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", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
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) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
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 * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
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 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2490 for (i = 0;i < r_refdef.scene.numentities;i++)
2492 ent = r_refdef.scene.entities[i];
2493 if (!(ent->flags & renderimask))
2494 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2495 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2496 r_refdef.viewcache.entityvisible[i] = true;
2498 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2500 for (i = 0;i < r_refdef.scene.numentities;i++)
2502 ent = r_refdef.scene.entities[i];
2503 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2505 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))
2506 ent->last_trace_visibility = realtime;
2507 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2508 r_refdef.viewcache.entityvisible[i] = 0;
2515 // no worldmodel or it can't check visibility
2516 for (i = 0;i < r_refdef.scene.numentities;i++)
2518 ent = r_refdef.scene.entities[i];
2519 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));
2524 // only used if skyrendermasked, and normally returns false
2525 int R_DrawBrushModelsSky (void)
2528 entity_render_t *ent;
2530 if (!r_drawentities.integer)
2534 for (i = 0;i < r_refdef.scene.numentities;i++)
2536 if (!r_refdef.viewcache.entityvisible[i])
2538 ent = r_refdef.scene.entities[i];
2539 if (!ent->model || !ent->model->DrawSky)
2541 ent->model->DrawSky(ent);
2547 static void R_DrawNoModel(entity_render_t *ent);
2548 static void R_DrawModels(void)
2551 entity_render_t *ent;
2553 if (!r_drawentities.integer)
2556 for (i = 0;i < r_refdef.scene.numentities;i++)
2558 if (!r_refdef.viewcache.entityvisible[i])
2560 ent = r_refdef.scene.entities[i];
2561 r_refdef.stats.entities++;
2562 if (ent->model && ent->model->Draw != NULL)
2563 ent->model->Draw(ent);
2569 static void R_DrawModelsDepth(void)
2572 entity_render_t *ent;
2574 if (!r_drawentities.integer)
2577 for (i = 0;i < r_refdef.scene.numentities;i++)
2579 if (!r_refdef.viewcache.entityvisible[i])
2581 ent = r_refdef.scene.entities[i];
2582 if (ent->model && ent->model->DrawDepth != NULL)
2583 ent->model->DrawDepth(ent);
2587 static void R_DrawModelsDebug(void)
2590 entity_render_t *ent;
2592 if (!r_drawentities.integer)
2595 for (i = 0;i < r_refdef.scene.numentities;i++)
2597 if (!r_refdef.viewcache.entityvisible[i])
2599 ent = r_refdef.scene.entities[i];
2600 if (ent->model && ent->model->DrawDebug != NULL)
2601 ent->model->DrawDebug(ent);
2605 static void R_DrawModelsAddWaterPlanes(void)
2608 entity_render_t *ent;
2610 if (!r_drawentities.integer)
2613 for (i = 0;i < r_refdef.scene.numentities;i++)
2615 if (!r_refdef.viewcache.entityvisible[i])
2617 ent = r_refdef.scene.entities[i];
2618 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2619 ent->model->DrawAddWaterPlanes(ent);
2623 static void R_View_SetFrustum(void)
2626 double slopex, slopey;
2627 vec3_t forward, left, up, origin;
2629 // we can't trust r_refdef.view.forward and friends in reflected scenes
2630 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2633 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2634 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2635 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2636 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2637 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2638 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2639 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2640 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2641 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2642 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2643 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2644 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2648 zNear = r_refdef.nearclip;
2649 nudge = 1.0 - 1.0 / (1<<23);
2650 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2651 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2652 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2653 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2654 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2655 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2656 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2657 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2663 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2664 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2665 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2666 r_refdef.view.frustum[0].dist = m[15] - m[12];
2668 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2669 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2670 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2671 r_refdef.view.frustum[1].dist = m[15] + m[12];
2673 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2674 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2675 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2676 r_refdef.view.frustum[2].dist = m[15] - m[13];
2678 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2679 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2680 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2681 r_refdef.view.frustum[3].dist = m[15] + m[13];
2683 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2684 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2685 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2686 r_refdef.view.frustum[4].dist = m[15] - m[14];
2688 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2689 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2690 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2691 r_refdef.view.frustum[5].dist = m[15] + m[14];
2694 if (r_refdef.view.useperspective)
2696 slopex = 1.0 / r_refdef.view.frustum_x;
2697 slopey = 1.0 / r_refdef.view.frustum_y;
2698 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2699 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2700 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2701 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2702 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2704 // Leaving those out was a mistake, those were in the old code, and they
2705 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2706 // I couldn't reproduce it after adding those normalizations. --blub
2707 VectorNormalize(r_refdef.view.frustum[0].normal);
2708 VectorNormalize(r_refdef.view.frustum[1].normal);
2709 VectorNormalize(r_refdef.view.frustum[2].normal);
2710 VectorNormalize(r_refdef.view.frustum[3].normal);
2712 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2713 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2714 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2715 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2716 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2718 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2719 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2720 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2721 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2722 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2726 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2727 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2728 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2729 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2730 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2731 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2732 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2733 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2734 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2735 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2737 r_refdef.view.numfrustumplanes = 5;
2739 if (r_refdef.view.useclipplane)
2741 r_refdef.view.numfrustumplanes = 6;
2742 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2745 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2746 PlaneClassify(r_refdef.view.frustum + i);
2748 // LordHavoc: note to all quake engine coders, Quake had a special case
2749 // for 90 degrees which assumed a square view (wrong), so I removed it,
2750 // Quake2 has it disabled as well.
2752 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2753 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2754 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2755 //PlaneClassify(&frustum[0]);
2757 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2758 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2759 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2760 //PlaneClassify(&frustum[1]);
2762 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2763 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2764 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2765 //PlaneClassify(&frustum[2]);
2767 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2768 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2769 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2770 //PlaneClassify(&frustum[3]);
2773 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2774 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2775 //PlaneClassify(&frustum[4]);
2778 void R_View_Update(void)
2780 R_View_SetFrustum();
2781 R_View_WorldVisibility(r_refdef.view.useclipplane);
2782 R_View_UpdateEntityVisible();
2785 void R_SetupView(qboolean allowwaterclippingplane)
2787 if (!r_refdef.view.useperspective)
2788 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);
2789 else if (gl_stencil && r_useinfinitefarclip.integer)
2790 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2792 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2794 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2796 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2798 // LordHavoc: couldn't figure out how to make this approach the
2799 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2800 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2801 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2802 dist = r_refdef.view.clipplane.dist;
2803 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2807 void R_ResetViewRendering2D(void)
2811 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2812 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2813 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2814 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2815 GL_Color(1, 1, 1, 1);
2816 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2817 GL_BlendFunc(GL_ONE, GL_ZERO);
2818 GL_AlphaTest(false);
2819 GL_ScissorTest(false);
2820 GL_DepthMask(false);
2821 GL_DepthRange(0, 1);
2822 GL_DepthTest(false);
2823 R_Mesh_Matrix(&identitymatrix);
2824 R_Mesh_ResetTextureState();
2825 GL_PolygonOffset(0, 0);
2826 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2827 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2828 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2829 qglStencilMask(~0);CHECKGLERROR
2830 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2831 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2832 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2833 R_SetupGenericShader(true);
2836 void R_ResetViewRendering3D(void)
2840 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2841 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2843 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2844 GL_Color(1, 1, 1, 1);
2845 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2846 GL_BlendFunc(GL_ONE, GL_ZERO);
2847 GL_AlphaTest(false);
2848 GL_ScissorTest(true);
2850 GL_DepthRange(0, 1);
2852 R_Mesh_Matrix(&identitymatrix);
2853 R_Mesh_ResetTextureState();
2854 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2855 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2856 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2857 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2858 qglStencilMask(~0);CHECKGLERROR
2859 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2860 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2861 GL_CullFace(r_refdef.view.cullface_back);
2862 R_SetupGenericShader(true);
2865 void R_RenderScene(qboolean addwaterplanes);
2867 static void R_Water_StartFrame(void)
2870 int waterwidth, waterheight, texturewidth, textureheight;
2871 r_waterstate_waterplane_t *p;
2873 // set waterwidth and waterheight to the water resolution that will be
2874 // used (often less than the screen resolution for faster rendering)
2875 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2876 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2878 // calculate desired texture sizes
2879 // can't use water if the card does not support the texture size
2880 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2881 texturewidth = textureheight = waterwidth = waterheight = 0;
2882 else if (gl_support_arb_texture_non_power_of_two)
2884 texturewidth = waterwidth;
2885 textureheight = waterheight;
2889 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2890 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2893 // allocate textures as needed
2894 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2896 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2897 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2899 if (p->texture_refraction)
2900 R_FreeTexture(p->texture_refraction);
2901 p->texture_refraction = NULL;
2902 if (p->texture_reflection)
2903 R_FreeTexture(p->texture_reflection);
2904 p->texture_reflection = NULL;
2906 memset(&r_waterstate, 0, sizeof(r_waterstate));
2907 r_waterstate.waterwidth = waterwidth;
2908 r_waterstate.waterheight = waterheight;
2909 r_waterstate.texturewidth = texturewidth;
2910 r_waterstate.textureheight = textureheight;
2913 if (r_waterstate.waterwidth)
2915 r_waterstate.enabled = true;
2917 // set up variables that will be used in shader setup
2918 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2919 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2920 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2921 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2924 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2925 r_waterstate.numwaterplanes = 0;
2928 static void R_Water_AddWaterPlane(msurface_t *surface)
2930 int triangleindex, planeindex;
2936 r_waterstate_waterplane_t *p;
2937 // just use the first triangle with a valid normal for any decisions
2938 VectorClear(normal);
2939 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2941 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2942 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2943 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2944 TriangleNormal(vert[0], vert[1], vert[2], normal);
2945 if (VectorLength2(normal) >= 0.001)
2949 VectorCopy(normal, plane.normal);
2950 VectorNormalize(plane.normal);
2951 plane.dist = DotProduct(vert[0], plane.normal);
2952 PlaneClassify(&plane);
2953 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2955 // skip backfaces (except if nocullface is set)
2956 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2958 VectorNegate(plane.normal, plane.normal);
2960 PlaneClassify(&plane);
2964 // find a matching plane if there is one
2965 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2966 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2968 if (planeindex >= r_waterstate.maxwaterplanes)
2969 return; // nothing we can do, out of planes
2971 // if this triangle does not fit any known plane rendered this frame, add one
2972 if (planeindex >= r_waterstate.numwaterplanes)
2974 // store the new plane
2975 r_waterstate.numwaterplanes++;
2977 // clear materialflags and pvs
2978 p->materialflags = 0;
2979 p->pvsvalid = false;
2981 // merge this surface's materialflags into the waterplane
2982 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2983 // merge this surface's PVS into the waterplane
