support
6197 memset(&m, 0, sizeof(m));
6198 m.tex[0] = R_GetTexture(layer->texture);
6199 m.texmatrix[0] = layer->texmatrix;
6200 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6201 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6202 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6203 R_Mesh_TextureState(&m);
6204 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);
6206 case TEXTURELAYERTYPE_FOG:
6207 // singletexture fogging
6208 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6211 memset(&m, 0, sizeof(m));
6212 m.tex[0] = R_GetTexture(layer->texture);
6213 m.texmatrix[0] = layer->texmatrix;
6214 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6215 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6216 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6217 R_Mesh_TextureState(&m);
6220 R_Mesh_ResetTextureState();
6221 // generate a color array for the fog pass
6222 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6226 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6227 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)
6229 f = 1 - FogPoint_Model(v);
6230 c[0] = layer->color[0];
6231 c[1] = layer->color[1];
6232 c[2] = layer->color[2];
6233 c[3] = f * layer->color[3];
6236 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6239 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6241 GL_LockArrays(0, 0);
6244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6246 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6247 GL_AlphaTest(false);
6251 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6254 RSurf_SetupDepthAndCulling();
6255 if (r_glsl.integer && gl_support_fragment_shader)
6256 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6257 else if (gl_combine.integer && r_textureunits.integer >= 2)
6258 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6260 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6264 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6267 int texturenumsurfaces, endsurface;
6269 msurface_t *surface;
6270 msurface_t *texturesurfacelist[1024];
6272 // if the model is static it doesn't matter what value we give for
6273 // wantnormals and wanttangents, so this logic uses only rules applicable
6274 // to a model, knowing that they are meaningless otherwise
6275 if (ent == r_refdef.scene.worldentity)
6276 RSurf_ActiveWorldEntity();
6277 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6278 RSurf_ActiveModelEntity(ent, false, false);
6280 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6282 for (i = 0;i < numsurfaces;i = j)
6285 surface = rsurface.modelsurfaces + surfacelist[i];
6286 texture = surface->texture;
6287 R_UpdateTextureInfo(ent, texture);
6288 rsurface.texture = texture->currentframe;
6289 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6290 // scan ahead until we find a different texture
6291 endsurface = min(i + 1024, numsurfaces);
6292 texturenumsurfaces = 0;
6293 texturesurfacelist[texturenumsurfaces++] = surface;
6294 for (;j < endsurface;j++)
6296 surface = rsurface.modelsurfaces + surfacelist[j];
6297 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6299 texturesurfacelist[texturenumsurfaces++] = surface;
6301 // render the range of surfaces
6302 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6304 GL_AlphaTest(false);
6307 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6312 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6314 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6316 RSurf_SetupDepthAndCulling();
6317 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6318 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6320 else if (r_showsurfaces.integer)
6322 RSurf_SetupDepthAndCulling();
6324 GL_BlendFunc(GL_ONE, GL_ZERO);
6326 GL_AlphaTest(false);
6327 R_Mesh_ColorPointer(NULL, 0, 0);
6328 R_Mesh_ResetTextureState();
6329 R_SetupGenericShader(false);
6330 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6331 if (!r_refdef.view.showdebug)
6333 GL_Color(0, 0, 0, 1);
6334 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6337 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6339 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6340 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6341 else if (!rsurface.texture->currentnumlayers)
6343 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6345 // transparent surfaces get pushed off into the transparent queue
6346 int surfacelistindex;
6347 const msurface_t *surface;
6348 vec3_t tempcenter, center;
6349 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6351 surface = texturesurfacelist[surfacelistindex];
6352 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6353 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6354 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6355 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6356 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6361 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6362 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6367 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6371 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6374 for (i = 0;i < numsurfaces;i++)
6375 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6376 R_Water_AddWaterPlane(surfacelist[i]);
6379 // break the surface list down into batches by texture and use of lightmapping