2984 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2985 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2986 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2988 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2993 static void R_Water_ProcessPlanes(void)
2995 r_refdef_view_t originalview;
2997 r_waterstate_waterplane_t *p;
2999 originalview = r_refdef.view;
3001 // make sure enough textures are allocated
3002 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3004 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3006 if (!p->texture_refraction)
3007 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);
3008 if (!p->texture_refraction)
3012 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3014 if (!p->texture_reflection)
3015 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);
3016 if (!p->texture_reflection)
3022 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3024 r_refdef.view.showdebug = false;
3025 r_refdef.view.width = r_waterstate.waterwidth;
3026 r_refdef.view.height = r_waterstate.waterheight;
3027 r_refdef.view.useclipplane = true;
3028 r_waterstate.renderingscene = true;
3030 // render the normal view scene and copy into texture
3031 // (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)
3032 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3034 r_refdef.view.clipplane = p->plane;
3035 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3036 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3037 PlaneClassify(&r_refdef.view.clipplane);
3039 R_RenderScene(false);
3041 // copy view into the screen texture
3042 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3043 GL_ActiveTexture(0);
3045 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
3048 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3050 // render reflected scene and copy into texture
3051 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3052 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3053 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3054 r_refdef.view.clipplane = p->plane;
3055 // reverse the cullface settings for this render
3056 r_refdef.view.cullface_front = GL_FRONT;
3057 r_refdef.view.cullface_back = GL_BACK;
3058 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3060 r_refdef.view.usecustompvs = true;
3062 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3064 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3067 R_ResetViewRendering3D();
3068 R_ClearScreen(r_refdef.fogenabled);
3069 if (r_timereport_active)
3070 R_TimeReport("viewclear");
3072 R_RenderScene(false);
3074 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3075 GL_ActiveTexture(0);
3077 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
3079 R_ResetViewRendering3D();
3080 R_ClearScreen(r_refdef.fogenabled);
3081 if (r_timereport_active)
3082 R_TimeReport("viewclear");
3085 r_refdef.view = originalview;
3086 r_refdef.view.clear = true;
3087 r_waterstate.renderingscene = false;
3091 r_refdef.view = originalview;
3092 r_waterstate.renderingscene = false;
3093 Cvar_SetValueQuick(&r_water, 0);
3094 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3098 void R_Bloom_StartFrame(void)
3100 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3102 // set bloomwidth and bloomheight to the bloom resolution that will be
3103 // used (often less than the screen resolution for faster rendering)
3104 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3105 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3106 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3107 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3108 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3110 // calculate desired texture sizes
3111 if (gl_support_arb_texture_non_power_of_two)
3113 screentexturewidth = r_refdef.view.width;
3114 screentextureheight = r_refdef.view.height;
3115 bloomtexturewidth = r_bloomstate.bloomwidth;
3116 bloomtextureheight = r_bloomstate.bloomheight;
3120 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3121 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3122 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3123 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3126 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))
3128 Cvar_SetValueQuick(&r_hdr, 0);
3129 Cvar_SetValueQuick(&r_bloom, 0);
3132 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3133 screentexturewidth = screentextureheight = 0;
3134 if (!r_hdr.integer && !r_bloom.integer)
3135 bloomtexturewidth = bloomtextureheight = 0;
3137 // allocate textures as needed
3138 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3140 if (r_bloomstate.texture_screen)
3141 R_FreeTexture(r_bloomstate.texture_screen);
3142 r_bloomstate.texture_screen = NULL;
3143 r_bloomstate.screentexturewidth = screentexturewidth;
3144 r_bloomstate.screentextureheight = screentextureheight;
3145 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3146 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);
3148 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3150 if (r_bloomstate.texture_bloom)
3151 R_FreeTexture(r_bloomstate.texture_bloom);
3152 r_bloomstate.texture_bloom = NULL;
3153 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3154 r_bloomstate.bloomtextureheight = bloomtextureheight;
3155 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3156 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);
3159 // set up a texcoord array for the full resolution screen image
3160 // (we have to keep this around to copy back during final render)
3161 r_bloomstate.screentexcoord2f[0] = 0;
3162 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3163 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3164 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3165 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3166 r_bloomstate.screentexcoord2f[5] = 0;
3167 r_bloomstate.screentexcoord2f[6] = 0;
3168 r_bloomstate.screentexcoord2f[7] = 0;
3170 // set up a texcoord array for the reduced resolution bloom image
3171 // (which will be additive blended over the screen image)
3172 r_bloomstate.bloomtexcoord2f[0] = 0;
3173 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3174 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3175 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3176 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3177 r_bloomstate.bloomtexcoord2f[5] = 0;
3178 r_bloomstate.bloomtexcoord2f[6] = 0;
3179 r_bloomstate.bloomtexcoord2f[7] = 0;
3181 if (r_hdr.integer || r_bloom.integer)
3183 r_bloomstate.enabled = true;
3184 r_bloomstate.hdr = r_hdr.integer != 0;
3188 void R_Bloom_CopyBloomTexture(float colorscale)
3190 r_refdef.stats.bloom++;
3192 // scale down screen texture to the bloom texture size
3194 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3195 GL_BlendFunc(GL_ONE, GL_ZERO);
3196 GL_Color(colorscale, colorscale, colorscale, 1);
3197 // TODO: optimize with multitexture or GLSL
3198 R_SetupGenericShader(true);
3199 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3200 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3201 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3202 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3204 // we now have a bloom image in the framebuffer
3205 // copy it into the bloom image texture for later processing
3206 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3207 GL_ActiveTexture(0);
3209 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
3210 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3213 void R_Bloom_CopyHDRTexture(void)
3215 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3216 GL_ActiveTexture(0);
3218 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
3219 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3222 void R_Bloom_MakeTexture(void)
3225 float xoffset, yoffset, r, brighten;
3227 r_refdef.stats.bloom++;
3229 R_ResetViewRendering2D();
3230 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3231 R_Mesh_ColorPointer(NULL, 0, 0);
3232 R_SetupGenericShader(true);
3234 // we have a bloom image in the framebuffer
3236 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3238 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3241 r = bound(0, r_bloom_colorexponent.value / x, 1);
3242 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3243 GL_Color(r, r, r, 1);
3244 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3245 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3246 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3247 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3249 // copy the vertically blurred bloom view to a texture
3250 GL_ActiveTexture(0);
3252 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
3253 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3256 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3257 brighten = r_bloom_brighten.value;
3259 brighten *= r_hdr_range.value;
3260 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3261 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3263 for (dir = 0;dir < 2;dir++)
3265 // blend on at multiple vertical offsets to achieve a vertical blur
3266 // TODO: do offset blends using GLSL
3267 GL_BlendFunc(GL_ONE, GL_ZERO);
3268 for (x = -range;x <= range;x++)
3270 if (!dir){xoffset = 0;yoffset = x;}
3271 else {xoffset = x;yoffset = 0;}
3272 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3273 yoffset /= (float)r_bloomstate.bloomtextureheight;
3274 // compute a texcoord array with the specified x and y offset
3275 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3276 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3277 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3278 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3279 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3280 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3281 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3282 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3283 // this r value looks like a 'dot' particle, fading sharply to
3284 // black at the edges
3285 // (probably not realistic but looks good enough)
3286 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3287 //r = (dir ? 1.0f : brighten)/(range*2+1);
3288 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3289 GL_Color(r, r, r, 1);
3290 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3291 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3292 GL_BlendFunc(GL_ONE, GL_ONE);
3295 // copy the vertically blurred bloom view to a texture
3296 GL_ActiveTexture(0);
3298 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
3299 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3302 // apply subtract last
3303 // (just like it would be in a GLSL shader)
3304 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3306 GL_BlendFunc(GL_ONE, GL_ZERO);
3307 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3308 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3309 GL_Color(1, 1, 1, 1);
3310 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3311 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3313 GL_BlendFunc(GL_ONE, GL_ONE);
3314 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3315 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3316 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3317 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3318 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3319 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3320 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3322 // copy the darkened bloom view to a texture
3323 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3324 GL_ActiveTexture(0);
3326 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
3327 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3331 void R_HDR_RenderBloomTexture(void)
3333 int oldwidth, oldheight;
3334 float oldcolorscale;
3336 oldcolorscale = r_refdef.view.colorscale;
3337 oldwidth = r_refdef.view.width;
3338 oldheight = r_refdef.view.height;
3339 r_refdef.view.width = r_bloomstate.bloomwidth;
3340 r_refdef.view.height = r_bloomstate.bloomheight;
3342 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3343 // TODO: add exposure compensation features
3344 // TODO: add fp16 framebuffer support
3346 r_refdef.view.showdebug = false;
3347 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3349 R_ClearScreen(r_refdef.fogenabled);
3350 if (r_timereport_active)
3351 R_TimeReport("HDRclear");
3353 r_waterstate.numwaterplanes = 0;
3354 R_RenderScene(r_waterstate.enabled);
3355 r_refdef.view.showdebug = true;
3357 R_ResetViewRendering2D();
3359 R_Bloom_CopyHDRTexture();
3360 R_Bloom_MakeTexture();
3362 // restore the view settings
3363 r_refdef.view.width = oldwidth;
3364 r_refdef.view.height = oldheight;
3365 r_refdef.view.colorscale = oldcolorscale;
3367 R_ResetViewRendering3D();
3369 R_ClearScreen(r_refdef.fogenabled);
3370 if (r_timereport_active)
3371 R_TimeReport("viewclear");
3374 static void R_BlendView(void)
3376 if (r_bloomstate.texture_screen)
3378 // copy view into the screen texture
3379 R_ResetViewRendering2D();
3380 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3381 R_Mesh_ColorPointer(NULL, 0, 0);
3382 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3383 GL_ActiveTexture(0);CHECKGLERROR
3384 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
3385 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3388 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3390 unsigned int permutation =
3391 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3392 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3393 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3394 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3396 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3398 // render simple bloom effect
3399 // copy the screen and shrink it and darken it for the bloom process
3400 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3401 // make the bloom texture
3402 R_Bloom_MakeTexture();
3405 R_ResetViewRendering2D();
3406 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3407 R_Mesh_ColorPointer(NULL, 0, 0);
3408 GL_Color(1, 1, 1, 1);
3409 GL_BlendFunc(GL_ONE, GL_ZERO);
3410 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3411 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3412 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3413 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3414 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3415 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3416 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3417 if (r_glsl_permutation->loc_TintColor >= 0)
3418 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3419 if (r_glsl_permutation->loc_ClientTime >= 0)
3420 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3421 if (r_glsl_permutation->loc_PixelSize >= 0)
3422 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3423 if (r_glsl_permutation->loc_UserVec1 >= 0)
3425 float a=0, b=0, c=0, d=0;
3426 #if _MSC_VER >= 1400
3427 #define sscanf sscanf_s
3429 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3430 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3432 if (r_glsl_permutation->loc_UserVec2 >= 0)
3434 float a=0, b=0, c=0, d=0;
3435 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3436 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3438 if (r_glsl_permutation->loc_UserVec3 >= 0)
3440 float a=0, b=0, c=0, d=0;
3441 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3442 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3444 if (r_glsl_permutation->loc_UserVec4 >= 0)
3446 float a=0, b=0, c=0, d=0;
3447 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3448 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3450 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3451 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3457 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3459 // render high dynamic range bloom effect
3460 // the bloom texture was made earlier this render, so we just need to
3461 // blend it onto the screen...
3462 R_ResetViewRendering2D();
3463 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3464 R_Mesh_ColorPointer(NULL, 0, 0);
3465 R_SetupGenericShader(true);
3466 GL_Color(1, 1, 1, 1);
3467 GL_BlendFunc(GL_ONE, GL_ONE);
3468 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3469 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3470 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3471 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3473 else if (r_bloomstate.texture_bloom)
3475 // render simple bloom effect
3476 // copy the screen and shrink it and darken it for the bloom process
3477 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3478 // make the bloom texture
3479 R_Bloom_MakeTexture();
3480 // put the original screen image back in place and blend the bloom
3482 R_ResetViewRendering2D();
3483 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3484 R_Mesh_ColorPointer(NULL, 0, 0);
3485 GL_Color(1, 1, 1, 1);
3486 GL_BlendFunc(GL_ONE, GL_ZERO);
3487 // do both in one pass if possible
3488 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3489 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3490 if (r_textureunits.integer >= 2 && gl_combine.integer)
3492 R_SetupGenericTwoTextureShader(GL_ADD);
3493 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3494 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3498 R_SetupGenericShader(true);
3499 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3500 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3501 // now blend on the bloom texture
3502 GL_BlendFunc(GL_ONE, GL_ONE);
3503 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3504 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3506 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3507 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3509 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3511 // apply a color tint to the whole view
3512 R_ResetViewRendering2D();
3513 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3514 R_Mesh_ColorPointer(NULL, 0, 0);
3515 R_SetupGenericShader(false);
3516 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3517 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3518 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3522 void R_RenderScene(qboolean addwaterplanes);
3524 matrix4x4_t r_waterscrollmatrix;
3526 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3528 if (r_refdef.fog_density)
3530 r_refdef.fogcolor[0] = r_refdef.fog_red;
3531 r_refdef.fogcolor[1] = r_refdef.fog_green;
3532 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3536 VectorCopy(r_refdef.fogcolor, fogvec);
3537 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3539 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3540 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3541 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3542 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3544 // color.rgb *= ContrastBoost * SceneBrightness;
3545 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3546 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3547 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3548 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3553 void R_UpdateVariables(void)
3557 r_refdef.scene.ambient = r_ambient.value;
3559 r_refdef.farclip = 4096;
3560 if (r_refdef.scene.worldmodel)
3561 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3562 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3564 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3565 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3566 r_refdef.polygonfactor = 0;
3567 r_refdef.polygonoffset = 0;
3568 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3569 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3571 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3572 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3573 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3574 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3575 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3576 if (r_showsurfaces.integer)
3578 r_refdef.scene.rtworld = false;
3579 r_refdef.scene.rtworldshadows = false;
3580 r_refdef.scene.rtdlight = false;
3581 r_refdef.scene.rtdlightshadows = false;
3582 r_refdef.lightmapintensity = 0;
3585 if (gamemode == GAME_NEHAHRA)
3587 if (gl_fogenable.integer)
3589 r_refdef.oldgl_fogenable = true;
3590 r_refdef.fog_density = gl_fogdensity.value;
3591 r_refdef.fog_red = gl_fogred.value;
3592 r_refdef.fog_green = gl_foggreen.value;
3593 r_refdef.fog_blue = gl_fogblue.value;
3594 r_refdef.fog_alpha = 1;
3595 r_refdef.fog_start = 0;
3596 r_refdef.fog_end = gl_skyclip.value;
3598 else if (r_refdef.oldgl_fogenable)
3600 r_refdef.oldgl_fogenable = false;
3601 r_refdef.fog_density = 0;
3602 r_refdef.fog_red = 0;
3603 r_refdef.fog_green = 0;
3604 r_refdef.fog_blue = 0;
3605 r_refdef.fog_alpha = 0;
3606 r_refdef.fog_start = 0;
3607 r_refdef.fog_end = 0;
3611 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3612 r_refdef.fog_start = max(0, r_refdef.fog_start);
3613 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3615 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3617 if (r_refdef.fog_density && r_drawfog.integer)
3619 r_refdef.fogenabled = true;
3620 // this is the point where the fog reaches 0.9986 alpha, which we
3621 // consider a good enough cutoff point for the texture
3622 // (0.9986 * 256 == 255.6)
3623 if (r_fog_exp2.integer)
3624 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3626 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3627 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3628 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3629 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3630 // fog color was already set
3631 // update the fog texture
3632 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)
3633 R_BuildFogTexture();
3636 r_refdef.fogenabled = false;
3638 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3640 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3642 // build GLSL gamma texture
3643 #define RAMPWIDTH 256
3644 unsigned short ramp[RAMPWIDTH * 3];
3645 unsigned char ramprgb[RAMPWIDTH][4];
3648 r_texture_gammaramps_serial = vid_gammatables_serial;
3650 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3651 for(i = 0; i < RAMPWIDTH; ++i)
3653 ramprgb[i][0] = ramp[i] >> 8;
3654 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3655 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3658 if (r_texture_gammaramps)
3660 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3664 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);
3670 // remove GLSL gamma texture
3674 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3675 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3681 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3682 if( scenetype != r_currentscenetype ) {
3683 // store the old scenetype
3684 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3685 r_currentscenetype = scenetype;
3686 // move in the new scene
3687 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3696 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3698 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3699 if( scenetype == r_currentscenetype ) {
3700 return &r_refdef.scene;
3702 return &r_scenes_store[ scenetype ];
3711 void R_RenderView(void)
3713 if (r_refdef.view.isoverlay)
3715 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3716 GL_Clear( GL_DEPTH_BUFFER_BIT );
3717 R_TimeReport("depthclear");
3719 r_refdef.view.showdebug = false;
3721 r_waterstate.enabled = false;
3722 r_waterstate.numwaterplanes = 0;
3724 R_RenderScene(false);
3730 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3731 return; //Host_Error ("R_RenderView: NULL worldmodel");
3733 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3735 // break apart the view matrix into vectors for various purposes
3736 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3737 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3738 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3739 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3740 // make an inverted copy of the view matrix for tracking sprites
3741 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3743 R_Shadow_UpdateWorldLightSelection();
3745 R_Bloom_StartFrame();
3746 R_Water_StartFrame();
3749 if (r_timereport_active)
3750 R_TimeReport("viewsetup");
3752 R_ResetViewRendering3D();
3754 if (r_refdef.view.clear || r_refdef.fogenabled)
3756 R_ClearScreen(r_refdef.fogenabled);
3757 if (r_timereport_active)
3758 R_TimeReport("viewclear");
3760 r_refdef.view.clear = true;
3762 r_refdef.view.showdebug = true;
3764 // this produces a bloom texture to be used in R_BlendView() later
3766 R_HDR_RenderBloomTexture();
3768 r_waterstate.numwaterplanes = 0;
3769 R_RenderScene(r_waterstate.enabled);
3772 if (r_timereport_active)
3773 R_TimeReport("blendview");
3775 GL_Scissor(0, 0, vid.width, vid.height);
3776 GL_ScissorTest(false);
3780 extern void R_DrawLightningBeams (void);
3781 extern void VM_CL_AddPolygonsToMeshQueue (void);
3782 extern void R_DrawPortals (void);
3783 extern cvar_t cl_locs_show;
3784 static void R_DrawLocs(void);
3785 static void R_DrawEntityBBoxes(void);
3786 void R_RenderScene(qboolean addwaterplanes)
3788 r_refdef.stats.renders++;
3794 R_ResetViewRendering3D();
3797 if (r_timereport_active)
3798 R_TimeReport("watervis");
3800 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3802 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3803 if (r_timereport_active)
3804 R_TimeReport("waterworld");
3807 // don't let sound skip if going slow
3808 if (r_refdef.scene.extraupdate)
3811 R_DrawModelsAddWaterPlanes();
3812 if (r_timereport_active)
3813 R_TimeReport("watermodels");
3815 R_Water_ProcessPlanes();
3816 if (r_timereport_active)
3817 R_TimeReport("waterscenes");
3820 R_ResetViewRendering3D();
3822 // don't let sound skip if going slow
3823 if (r_refdef.scene.extraupdate)
3826 R_MeshQueue_BeginScene();
3831 if (r_timereport_active)
3832 R_TimeReport("visibility");
3834 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);
3836 if (cl.csqc_vidvars.drawworld)
3838 // don't let sound skip if going slow
3839 if (r_refdef.scene.extraupdate)
3842 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3844 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3845 if (r_timereport_active)
3846 R_TimeReport("worldsky");
3849 if (R_DrawBrushModelsSky() && r_timereport_active)
3850 R_TimeReport("bmodelsky");
3853 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3855 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3856 if (r_timereport_active)
3857 R_TimeReport("worlddepth");
3859 if (r_depthfirst.integer >= 2)
3861 R_DrawModelsDepth();
3862 if (r_timereport_active)
3863 R_TimeReport("modeldepth");
3866 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3868 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3869 if (r_timereport_active)
3870 R_TimeReport("world");
3873 // don't let sound skip if going slow
3874 if (r_refdef.scene.extraupdate)
3878 if (r_timereport_active)
3879 R_TimeReport("models");
3881 // don't let sound skip if going slow
3882 if (r_refdef.scene.extraupdate)
3885 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3887 R_DrawModelShadows();
3889 R_ResetViewRendering3D();
3891 // don't let sound skip if going slow
3892 if (r_refdef.scene.extraupdate)
3896 R_ShadowVolumeLighting(false);
3897 if (r_timereport_active)
3898 R_TimeReport("rtlights");
3900 // don't let sound skip if going slow
3901 if (r_refdef.scene.extraupdate)
3904 if (cl.csqc_vidvars.drawworld)
3906 R_DrawLightningBeams();
3907 if (r_timereport_active)
3908 R_TimeReport("lightning");
3911 if (r_timereport_active)
3912 R_TimeReport("decals");
3915 if (r_timereport_active)
3916 R_TimeReport("particles");
3919 if (r_timereport_active)
3920 R_TimeReport("explosions");
3923 R_SetupGenericShader(true);
3924 VM_CL_AddPolygonsToMeshQueue();
3926 if (r_refdef.view.showdebug)
3928 if (cl_locs_show.integer)
3931 if (r_timereport_active)
3932 R_TimeReport("showlocs");
3935 if (r_drawportals.integer)
3938 if (r_timereport_active)
3939 R_TimeReport("portals");
3942 if (r_showbboxes.value > 0)
3944 R_DrawEntityBBoxes();
3945 if (r_timereport_active)
3946 R_TimeReport("bboxes");
3950 R_SetupGenericShader(true);
3951 R_MeshQueue_RenderTransparent();
3952 if (r_timereport_active)
3953 R_TimeReport("drawtrans");
3955 R_SetupGenericShader(true);
3957 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))
3959 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3960 if (r_timereport_active)
3961 R_TimeReport("worlddebug");
3962 R_DrawModelsDebug();
3963 if (r_timereport_active)
3964 R_TimeReport("modeldebug");
3967 R_SetupGenericShader(true);
3969 if (cl.csqc_vidvars.drawworld)
3972 if (r_timereport_active)
3973 R_TimeReport("coronas");
3976 // don't let sound skip if going slow
3977 if (r_refdef.scene.extraupdate)
3980 R_ResetViewRendering2D();
3983 static const unsigned short bboxelements[36] =
3993 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3996 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3997 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3998 GL_DepthMask(false);
3999 GL_DepthRange(0, 1);
4000 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4001 R_Mesh_Matrix(&identitymatrix);
4002 R_Mesh_ResetTextureState();
4004 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4005 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4006 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4007 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4008 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4009 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4010 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4011 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4012 R_FillColors(color4f, 8, cr, cg, cb, ca);
4013 if (r_refdef.fogenabled)
4015 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4017 f1 = FogPoint_World(v);
4019 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4020 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4021 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4024 R_Mesh_VertexPointer(vertex3f, 0, 0);
4025 R_Mesh_ColorPointer(color4f, 0, 0);
4026 R_Mesh_ResetTextureState();
4027 R_SetupGenericShader(false);
4028 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4031 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4035 prvm_edict_t *edict;
4036 prvm_prog_t *prog_save = prog;
4038 // this function draws bounding boxes of server entities
4042 GL_CullFace(GL_NONE);
4043 R_SetupGenericShader(false);
4047 for (i = 0;i < numsurfaces;i++)
4049 edict = PRVM_EDICT_NUM(surfacelist[i]);
4050 switch ((int)edict->fields.server->solid)