6380 for (i = 0;i < numsurfaces;i = j)
6383 // texture is the base texture pointer, rsurface.texture is the
6384 // current frame/skin the texture is directing us to use (for example
6385 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6386 // use skin 1 instead)
6387 texture = surfacelist[i]->texture;
6388 rsurface.texture = texture->currentframe;
6389 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6390 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6392 // if this texture is not the kind we want, skip ahead to the next one
6393 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6397 // simply scan ahead until we find a different texture or lightmap state
6398 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6400 // render the range of surfaces
6401 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6405 float locboxvertex3f[6*4*3] =
6407 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6408 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6409 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6410 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6411 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6412 1,0,0, 0,0,0, 0,1,0, 1,1,0
6415 unsigned short locboxelements[6*2*3] =
6425 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6428 cl_locnode_t *loc = (cl_locnode_t *)ent;
6430 float vertex3f[6*4*3];
6432 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6433 GL_DepthMask(false);
6434 GL_DepthRange(0, 1);
6435 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6437 GL_CullFace(GL_NONE);
6438 R_Mesh_Matrix(&identitymatrix);
6440 R_Mesh_VertexPointer(vertex3f, 0, 0);
6441 R_Mesh_ColorPointer(NULL, 0, 0);
6442 R_Mesh_ResetTextureState();
6443 R_SetupGenericShader(false);
6446 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6447 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6448 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6449 surfacelist[0] < 0 ? 0.5f : 0.125f);
6451 if (VectorCompare(loc->mins, loc->maxs))
6453 VectorSet(size, 2, 2, 2);
6454 VectorMA(loc->mins, -0.5f, size, mins);
6458 VectorCopy(loc->mins, mins);
6459 VectorSubtract(loc->maxs, loc->mins, size);
6462 for (i = 0;i < 6*4*3;)
6463 for (j = 0;j < 3;j++, i++)
6464 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6466 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6469 void R_DrawLocs(void)
6472 cl_locnode_t *loc, *nearestloc;
6474 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6475 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6477 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6478 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6482 void R_DrawDebugModel(entity_render_t *ent)
6484 int i, j, k, l, flagsmask;
6485 const int *elements;
6487 msurface_t *surface;
6488 dp_model_t *model = ent->model;
6491 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6493 R_Mesh_ColorPointer(NULL, 0, 0);
6494 R_Mesh_ResetTextureState();
6495 R_SetupGenericShader(false);
6496 GL_DepthRange(0, 1);
6497 GL_DepthTest(!r_showdisabledepthtest.integer);
6498 GL_DepthMask(false);
6499 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6501 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6503 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6504 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6506 if (brush->colbrushf && brush->colbrushf->numtriangles)
6508 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6509 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);
6510 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6513 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6515 if (surface->num_collisiontriangles)
6517 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6518 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);
6519 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6524 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6526 if (r_showtris.integer || r_shownormals.integer)
6528 if (r_showdisabledepthtest.integer)
6530 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6531 GL_DepthMask(false);
6535 GL_BlendFunc(GL_ONE, GL_ZERO);
6538 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6540 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6542 rsurface.texture = surface->texture->currentframe;
6543 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6545 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6546 if (r_showtris.value > 0)
6548 if (!rsurface.texture->currentlayers->depthmask)
6549 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6550 else if (ent == r_refdef.scene.worldentity)
6551 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6553 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6554 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6557 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6559 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6560 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6561 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6562 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6567 if (r_shownormals.value > 0)
6570 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6572 VectorCopy(rsurface.vertex3f + l * 3, v);
6573 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6574 qglVertex3f(v[0], v[1], v[2]);
6575 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6576 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6577 qglVertex3f(v[0], v[1], v[2]);
6582 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6584 VectorCopy(rsurface.vertex3f + l * 3, v);
6585 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6586 qglVertex3f(v[0], v[1], v[2]);
6587 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6588 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6589 qglVertex3f(v[0], v[1], v[2]);
6594 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6596 VectorCopy(rsurface.vertex3f + l * 3, v);
6597 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6598 qglVertex3f(v[0], v[1], v[2]);
6599 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6600 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6601 qglVertex3f(v[0], v[1], v[2]);
6608 rsurface.texture = NULL;
6612 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6613 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6615 int i, j, endj, f, flagsmask;
6616 msurface_t *surface;
6618 dp_model_t *model = r_refdef.scene.worldmodel;
6619 const int maxsurfacelist = 1024;
6620 int numsurfacelist = 0;
6621 msurface_t *surfacelist[1024];
6625 RSurf_ActiveWorldEntity();
6627 // update light styles on this submodel
6628 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6630 model_brush_lightstyleinfo_t *style;
6631 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6633 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6635 msurface_t *surfaces = model->data_surfaces;
6636 int *list = style->surfacelist;
6637 style->value = r_refdef.scene.lightstylevalue[style->style];
6638 for (j = 0;j < style->numsurfaces;j++)
6639 surfaces[list[j]].cached_dlight = true;
6644 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6645 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6649 R_DrawDebugModel(r_refdef.scene.worldentity);
6655 rsurface.uselightmaptexture = false;
6656 rsurface.texture = NULL;
6657 rsurface.rtlight = NULL;
6659 j = model->firstmodelsurface;
6660 endj = j + model->nummodelsurfaces;
6663 // quickly skip over non-visible surfaces
6664 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6666 // quickly iterate over visible surfaces
6667 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6669 // process this surface
6670 surface = model->data_surfaces + j;
6671 // if this surface fits the criteria, add it to the list
6672 if (surface->num_triangles)
6674 // if lightmap parameters changed, rebuild lightmap texture
6675 if (surface->cached_dlight)
6676 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6677 // add face to draw list
6678 surfacelist[numsurfacelist++] = surface;
6679 r_refdef.stats.world_triangles += surface->num_triangles;
6680 if (numsurfacelist >= maxsurfacelist)
6682 r_refdef.stats.world_surfaces += numsurfacelist;
6683 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6689 r_refdef.stats.world_surfaces += numsurfacelist;
6691 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6692 GL_AlphaTest(false);
6695 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6697 int i, j, f, flagsmask;
6698 msurface_t *surface, *endsurface;
6700 dp_model_t *model = ent->model;
6701 const int maxsurfacelist = 1024;
6702 int numsurfacelist = 0;
6703 msurface_t *surfacelist[1024];
6707 // if the model is static it doesn't matter what value we give for
6708 // wantnormals and wanttangents, so this logic uses only rules applicable
6709 // to a model, knowing that they are meaningless otherwise
6710 if (ent == r_refdef.scene.worldentity)
6711 RSurf_ActiveWorldEntity();
6712 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6713 RSurf_ActiveModelEntity(ent, false, false);
6715 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6717 // update light styles
6718 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6720 model_brush_lightstyleinfo_t *style;
6721 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6723 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6725 msurface_t *surfaces = model->data_surfaces;
6726 int *list = style->surfacelist;
6727 style->value = r_refdef.scene.lightstylevalue[style->style];
6728 for (j = 0;j < style->numsurfaces;j++)
6729 surfaces[list[j]].cached_dlight = true;
6734 R_UpdateAllTextureInfo(ent);
6735 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6739 R_DrawDebugModel(ent);
6745 rsurface.uselightmaptexture = false;
6746 rsurface.texture = NULL;
6747 rsurface.rtlight = NULL;
6749 surface = model->data_surfaces + model->firstmodelsurface;
6750 endsurface = surface + model->nummodelsurfaces;
6751 for (;surface < endsurface;surface++)
6753 // if this surface fits the criteria, add it to the list
6754 if (surface->num_triangles)
6756 // if lightmap parameters changed, rebuild lightmap texture
6757 if (surface->cached_dlight)
6758 R_BuildLightMap(ent, surface);
6759 // add face to draw list
6760 surfacelist[numsurfacelist++] = surface;
6761 r_refdef.stats.entities_triangles += surface->num_triangles;
6762 if (numsurfacelist >= maxsurfacelist)
6764 r_refdef.stats.entities_surfaces += numsurfacelist;
6765 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6770 r_refdef.stats.entities_surfaces += numsurfacelist;
6772 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6773 GL_AlphaTest(false);