4052 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4053 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4054 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4055 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4056 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4057 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4059 color[3] *= r_showbboxes.value;
4060 color[3] = bound(0, color[3], 1);
4061 GL_DepthTest(!r_showdisabledepthtest.integer);
4062 GL_CullFace(r_refdef.view.cullface_front);
4063 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4069 static void R_DrawEntityBBoxes(void)
4072 prvm_edict_t *edict;
4074 prvm_prog_t *prog_save = prog;
4076 // this function draws bounding boxes of server entities
4082 for (i = 0;i < prog->num_edicts;i++)
4084 edict = PRVM_EDICT_NUM(i);
4085 if (edict->priv.server->free)
4087 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4088 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4090 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4092 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4093 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4099 unsigned short nomodelelements[24] =
4111 float nomodelvertex3f[6*3] =
4121 float nomodelcolor4f[6*4] =
4123 0.0f, 0.0f, 0.5f, 1.0f,
4124 0.0f, 0.0f, 0.5f, 1.0f,
4125 0.0f, 0.5f, 0.0f, 1.0f,
4126 0.0f, 0.5f, 0.0f, 1.0f,
4127 0.5f, 0.0f, 0.0f, 1.0f,
4128 0.5f, 0.0f, 0.0f, 1.0f
4131 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4136 // this is only called once per entity so numsurfaces is always 1, and
4137 // surfacelist is always {0}, so this code does not handle batches
4138 R_Mesh_Matrix(&ent->matrix);
4140 if (ent->flags & EF_ADDITIVE)
4142 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4143 GL_DepthMask(false);
4145 else if (ent->alpha < 1)
4147 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4148 GL_DepthMask(false);
4152 GL_BlendFunc(GL_ONE, GL_ZERO);
4155 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4156 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4157 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4158 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4159 R_SetupGenericShader(false);
4160 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4161 if (r_refdef.fogenabled)
4164 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4165 R_Mesh_ColorPointer(color4f, 0, 0);
4166 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4167 f1 = FogPoint_World(org);
4169 for (i = 0, c = color4f;i < 6;i++, c += 4)
4171 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4172 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4173 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4177 else if (ent->alpha != 1)
4179 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4180 R_Mesh_ColorPointer(color4f, 0, 0);
4181 for (i = 0, c = color4f;i < 6;i++, c += 4)
4185 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4186 R_Mesh_ResetTextureState();
4187 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4190 void R_DrawNoModel(entity_render_t *ent)
4193 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4194 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4195 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4197 // R_DrawNoModelCallback(ent, 0);
4200 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4202 vec3_t right1, right2, diff, normal;
4204 VectorSubtract (org2, org1, normal);
4206 // calculate 'right' vector for start
4207 VectorSubtract (r_refdef.view.origin, org1, diff);
4208 CrossProduct (normal, diff, right1);
4209 VectorNormalize (right1);
4211 // calculate 'right' vector for end
4212 VectorSubtract (r_refdef.view.origin, org2, diff);
4213 CrossProduct (normal, diff, right2);
4214 VectorNormalize (right2);
4216 vert[ 0] = org1[0] + width * right1[0];
4217 vert[ 1] = org1[1] + width * right1[1];
4218 vert[ 2] = org1[2] + width * right1[2];
4219 vert[ 3] = org1[0] - width * right1[0];
4220 vert[ 4] = org1[1] - width * right1[1];
4221 vert[ 5] = org1[2] - width * right1[2];
4222 vert[ 6] = org2[0] - width * right2[0];
4223 vert[ 7] = org2[1] - width * right2[1];
4224 vert[ 8] = org2[2] - width * right2[2];
4225 vert[ 9] = org2[0] + width * right2[0];
4226 vert[10] = org2[1] + width * right2[1];
4227 vert[11] = org2[2] + width * right2[2];
4230 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4232 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)
4237 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4238 fog = FogPoint_World(origin);
4240 R_Mesh_Matrix(&identitymatrix);
4241 GL_BlendFunc(blendfunc1, blendfunc2);
4247 GL_CullFace(r_refdef.view.cullface_front);
4250 GL_CullFace(r_refdef.view.cullface_back);
4251 GL_CullFace(GL_NONE);
4253 GL_DepthMask(false);
4254 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4255 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4256 GL_DepthTest(!depthdisable);
4258 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4259 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4260 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4261 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4262 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4263 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4264 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4265 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4266 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4267 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4268 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4269 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4271 R_Mesh_VertexPointer(vertex3f, 0, 0);
4272 R_Mesh_ColorPointer(NULL, 0, 0);
4273 R_Mesh_ResetTextureState();
4274 R_SetupGenericShader(true);
4275 R_Mesh_TexBind(0, R_GetTexture(texture));
4276 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4277 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4278 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4279 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4281 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4283 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4284 GL_BlendFunc(blendfunc1, GL_ONE);
4286 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4287 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4291 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4296 VectorSet(v, x, y, z);
4297 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4298 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4300 if (i == mesh->numvertices)
4302 if (mesh->numvertices < mesh->maxvertices)
4304 VectorCopy(v, vertex3f);
4305 mesh->numvertices++;
4307 return mesh->numvertices;
4313 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4317 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4318 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4319 e = mesh->element3i + mesh->numtriangles * 3;
4320 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4322 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4323 if (mesh->numtriangles < mesh->maxtriangles)
4328 mesh->numtriangles++;
4330 element[1] = element[2];
4334 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4338 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4339 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4340 e = mesh->element3i + mesh->numtriangles * 3;
4341 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4343 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4344 if (mesh->numtriangles < mesh->maxtriangles)
4349 mesh->numtriangles++;
4351 element[1] = element[2];
4355 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4356 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4358 int planenum, planenum2;
4361 mplane_t *plane, *plane2;
4363 double temppoints[2][256*3];
4364 // figure out how large a bounding box we need to properly compute this brush
4366 for (w = 0;w < numplanes;w++)
4367 maxdist = max(maxdist, planes[w].dist);
4368 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4369 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4370 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4374 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4375 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4377 if (planenum2 == planenum)
4379 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);
4382 if (tempnumpoints < 3)
4384 // generate elements forming a triangle fan for this polygon
4385 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4389 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)
4391 texturelayer_t *layer;
4392 layer = t->currentlayers + t->currentnumlayers++;
4394 layer->depthmask = depthmask;
4395 layer->blendfunc1 = blendfunc1;
4396 layer->blendfunc2 = blendfunc2;
4397 layer->texture = texture;
4398 layer->texmatrix = *matrix;
4399 layer->color[0] = r * r_refdef.view.colorscale;
4400 layer->color[1] = g * r_refdef.view.colorscale;
4401 layer->color[2] = b * r_refdef.view.colorscale;
4402 layer->color[3] = a;
4405 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4408 index = parms[2] + r_refdef.scene.time * parms[3];
4409 index -= floor(index);
4413 case Q3WAVEFUNC_NONE:
4414 case Q3WAVEFUNC_NOISE:
4415 case Q3WAVEFUNC_COUNT:
4418 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4419 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4420 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4421 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4422 case Q3WAVEFUNC_TRIANGLE:
4424 f = index - floor(index);
4435 return (float)(parms[0] + parms[1] * f);
4438 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4441 dp_model_t *model = ent->model;
4444 q3shaderinfo_layer_tcmod_t *tcmod;
4446 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4448 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4452 // switch to an alternate material if this is a q1bsp animated material
4454 texture_t *texture = t;
4455 int s = ent->skinnum;
4456 if ((unsigned int)s >= (unsigned int)model->numskins)
4458 if (model->skinscenes)
4460 if (model->skinscenes[s].framecount > 1)
4461 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4463 s = model->skinscenes[s].firstframe;
4466 t = t + s * model->num_surfaces;
4469 // use an alternate animation if the entity's frame is not 0,
4470 // and only if the texture has an alternate animation
4471 if (ent->frame2 != 0 && t->anim_total[1])
4472 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4474 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4476 texture->currentframe = t;
4479 // update currentskinframe to be a qw skin or animation frame
4480 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4482 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4484 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4485 if (developer_loading.integer)
4486 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4487 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);
4489 t->currentskinframe = r_qwskincache_skinframe[i];
4490 if (t->currentskinframe == NULL)
4491 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4493 else if (t->numskinframes >= 2)
4494 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4495 if (t->backgroundnumskinframes >= 2)
4496 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4498 t->currentmaterialflags = t->basematerialflags;
4499 t->currentalpha = ent->alpha;
4500 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4501 t->currentalpha *= r_wateralpha.value;
4502 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4503 t->currentalpha *= t->r_water_wateralpha;
4504 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4505 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4506 if (!(ent->flags & RENDER_LIGHT))
4507 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4508 else if (rsurface.modeltexcoordlightmap2f == NULL)
4510 // pick a model lighting mode
4511 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4512 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4514 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4516 if (ent->effects & EF_ADDITIVE)
4517 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4518 else if (t->currentalpha < 1)
4519 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4520 if (ent->effects & EF_DOUBLESIDED)
4521 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4522 if (ent->effects & EF_NODEPTHTEST)
4523 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4524 if (ent->flags & RENDER_VIEWMODEL)
4525 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4526 if (t->backgroundnumskinframes)
4527 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4528 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4530 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4531 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4534 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4536 // there is no tcmod
4537 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4538 t->currenttexmatrix = r_waterscrollmatrix;
4540 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4543 switch(tcmod->tcmod)
4547 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4548 matrix = r_waterscrollmatrix;
4550 matrix = identitymatrix;
4552 case Q3TCMOD_ENTITYTRANSLATE:
4553 // this is used in Q3 to allow the gamecode to control texcoord
4554 // scrolling on the entity, which is not supported in darkplaces yet.
4555 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4557 case Q3TCMOD_ROTATE:
4558 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4559 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4560 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4563 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4565 case Q3TCMOD_SCROLL:
4566 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4568 case Q3TCMOD_STRETCH:
4569 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4570 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4572 case Q3TCMOD_TRANSFORM:
4573 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4574 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4575 VectorSet(tcmat + 6, 0 , 0 , 1);
4576 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4577 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4579 case Q3TCMOD_TURBULENT:
4580 // this is handled in the RSurf_PrepareVertices function
4581 matrix = identitymatrix;
4584 // either replace or concatenate the transformation
4586 t->currenttexmatrix = matrix;
4589 matrix4x4_t temp = t->currenttexmatrix;
4590 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4594 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4595 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4596 t->glosstexture = r_texture_black;
4597 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4598 t->backgroundglosstexture = r_texture_black;
4599 t->specularpower = r_shadow_glossexponent.value;
4600 // TODO: store reference values for these in the texture?
4601 t->specularscale = 0;
4602 if (r_shadow_gloss.integer > 0)
4604 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4606 if (r_shadow_glossintensity.value > 0)
4608 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4609 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4610 t->specularscale = r_shadow_glossintensity.value;
4613 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4615 t->glosstexture = r_texture_white;
4616 t->backgroundglosstexture = r_texture_white;
4617 t->specularscale = r_shadow_gloss2intensity.value;
4621 // lightmaps mode looks bad with dlights using actual texturing, so turn
4622 // off the colormap and glossmap, but leave the normalmap on as it still
4623 // accurately represents the shading involved
4624 if (gl_lightmaps.integer)
4626 t->basetexture = r_texture_grey128;
4627 t->backgroundbasetexture = NULL;
4628 t->specularscale = 0;
4629 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4632 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4633 VectorClear(t->dlightcolor);
4634 t->currentnumlayers = 0;
4635 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4638 int blendfunc1, blendfunc2, depthmask;
4639 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4641 blendfunc1 = GL_SRC_ALPHA;
4642 blendfunc2 = GL_ONE;
4644 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4646 blendfunc1 = GL_SRC_ALPHA;
4647 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4649 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4651 blendfunc1 = t->customblendfunc[0];
4652 blendfunc2 = t->customblendfunc[1];
4656 blendfunc1 = GL_ONE;
4657 blendfunc2 = GL_ZERO;
4659 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4660 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4661 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4662 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4664 // fullbright is not affected by r_refdef.lightmapintensity
4665 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]);
4666 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4667 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]);
4668 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4669 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]);
4673 vec3_t ambientcolor;
4675 // set the color tint used for lights affecting this surface
4676 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4678 // q3bsp has no lightmap updates, so the lightstylevalue that
4679 // would normally be baked into the lightmap must be
4680 // applied to the color
4681 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4682 if (ent->model->type == mod_brushq3)
4683 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4684 colorscale *= r_refdef.lightmapintensity;
4685 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4686 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4687 // basic lit geometry
4688 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]);
4689 // add pants/shirt if needed
4690 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4691 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]);
4692 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4693 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]);
4694 // now add ambient passes if needed
4695 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4697 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]);
4698 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4699 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]);
4700 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4701 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]);
4704 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4705 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]);
4706 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4708 // if this is opaque use alpha blend which will darken the earlier
4711 // if this is an alpha blended material, all the earlier passes
4712 // were darkened by fog already, so we only need to add the fog
4713 // color ontop through the fog mask texture
4715 // if this is an additive blended material, all the earlier passes
4716 // were darkened by fog already, and we should not add fog color
4717 // (because the background was not darkened, there is no fog color
4718 // that was lost behind it).
4719 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]);
4724 void R_UpdateAllTextureInfo(entity_render_t *ent)
4728 for (i = 0;i < ent->model->num_texturesperskin;i++)
4729 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4732 rsurfacestate_t rsurface;
4734 void R_Mesh_ResizeArrays(int newvertices)
4737 if (rsurface.array_size >= newvertices)
4739 if (rsurface.array_modelvertex3f)
4740 Mem_Free(rsurface.array_modelvertex3f);
4741 rsurface.array_size = (newvertices + 1023) & ~1023;
4742 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4743 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4744 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4745 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4746 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4747 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4748 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4749 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4750 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4751 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4752 rsurface.array_color4f = base + rsurface.array_size * 27;
4753 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4756 void RSurf_ActiveWorldEntity(void)
4758 dp_model_t *model = r_refdef.scene.worldmodel;
4759 if (rsurface.array_size < model->surfmesh.num_vertices)
4760 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4761 rsurface.matrix = identitymatrix;
4762 rsurface.inversematrix = identitymatrix;
4763 R_Mesh_Matrix(&identitymatrix);
4764 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4765 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4766 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4767 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4768 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4769 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4770 rsurface.frameblend[0].frame = 0;
4771 rsurface.frameblend[0].lerp = 1;
4772 rsurface.frameblend[1].frame = 0;
4773 rsurface.frameblend[1].lerp = 0;
4774 rsurface.frameblend[2].frame = 0;
4775 rsurface.frameblend[2].lerp = 0;
4776 rsurface.frameblend[3].frame = 0;
4777 rsurface.frameblend[3].lerp = 0;
4778 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4779 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4780 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4781 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4782 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4783 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4784 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4785 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4786 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4787 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4788 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4789 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4790 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4791 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4792 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4793 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4794 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4795 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4796 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4797 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4798 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4799 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4800 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4801 rsurface.modelelement3i = model->surfmesh.data_element3i;
4802 rsurface.modelelement3s = model->surfmesh.data_element3s;
4803 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4804 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4805 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4806 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4807 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4808 rsurface.modelsurfaces = model->data_surfaces;
4809 rsurface.generatedvertex = false;
4810 rsurface.vertex3f = rsurface.modelvertex3f;
4811 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4812 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4813 rsurface.svector3f = rsurface.modelsvector3f;
4814 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4815 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4816 rsurface.tvector3f = rsurface.modeltvector3f;
4817 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4818 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4819 rsurface.normal3f = rsurface.modelnormal3f;
4820 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4821 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4822 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4825 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4827 dp_model_t *model = ent->model;
4828 if (rsurface.array_size < model->surfmesh.num_vertices)
4829 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4830 rsurface.matrix = ent->matrix;
4831 rsurface.inversematrix = ent->inversematrix;
4832 R_Mesh_Matrix(&rsurface.matrix);
4833 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4834 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4835 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4836 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4837 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4838 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4839 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4840 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4841 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4842 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4843 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4844 rsurface.frameblend[0] = ent->frameblend[0];
4845 rsurface.frameblend[1] = ent->frameblend[1];
4846 rsurface.frameblend[2] = ent->frameblend[2];
4847 rsurface.frameblend[3] = ent->frameblend[3];
4848 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4849 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4850 if (ent->model->brush.submodel)
4852 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4853 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4855 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4859 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4860 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4861 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4862 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4863 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4865 else if (wantnormals)
4867 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4868 rsurface.modelsvector3f = NULL;
4869 rsurface.modeltvector3f = NULL;
4870 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4871 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4875 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4876 rsurface.modelsvector3f = NULL;
4877 rsurface.modeltvector3f = NULL;
4878 rsurface.modelnormal3f = NULL;
4879 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4881 rsurface.modelvertex3f_bufferobject = 0;
4882 rsurface.modelvertex3f_bufferoffset = 0;
4883 rsurface.modelsvector3f_bufferobject = 0;
4884 rsurface.modelsvector3f_bufferoffset = 0;
4885 rsurface.modeltvector3f_bufferobject = 0;
4886 rsurface.modeltvector3f_bufferoffset = 0;
4887 rsurface.modelnormal3f_bufferobject = 0;
4888 rsurface.modelnormal3f_bufferoffset = 0;
4889 rsurface.generatedvertex = true;
4893 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4894 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4895 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4896 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4897 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4898 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4899 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4900 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4901 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4902 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4903 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4904 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4905 rsurface.generatedvertex = false;
4907 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4908 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4909 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4910 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4911 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4912 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4913 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4914 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4915 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4916 rsurface.modelelement3i = model->surfmesh.data_element3i;
4917 rsurface.modelelement3s = model->surfmesh.data_element3s;
4918 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4919 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4920 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4921 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4922 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4923 rsurface.modelsurfaces = model->data_surfaces;
4924 rsurface.vertex3f = rsurface.modelvertex3f;
4925 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4926 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4927 rsurface.svector3f = rsurface.modelsvector3f;
4928 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4929 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4930 rsurface.tvector3f = rsurface.modeltvector3f;
4931 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4932 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4933 rsurface.normal3f = rsurface.modelnormal3f;
4934 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4935 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4936 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4939 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4940 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4943 int texturesurfaceindex;
4948 const float *v1, *in_tc;
4950 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4952 q3shaderinfo_deform_t *deform;
4953 // 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
4954 if (rsurface.generatedvertex)
4956 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4957 generatenormals = true;
4958 for (i = 0;i < Q3MAXDEFORMS;i++)
4960 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4962 generatetangents = true;
4963 generatenormals = true;
4965 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4966 generatenormals = true;
4968 if (generatenormals && !rsurface.modelnormal3f)
4970 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4971 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4972 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4973 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4975 if (generatetangents && !rsurface.modelsvector3f)
4977 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4978 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4979 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4980 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4981 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4982 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4983 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);
4986 rsurface.vertex3f = rsurface.modelvertex3f;
4987 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4988 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4989 rsurface.svector3f = rsurface.modelsvector3f;
4990 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4991 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4992 rsurface.tvector3f = rsurface.modeltvector3f;
4993 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4994 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4995 rsurface.normal3f = rsurface.modelnormal3f;
4996 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4997 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4998 // if vertices are deformed (sprite flares and things in maps, possibly
4999 // water waves, bulges and other deformations), generate them into
5000 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5001 // (may be static model data or generated data for an animated model, or
5002 // the previous deform pass)
5003 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5005 switch (deform->deform)
5008 case Q3DEFORM_PROJECTIONSHADOW:
5009 case Q3DEFORM_TEXT0:
5010 case Q3DEFORM_TEXT1:
5011 case Q3DEFORM_TEXT2:
5012 case Q3DEFORM_TEXT3:
5013 case Q3DEFORM_TEXT4:
5014 case Q3DEFORM_TEXT5:
5015 case Q3DEFORM_TEXT6:
5016 case Q3DEFORM_TEXT7:
5019 case Q3DEFORM_AUTOSPRITE:
5020 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5021 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5022 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5023 VectorNormalize(newforward);
5024 VectorNormalize(newright);
5025 VectorNormalize(newup);
5026 // make deformed versions of only the model vertices used by the specified surfaces
5027 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5029 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5030 // a single autosprite surface can contain multiple sprites...
5031 for (j = 0;j < surface->num_vertices - 3;j += 4)
5033 VectorClear(center);
5034 for (i = 0;i < 4;i++)
5035 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5036 VectorScale(center, 0.25f, center);
5037 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5038 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5039 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5040 for (i = 0;i < 4;i++)
5042 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5043 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5046 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);
5047 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);
5049 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5050 rsurface.vertex3f_bufferobject = 0;
5051 rsurface.vertex3f_bufferoffset = 0;
5052 rsurface.svector3f = rsurface.array_deformedsvector3f;
5053 rsurface.svector3f_bufferobject = 0;
5054 rsurface.svector3f_bufferoffset = 0;
5055 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5056 rsurface.tvector3f_bufferobject = 0;
5057 rsurface.tvector3f_bufferoffset = 0;
5058 rsurface.normal3f = rsurface.array_deformednormal3f;
5059 rsurface.normal3f_bufferobject = 0;
5060 rsurface.normal3f_bufferoffset = 0;
5062 case Q3DEFORM_AUTOSPRITE2:
5063 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5064 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5065 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5066 VectorNormalize(newforward);
5067 VectorNormalize(newright);
5068 VectorNormalize(newup);
5069 // make deformed versions of only the model vertices used by the specified surfaces
5070 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5072 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5073 const float *v1, *v2;
5083 memset(shortest, 0, sizeof(shortest));
5084 // a single autosprite surface can contain multiple sprites...
5085 for (j = 0;j < surface->num_vertices - 3;j += 4)
5087 VectorClear(center);
5088 for (i = 0;i < 4;i++)
5089 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5090 VectorScale(center, 0.25f, center);
5091 // find the two shortest edges, then use them to define the
5092 // axis vectors for rotating around the central axis
5093 for (i = 0;i < 6;i++)
5095 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5096 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5098 Debug_PolygonBegin(NULL, 0);
5099 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5100 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);
5101 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5104 l = VectorDistance2(v1, v2);
5105 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5107 l += (1.0f / 1024.0f);
5108 if (shortest[0].length2 > l || i == 0)
5110 shortest[1] = shortest[0];
5111 shortest[0].length2 = l;
5112 shortest[0].v1 = v1;
5113 shortest[0].v2 = v2;
5115 else if (shortest[1].length2 > l || i == 1)
5117 shortest[1].length2 = l;
5118 shortest[1].v1 = v1;
5119 shortest[1].v2 = v2;
5122 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5123 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5125 Debug_PolygonBegin(NULL, 0);
5126 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5127 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);
5128 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5131 // this calculates the right vector from the shortest edge
5132 // and the up vector from the edge midpoints
5133 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5134 VectorNormalize(right);
5135 VectorSubtract(end, start, up);
5136 VectorNormalize(up);
5137 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5138 //VectorSubtract(rsurface.modelorg, center, forward);
5139 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5140 VectorNegate(forward, forward);
5141 VectorReflect(forward, 0, up, forward);
5142 VectorNormalize(forward);
5143 CrossProduct(up, forward, newright);
5144 VectorNormalize(newright);
5146 Debug_PolygonBegin(NULL, 0);
5147 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);
5148 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5149 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5153 Debug_PolygonBegin(NULL, 0);
5154 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5155 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5156 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5159 // rotate the quad around the up axis vector, this is made
5160 // especially easy by the fact we know the quad is flat,
5161 // so we only have to subtract the center position and
5162 // measure distance along the right vector, and then
5163 // multiply that by the newright vector and add back the
5165 // we also need to subtract the old position to undo the
5166 // displacement from the center, which we do with a
5167 // DotProduct, the subtraction/addition of center is also
5168 // optimized into DotProducts here
5169 l = DotProduct(right, center);
5170 for (i = 0;i < 4;i++)
5172 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5173 f = DotProduct(right, v1) - l;
5174 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5177 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);
5178 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);
5180 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5181 rsurface.vertex3f_bufferobject = 0;
5182 rsurface.vertex3f_bufferoffset = 0;
5183 rsurface.svector3f = rsurface.array_deformedsvector3f;
5184 rsurface.svector3f_bufferobject = 0;
5185 rsurface.svector3f_bufferoffset = 0;
5186 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5187 rsurface.tvector3f_bufferobject = 0;
5188 rsurface.tvector3f_bufferoffset = 0;
5189 rsurface.normal3f = rsurface.array_deformednormal3f;
5190 rsurface.normal3f_bufferobject = 0;
5191 rsurface.normal3f_bufferoffset = 0;
5193 case Q3DEFORM_NORMAL:
5194 // deform the normals to make reflections wavey
5195 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5197 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5198 for (j = 0;j < surface->num_vertices;j++)
5201 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5202 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5203 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5204 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5205 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5206 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5207 VectorNormalize(normal);
5209 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);
5211 rsurface.svector3f = rsurface.array_deformedsvector3f;
5212 rsurface.svector3f_bufferobject = 0;
5213 rsurface.svector3f_bufferoffset = 0;
5214 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5215 rsurface.tvector3f_bufferobject = 0;
5216 rsurface.tvector3f_bufferoffset = 0;
5217 rsurface.normal3f = rsurface.array_deformednormal3f;
5218 rsurface.normal3f_bufferobject = 0;
5219 rsurface.normal3f_bufferoffset = 0;
5222 // deform vertex array to make wavey water and flags and such
5223 waveparms[0] = deform->waveparms[0];
5224 waveparms[1] = deform->waveparms[1];
5225 waveparms[2] = deform->waveparms[2];
5226 waveparms[3] = deform->waveparms[3];
5227 // this is how a divisor of vertex influence on deformation
5228 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5229 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5230 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5232 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5233 for (j = 0;j < surface->num_vertices;j++)
5235 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5236 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5237 // if the wavefunc depends on time, evaluate it per-vertex
5240 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5241 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5243 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5246 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5247 rsurface.vertex3f_bufferobject = 0;
5248 rsurface.vertex3f_bufferoffset = 0;
5250 case Q3DEFORM_BULGE:
5251 // deform vertex array to make the surface have moving bulges
5252 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5254 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5255 for (j = 0;j < surface->num_vertices;j++)
5257 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5258 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5261 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5262 rsurface.vertex3f_bufferobject = 0;
5263 rsurface.vertex3f_bufferoffset = 0;
5266 // deform vertex array
5267 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5268 VectorScale(deform->parms, scale, waveparms);
5269 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5271 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5272 for (j = 0;j < surface->num_vertices;j++)
5273 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5275 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5276 rsurface.vertex3f_bufferobject = 0;
5277 rsurface.vertex3f_bufferoffset = 0;
5281 // generate texcoords based on the chosen texcoord source
5282 switch(rsurface.texture->tcgen.tcgen)
5285 case Q3TCGEN_TEXTURE:
5286 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5287 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5288 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5290 case Q3TCGEN_LIGHTMAP:
5291 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5292 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5293 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5295 case Q3TCGEN_VECTOR:
5296 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5298 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5299 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)
5301 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5302 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5305 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5306 rsurface.texcoordtexture2f_bufferobject = 0;
5307 rsurface.texcoordtexture2f_bufferoffset = 0;
5309 case Q3TCGEN_ENVIRONMENT:
5310 // make environment reflections using a spheremap
5311 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5313 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5314 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5315 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5316 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5317 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5319 float l, d, eyedir[3];
5320 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5321 l = 0.5f / VectorLength(eyedir);
5322 d = DotProduct(normal, eyedir)*2;
5323 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5324 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5327 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5328 rsurface.texcoordtexture2f_bufferobject = 0;
5329 rsurface.texcoordtexture2f_bufferoffset = 0;
5332 // the only tcmod that needs software vertex processing is turbulent, so
5333 // check for it here and apply the changes if needed
5334 // and we only support that as the first one
5335 // (handling a mixture of turbulent and other tcmods would be problematic
5336 // without punting it entirely to a software path)
5337 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5339 amplitude = rsurface.texture->tcmods[0].parms[1];
5340 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5341 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5343 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5344 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)
5346 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5347 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5350 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5351 rsurface.texcoordtexture2f_bufferobject = 0;
5352 rsurface.texcoordtexture2f_bufferoffset = 0;
5354 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5355 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5356 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5357 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5360 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5363 const msurface_t *surface = texturesurfacelist[0];
5364 const msurface_t *surface2;
5369 // TODO: lock all array ranges before render, rather than on each surface
5370 if (texturenumsurfaces == 1)
5372 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5373 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);
5375 else if (r_batchmode.integer == 2)
5377 #define MAXBATCHTRIANGLES 4096
5378 int batchtriangles = 0;
5379 int batchelements[MAXBATCHTRIANGLES*3];
5380 for (i = 0;i < texturenumsurfaces;i = j)
5382 surface = texturesurfacelist[i];
5384 if (surface->num_triangles > MAXBATCHTRIANGLES)
5386 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);
5389 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5390 batchtriangles = surface->num_triangles;
5391 firstvertex = surface->num_firstvertex;
5392 endvertex = surface->num_firstvertex + surface->num_vertices;
5393 for (;j < texturenumsurfaces;j++)
5395 surface2 = texturesurfacelist[j];
5396 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5398 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5399 batchtriangles += surface2->num_triangles;
5400 firstvertex = min(firstvertex, surface2->num_firstvertex);
5401 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5403 surface2 = texturesurfacelist[j-1];
5404 numvertices = endvertex - firstvertex;
5405 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5408 else if (r_batchmode.integer == 1)
5410 for (i = 0;i < texturenumsurfaces;i = j)
5412 surface = texturesurfacelist[i];
5413 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5414 if (texturesurfacelist[j] != surface2)
5416 surface2 = texturesurfacelist[j-1];
5417 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5418 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5419 GL_LockArrays(surface->num_firstvertex, numvertices);
5420 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5425 for (i = 0;i < texturenumsurfaces;i++)
5427 surface = texturesurfacelist[i];
5428 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5429 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);
5434 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5436 int i, planeindex, vertexindex;
5440 r_waterstate_waterplane_t *p, *bestp;
5441 msurface_t *surface;
5442 if (r_waterstate.renderingscene)
5444 for (i = 0;i < texturenumsurfaces;i++)
5446 surface = texturesurfacelist[i];
5447 if (lightmaptexunit >= 0)
5448 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5449 if (deluxemaptexunit >= 0)
5450 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5451 // pick the closest matching water plane
5454 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5457 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5459 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5460 d += fabs(PlaneDiff(vert, &p->plane));
5462 if (bestd > d || !bestp)
5470 if (refractiontexunit >= 0)
5471 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5472 if (reflectiontexunit >= 0)
5473 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5477 if (refractiontexunit >= 0)
5478 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5479 if (reflectiontexunit >= 0)
5480 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5482 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5483 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);
5487 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5491 const msurface_t *surface = texturesurfacelist[0];
5492 const msurface_t *surface2;
5497 // TODO: lock all array ranges before render, rather than on each surface
5498 if (texturenumsurfaces == 1)
5500 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5501 if (deluxemaptexunit >= 0)
5502 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5503 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5504 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);
5506 else if (r_batchmode.integer == 2)
5508 #define MAXBATCHTRIANGLES 4096
5509 int batchtriangles = 0;
5510 int batchelements[MAXBATCHTRIANGLES*3];
5511 for (i = 0;i < texturenumsurfaces;i = j)
5513 surface = texturesurfacelist[i];
5514 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5515 if (deluxemaptexunit >= 0)
5516 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5518 if (surface->num_triangles > MAXBATCHTRIANGLES)
5520 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);
5523 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5524 batchtriangles = surface->num_triangles;
5525 firstvertex = surface->num_firstvertex;
5526 endvertex = surface->num_firstvertex + surface->num_vertices;
5527 for (;j < texturenumsurfaces;j++)
5529 surface2 = texturesurfacelist[j];
5530 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5532 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5533 batchtriangles += surface2->num_triangles;
5534 firstvertex = min(firstvertex, surface2->num_firstvertex);
5535 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5537 surface2 = texturesurfacelist[j-1];
5538 numvertices = endvertex - firstvertex;
5539 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5542 else if (r_batchmode.integer == 1)
5545 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5546 for (i = 0;i < texturenumsurfaces;i = j)
5548 surface = texturesurfacelist[i];
5549 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5550 if (texturesurfacelist[j] != surface2)
5552 Con_Printf(" %i", j - i);
5555 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5557 for (i = 0;i < texturenumsurfaces;i = j)
5559 surface = texturesurfacelist[i];
5560 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5561 if (deluxemaptexunit >= 0)
5562 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5563 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5564 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5567 Con_Printf(" %i", j - i);
5569 surface2 = texturesurfacelist[j-1];
5570 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5571 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5572 GL_LockArrays(surface->num_firstvertex, numvertices);
5573 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5581 for (i = 0;i < texturenumsurfaces;i++)
5583 surface = texturesurfacelist[i];
5584 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5585 if (deluxemaptexunit >= 0)
5586 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5587 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5588 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);
5593 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5596 int texturesurfaceindex;
5597 if (r_showsurfaces.integer == 2)
5599 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5601 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5602 for (j = 0;j < surface->num_triangles;j++)
5604 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5605 GL_Color(f, f, f, 1);
5606 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5612 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5614 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5615 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5616 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);
5617 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5618 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);
5623 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5625 int texturesurfaceindex;
5629 if (rsurface.lightmapcolor4f)
5631 // generate color arrays for the surfaces in this list
5632 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5634 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5635 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)
5637 f = FogPoint_Model(v);
5647 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5649 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5650 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)
5652 f = FogPoint_Model(v);
5660 rsurface.lightmapcolor4f = rsurface.array_color4f;
5661 rsurface.lightmapcolor4f_bufferobject = 0;
5662 rsurface.lightmapcolor4f_bufferoffset = 0;
5665 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5667 int texturesurfaceindex;
5670 if (!rsurface.lightmapcolor4f)
5672 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5674 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5675 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)
5683 rsurface.lightmapcolor4f = rsurface.array_color4f;
5684 rsurface.lightmapcolor4f_bufferobject = 0;
5685 rsurface.lightmapcolor4f_bufferoffset = 0;
5688 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5691 rsurface.lightmapcolor4f = NULL;
5692 rsurface.lightmapcolor4f_bufferobject = 0;
5693 rsurface.lightmapcolor4f_bufferoffset = 0;
5694 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5695 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5696 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5697 GL_Color(r, g, b, a);
5698 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5701 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5703 // TODO: optimize applyfog && applycolor case
5704 // just apply fog if necessary, and tint the fog color array if necessary
5705 rsurface.lightmapcolor4f = NULL;
5706 rsurface.lightmapcolor4f_bufferobject = 0;
5707 rsurface.lightmapcolor4f_bufferoffset = 0;
5708 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5709 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5710 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5711 GL_Color(r, g, b, a);
5712 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5715 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5717 int texturesurfaceindex;
5721 if (texturesurfacelist[0]->lightmapinfo)
5723 // generate color arrays for the surfaces in this list
5724 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5726 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5727 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5729 if (surface->lightmapinfo->samples)
5731 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5732 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5733 VectorScale(lm, scale, c);
5734 if (surface->lightmapinfo->styles[1] != 255)
5736 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5738 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5739 VectorMA(c, scale, lm, c);
5740 if (surface->lightmapinfo->styles[2] != 255)
5743 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5744 VectorMA(c, scale, lm, c);
5745 if (surface->lightmapinfo->styles[3] != 255)
5748 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5749 VectorMA(c, scale, lm, c);
5759 rsurface.lightmapcolor4f = rsurface.array_color4f;
5760 rsurface.lightmapcolor4f_bufferobject = 0;
5761 rsurface.lightmapcolor4f_bufferoffset = 0;
5765 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5766 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5767 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5769 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5770 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5771 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5772 GL_Color(r, g, b, a);
5773 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5776 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5778 int texturesurfaceindex;
5782 vec3_t ambientcolor;
5783 vec3_t diffusecolor;
5787 VectorCopy(rsurface.modellight_lightdir, lightdir);
5788 f = 0.5f * r_refdef.lightmapintensity;
5789 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5790 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5791 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5792 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5793 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5794 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5795 if (VectorLength2(diffusecolor) > 0)
5797 // generate color arrays for the surfaces in this list
5798 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5800 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5801 int numverts = surface->num_vertices;
5802 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5803 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5804 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5805 // q3-style directional shading
5806 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5808 if ((f = DotProduct(c2, lightdir)) > 0)
5809 VectorMA(ambientcolor, f, diffusecolor, c);
5811 VectorCopy(ambientcolor, c);
5820 rsurface.lightmapcolor4f = rsurface.array_color4f;
5821 rsurface.lightmapcolor4f_bufferobject = 0;
5822 rsurface.lightmapcolor4f_bufferoffset = 0;
5826 r = ambientcolor[0];
5827 g = ambientcolor[1];
5828 b = ambientcolor[2];
5829 rsurface.lightmapcolor4f = NULL;
5830 rsurface.lightmapcolor4f_bufferobject = 0;
5831 rsurface.lightmapcolor4f_bufferoffset = 0;
5833 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5834 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5835 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5836 GL_Color(r, g, b, a);
5837 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5840 void RSurf_SetupDepthAndCulling(void)
5842 // submodels are biased to avoid z-fighting with world surfaces that they
5843 // may be exactly overlapping (avoids z-fighting artifacts on certain
5844 // doors and things in Quake maps)
5845 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5846 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5847 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5848 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5851 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5853 // transparent sky would be ridiculous
5854 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5856 R_SetupGenericShader(false);
5859 skyrendernow = false;
5860 // we have to force off the water clipping plane while rendering sky
5864 // restore entity matrix
5865 R_Mesh_Matrix(&rsurface.matrix);
5867 RSurf_SetupDepthAndCulling();
5869 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5870 // skymasking on them, and Quake3 never did sky masking (unlike
5871 // software Quake and software Quake2), so disable the sky masking
5872 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5873 // and skymasking also looks very bad when noclipping outside the
5874 // level, so don't use it then either.
5875 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5877 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5878 R_Mesh_ColorPointer(NULL, 0, 0);
5879 R_Mesh_ResetTextureState();
5880 if (skyrendermasked)
5882 R_SetupDepthOrShadowShader();
5883 // depth-only (masking)
5884 GL_ColorMask(0,0,0,0);
5885 // just to make sure that braindead drivers don't draw
5886 // anything despite that colormask...
5887 GL_BlendFunc(GL_ZERO, GL_ONE);
5891 R_SetupGenericShader(false);
5893 GL_BlendFunc(GL_ONE, GL_ZERO);
5895 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5896 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5897 if (skyrendermasked)
5898 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5900 R_Mesh_ResetTextureState();
5901 GL_Color(1, 1, 1, 1);
5904 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5906 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5909 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5910 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5911 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5912 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5913 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5914 if (rsurface.texture->backgroundcurrentskinframe)
5916 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5917 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5918 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5919 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5921 if(rsurface.texture->colormapping)
5923 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5924 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5926 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5927 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5928 R_Mesh_ColorPointer(NULL, 0, 0);
5930 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5932 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5934 // render background
5935 GL_BlendFunc(GL_ONE, GL_ZERO);
5937 GL_AlphaTest(false);
5939 GL_Color(1, 1, 1, 1);
5940 R_Mesh_ColorPointer(NULL, 0, 0);
5942 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5943 if (r_glsl_permutation)
5945 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5946 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5947 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5948 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5949 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5950 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5951 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);
5953 GL_LockArrays(0, 0);
5955 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5956 GL_DepthMask(false);
5957 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5958 R_Mesh_ColorPointer(NULL, 0, 0);
5960 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5961 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5962 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5965 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5966 if (!r_glsl_permutation)
5969 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5970 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5971 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5972 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5973 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5974 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5976 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5978 GL_BlendFunc(GL_ONE, GL_ZERO);
5980 GL_AlphaTest(false);
5984 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5985 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5986 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5989 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5991 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5992 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);
5994 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5998 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5999 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);
6001 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6003 GL_LockArrays(0, 0);
6006 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6008 // OpenGL 1.3 path - anything not completely ancient
6009 int texturesurfaceindex;
6010 qboolean applycolor;
6014 const texturelayer_t *layer;
6015 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6017 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6020 int layertexrgbscale;
6021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6023 if (layerindex == 0)
6027 GL_AlphaTest(false);
6028 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6031 GL_DepthMask(layer->depthmask && writedepth);
6032 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6033 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6035 layertexrgbscale = 4;
6036 VectorScale(layer->color, 0.25f, layercolor);
6038 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6040 layertexrgbscale = 2;
6041 VectorScale(layer->color, 0.5f, layercolor);
6045 layertexrgbscale = 1;
6046 VectorScale(layer->color, 1.0f, layercolor);
6048 layercolor[3] = layer->color[3];
6049 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6050 R_Mesh_ColorPointer(NULL, 0, 0);
6051 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6052 switch (layer->type)
6054 case TEXTURELAYERTYPE_LITTEXTURE:
6055 memset(&m, 0, sizeof(m));
6056 m.tex[0] = R_GetTexture(r_texture_white);
6057 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6058 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6059 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6060 m.tex[1] = R_GetTexture(layer->texture);
6061 m.texmatrix[1] = layer->texmatrix;
6062 m.texrgbscale[1] = layertexrgbscale;
6063 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6064 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6065 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6066 R_Mesh_TextureState(&m);
6067 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6068 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6069 else if (rsurface.uselightmaptexture)
6070 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6072 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6074 case TEXTURELAYERTYPE_TEXTURE:
6075 memset(&m, 0, sizeof(m));
6076 m.tex[0] = R_GetTexture(layer->texture);
6077 m.texmatrix[0] = layer->texmatrix;
6078 m.texrgbscale[0] = layertexrgbscale;
6079 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6080 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6081 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6082 R_Mesh_TextureState(&m);
6083 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6085 case TEXTURELAYERTYPE_FOG:
6086 memset(&m, 0, sizeof(m));
6087 m.texrgbscale[0] = layertexrgbscale;
6090 m.tex[0] = R_GetTexture(layer->texture);
6091 m.texmatrix[0] = layer->texmatrix;
6092 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6093 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6094 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6096 R_Mesh_TextureState(&m);
6097 // generate a color array for the fog pass
6098 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6099 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6103 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6104 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)
6106 f = 1 - FogPoint_Model(v);
6107 c[0] = layercolor[0];
6108 c[1] = layercolor[1];
6109 c[2] = layercolor[2];
6110 c[3] = f * layercolor[3];
6113 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6116 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6118 GL_LockArrays(0, 0);
6121 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6123 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6124 GL_AlphaTest(false);
6128 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6130 // OpenGL 1.1 - crusty old voodoo path
6131 int texturesurfaceindex;
6135 const texturelayer_t *layer;
6136 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6138 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6140 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6142 if (layerindex == 0)
6146 GL_AlphaTest(false);
6147 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6150 GL_DepthMask(layer->depthmask && writedepth);
6151 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6152 R_Mesh_ColorPointer(NULL, 0, 0);
6153 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6154 switch (layer->type)
6156 case TEXTURELAYERTYPE_LITTEXTURE:
6157 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6159 // two-pass lit texture with 2x rgbscale
6160 // first the lightmap pass
6161 memset(&m, 0, sizeof(m));
6162 m.tex[0] = R_GetTexture(r_texture_white);
6163 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6164 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6165 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6166 R_Mesh_TextureState(&m);
6167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6168 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6169 else if (rsurface.uselightmaptexture)
6170 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6172 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6173 GL_LockArrays(0, 0);
6174 // then apply the texture to it
6175 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6176 memset(&m, 0, sizeof(m));
6177 m.tex[0] = R_GetTexture(layer->texture);
6178 m.texmatrix[0] = layer->texmatrix;
6179 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6180 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6181 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6182 R_Mesh_TextureState(&m);
6183 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);
6187 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6188 memset(&m, 0, sizeof(m));
6189 m.tex[0] = R_GetTexture(layer->texture);
6190 m.texmatrix[0] = layer->texmatrix;
6191 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6192 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6193 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6194 R_Mesh_TextureState(&m);
6195 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6196 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);
6198 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);
6201 case TEXTURELAYERTYPE_TEXTURE:
6202 // singletexture unlit texture with transparency support
6203 memset(&m, 0, sizeof(m));
6204 m.tex[0] = R_GetTexture(layer->texture);
6205 m.texmatrix[0] = layer->texmatrix;
6206 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6207 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6208 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6209 R_Mesh_TextureState(&m);
6210 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);
6212 case TEXTURELAYERTYPE_FOG:
6213 // singletexture fogging
6214 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6217 memset(&m, 0, sizeof(m));
6218 m.tex[0] = R_GetTexture(layer->texture);
6219 m.texmatrix[0] = layer->texmatrix;
6220 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6221 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6222 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6223 R_Mesh_TextureState(&m);
6226 R_Mesh_ResetTextureState();
6227 // generate a color array for the fog pass
6228 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6232 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6233 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)
6235 f = 1 - FogPoint_Model(v);
6236 c[0] = layer->color[0];
6237 c[1] = layer->color[1];
6238 c[2] = layer->color[2];
6239 c[3] = f * layer->color[3];
6242 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6245 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6247 GL_LockArrays(0, 0);
6250 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6252 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6253 GL_AlphaTest(false);
6257 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6260 RSurf_SetupDepthAndCulling();
6261 if (r_glsl.integer && gl_support_fragment_shader)
6262 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6263 else if (gl_combine.integer && r_textureunits.integer >= 2)
6264 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6266 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6270 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6273 int texturenumsurfaces, endsurface;
6275 msurface_t *surface;
6276 msurface_t *texturesurfacelist[1024];
6278 // if the model is static it doesn't matter what value we give for
6279 // wantnormals and wanttangents, so this logic uses only rules applicable
6280 // to a model, knowing that they are meaningless otherwise
6281 if (ent == r_refdef.scene.worldentity)
6282 RSurf_ActiveWorldEntity();
6283 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6284 RSurf_ActiveModelEntity(ent, false, false);
6286 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6288 for (i = 0;i < numsurfaces;i = j)
6291 surface = rsurface.modelsurfaces + surfacelist[i];
6292 texture = surface->texture;
6293 R_UpdateTextureInfo(ent, texture);
6294 rsurface.texture = texture->currentframe;
6295 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6296 // scan ahead until we find a different texture
6297 endsurface = min(i + 1024, numsurfaces);
6298 texturenumsurfaces = 0;
6299 texturesurfacelist[texturenumsurfaces++] = surface;
6300 for (;j < endsurface;j++)
6302 surface = rsurface.modelsurfaces + surfacelist[j];
6303 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6305 texturesurfacelist[texturenumsurfaces++] = surface;
6307 // render the range of surfaces
6308 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6310 GL_AlphaTest(false);
6313 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6318 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6320 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6322 RSurf_SetupDepthAndCulling();
6323 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6324 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6326 else if (r_showsurfaces.integer)
6328 RSurf_SetupDepthAndCulling();
6330 GL_BlendFunc(GL_ONE, GL_ZERO);
6332 GL_AlphaTest(false);
6333 R_Mesh_ColorPointer(NULL, 0, 0);
6334 R_Mesh_ResetTextureState();
6335 R_SetupGenericShader(false);
6336 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6337 if (!r_refdef.view.showdebug)
6339 GL_Color(0, 0, 0, 1);
6340 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6343 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6345 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6346 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6347 else if (!rsurface.texture->currentnumlayers)
6349 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6351 // transparent surfaces get pushed off into the transparent queue
6352 int surfacelistindex;
6353 const msurface_t *surface;
6354 vec3_t tempcenter, center;
6355 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6357 surface = texturesurfacelist[surfacelistindex];
6358 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6359 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6360 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6361 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6362 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6367 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6368 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6373 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6377 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6380 for (i = 0;i < numsurfaces;i++)
6381 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6382 R_Water_AddWaterPlane(surfacelist[i]);
6385 // break the surface list down into batches by texture and use of lightmapping
6386 for (i = 0;i < numsurfaces;i = j)
6389 // texture is the base texture pointer, rsurface.texture is the
6390 // current frame/skin the texture is directing us to use (for example
6391 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6392 // use skin 1 instead)
6393 texture = surfacelist[i]->texture;
6394 rsurface.texture = texture->currentframe;
6395 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6396 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6398 // if this texture is not the kind we want, skip ahead to the next one
6399 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6403 // simply scan ahead until we find a different texture or lightmap state
6404 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6406 // render the range of surfaces
6407 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6411 float locboxvertex3f[6*4*3] =
6413 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6414 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6415 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6416 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6417 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6418 1,0,0, 0,0,0, 0,1,0, 1,1,0
6421 unsigned short locboxelements[6*2*3] =
6431 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6434 cl_locnode_t *loc = (cl_locnode_t *)ent;
6436 float vertex3f[6*4*3];
6438 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6439 GL_DepthMask(false);
6440 GL_DepthRange(0, 1);
6441 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6443 GL_CullFace(GL_NONE);
6444 R_Mesh_Matrix(&identitymatrix);
6446 R_Mesh_VertexPointer(vertex3f, 0, 0);
6447 R_Mesh_ColorPointer(NULL, 0, 0);
6448 R_Mesh_ResetTextureState();
6449 R_SetupGenericShader(false);
6452 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6453 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6454 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6455 surfacelist[0] < 0 ? 0.5f : 0.125f);
6457 if (VectorCompare(loc->mins, loc->maxs))
6459 VectorSet(size, 2, 2, 2);
6460 VectorMA(loc->mins, -0.5f, size, mins);
6464 VectorCopy(loc->mins, mins);
6465 VectorSubtract(loc->maxs, loc->mins, size);
6468 for (i = 0;i < 6*4*3;)
6469 for (j = 0;j < 3;j++, i++)
6470 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6472 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6475 void R_DrawLocs(void)
6478 cl_locnode_t *loc, *nearestloc;
6480 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6481 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6483 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6484 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6488 void R_DrawDebugModel(entity_render_t *ent)
6490 int i, j, k, l, flagsmask;
6491 const int *elements;
6493 msurface_t *surface;
6494 dp_model_t *model = ent->model;
6497 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6499 R_Mesh_ColorPointer(NULL, 0, 0);
6500 R_Mesh_ResetTextureState();
6501 R_SetupGenericShader(false);
6502 GL_DepthRange(0, 1);
6503 GL_DepthTest(!r_showdisabledepthtest.integer);
6504 GL_DepthMask(false);
6505 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6507 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6509 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6510 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6512 if (brush->colbrushf && brush->colbrushf->numtriangles)
6514 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6515 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);
6516 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6519 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6521 if (surface->num_collisiontriangles)
6523 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6524 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);
6525 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6530 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6532 if (r_showtris.integer || r_shownormals.integer)
6534 if (r_showdisabledepthtest.integer)
6536 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6537 GL_DepthMask(false);
6541 GL_BlendFunc(GL_ONE, GL_ZERO);
6544 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6546 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6548 rsurface.texture = surface->texture->currentframe;
6549 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6551 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6552 if (r_showtris.value > 0)
6554 if (!rsurface.texture->currentlayers->depthmask)
6555 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6556 else if (ent == r_refdef.scene.worldentity)
6557 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6559 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6560 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6563 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6565 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6566 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6567 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6568 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6573 if (r_shownormals.value > 0)
6576 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6578 VectorCopy(rsurface.vertex3f + l * 3, v);
6579 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6580 qglVertex3f(v[0], v[1], v[2]);
6581 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6582 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6583 qglVertex3f(v[0], v[1], v[2]);
6588 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6590 VectorCopy(rsurface.vertex3f + l * 3, v);
6591 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6592 qglVertex3f(v[0], v[1], v[2]);
6593 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6594 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6595 qglVertex3f(v[0], v[1], v[2]);
6600 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6602 VectorCopy(rsurface.vertex3f + l * 3, v);
6603 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6604 qglVertex3f(v[0], v[1], v[2]);
6605 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6606 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6607 qglVertex3f(v[0], v[1], v[2]);
6614 rsurface.texture = NULL;
6618 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6619 int r_maxsurfacelist = 0;
6620 msurface_t **r_surfacelist = NULL;
6621 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6623 int i, j, endj, f, flagsmask;
6625 dp_model_t *model = r_refdef.scene.worldmodel;
6626 msurface_t *surfaces;
6627 unsigned char *update;
6628 int numsurfacelist = 0;
6632 if (r_maxsurfacelist < model->num_surfaces)
6634 r_maxsurfacelist = model->num_surfaces;
6636 Mem_Free(r_surfacelist);
6637 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6640 RSurf_ActiveWorldEntity();
6642 surfaces = model->data_surfaces;
6643 update = model->brushq1.lightmapupdateflags;
6645 // update light styles on this submodel
6646 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6648 model_brush_lightstyleinfo_t *style;
6649 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6651 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6653 int *list = style->surfacelist;
6654 style->value = r_refdef.scene.lightstylevalue[style->style];
6655 for (j = 0;j < style->numsurfaces;j++)
6656 update[list[j]] = true;
6661 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6662 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6666 R_DrawDebugModel(r_refdef.scene.worldentity);
6672 rsurface.uselightmaptexture = false;
6673 rsurface.texture = NULL;
6674 rsurface.rtlight = NULL;
6676 // add visible surfaces to draw list
6677 j = model->firstmodelsurface;
6678 endj = j + model->nummodelsurfaces;
6683 if (r_refdef.viewcache.world_surfacevisible[j])
6685 r_surfacelist[numsurfacelist++] = surfaces + j;
6686 // update lightmap if needed
6688 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6694 if (r_refdef.viewcache.world_surfacevisible[j])
6695 r_surfacelist[numsurfacelist++] = surfaces + j;
6696 // don't do anything if there were no surfaces
6697 if (!numsurfacelist)
6699 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6700 GL_AlphaTest(false);
6702 // add to stats if desired
6703 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6705 r_refdef.stats.world_surfaces += numsurfacelist;
6706 for (j = 0;j < numsurfacelist;j++)
6707 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6711 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6713 int i, j, endj, f, flagsmask;
6715 dp_model_t *model = ent->model;
6716 msurface_t *surfaces;
6717 unsigned char *update;
6718 int numsurfacelist = 0;
6722 if (r_maxsurfacelist < model->num_surfaces)
6724 r_maxsurfacelist = model->num_surfaces;
6726 Mem_Free(r_surfacelist);
6727 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6730 // if the model is static it doesn't matter what value we give for
6731 // wantnormals and wanttangents, so this logic uses only rules applicable
6732 // to a model, knowing that they are meaningless otherwise
6733 if (ent == r_refdef.scene.worldentity)
6734 RSurf_ActiveWorldEntity();
6735 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6736 RSurf_ActiveModelEntity(ent, false, false);
6738 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6740 surfaces = model->data_surfaces;
6741 update = model->brushq1.lightmapupdateflags;
6743 // update light styles
6744 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6746 model_brush_lightstyleinfo_t *style;
6747 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6749 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6751 int *list = style->surfacelist;
6752 style->value = r_refdef.scene.lightstylevalue[style->style];
6753 for (j = 0;j < style->numsurfaces;j++)
6754 update[list[j]] = true;
6759 R_UpdateAllTextureInfo(ent);
6760 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6764 R_DrawDebugModel(ent);
6770 rsurface.uselightmaptexture = false;
6771 rsurface.texture = NULL;
6772 rsurface.rtlight = NULL;
6774 // add visible surfaces to draw list
6775 j = model->firstmodelsurface;
6776 endj = j + model->nummodelsurfaces;
6778 r_surfacelist[numsurfacelist++] = surfaces + j;
6779 // don't do anything if there were no surfaces
6780 if (!numsurfacelist)
6782 // update lightmaps if needed
6784 for (j = model->firstmodelsurface;j < endj;j++)
6786 R_BuildLightMap(ent, surfaces + j);
6787 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6788 GL_AlphaTest(false);
6790 // add to stats if desired
6791 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6793 r_refdef.stats.entities++;
6794 r_refdef.stats.entities_surfaces += numsurfacelist;
6795 for (j = 0;j < numsurfacelist;j++)
6796 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;