2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
851 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
854 "#ifdef USEDIFFUSE\n"
855 " // get the surface normal and the gloss color\n"
856 "# ifdef USEVERTEXTEXTUREBLEND\n"
857 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
858 "# ifdef USESPECULAR\n"
859 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
862 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
863 "# ifdef USESPECULAR\n"
864 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
874 " // calculate surface normal, light normal, and specular normal\n"
875 " // compute color intensity for the two textures (colormap and glossmap)\n"
876 " // scale by light color and attenuation as efficiently as possible\n"
877 " // (do as much scalar math as possible rather than vector math)\n"
878 "# ifdef USEDIFFUSE\n"
879 " // get the light normal\n"
880 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
882 "# ifdef USESPECULAR\n"
883 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
885 " // calculate directional shading\n"
886 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
888 "# ifdef USEDIFFUSE\n"
889 " // calculate directional shading\n"
890 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
892 " // calculate directionless shading\n"
893 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
897 "# ifdef USECUBEFILTER\n"
898 " // apply light cubemap filter\n"
899 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
900 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
902 "#endif // MODE_LIGHTSOURCE\n"
907 "#ifdef MODE_LIGHTDIRECTION\n"
908 " // directional model lighting\n"
909 "# ifdef USEDIFFUSE\n"
910 " // get the light normal\n"
911 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
913 "# ifdef USESPECULAR\n"
914 " // calculate directional shading\n"
915 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
916 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
917 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
919 "# ifdef USEDIFFUSE\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
924 " color.rgb *= AmbientColor;\n"
927 "#endif // MODE_LIGHTDIRECTION\n"
932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
933 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
935 " // get the light normal\n"
936 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
937 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
938 " // calculate directional shading\n"
939 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
940 "# ifdef USESPECULAR\n"
941 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
942 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 " // apply lightmap color\n"
946 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
955 " // get the light normal\n"
956 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
957 " // calculate directional shading\n"
958 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
961 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
964 " // apply lightmap color\n"
965 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
966 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 "#ifdef MODE_LIGHTMAP\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
974 "#endif // MODE_LIGHTMAP\n"
979 "#ifdef MODE_VERTEXCOLOR\n"
980 " // apply lightmap color\n"
981 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
982 "#endif // MODE_VERTEXCOLOR\n"
987 "#ifdef MODE_FLATCOLOR\n"
988 "#endif // MODE_FLATCOLOR\n"
996 " color *= TintColor;\n"
999 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1002 "#ifdef USECONTRASTBOOST\n"
1003 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1006 " color.rgb *= SceneBrightness;\n"
1008 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1010 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1013 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1014 "#ifdef USEREFLECTION\n"
1015 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1016 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1017 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1018 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1021 " gl_FragColor = vec4(color);\n"
1023 "#endif // !MODE_REFRACTION\n"
1024 "#endif // !MODE_WATER\n"
1026 "#endif // FRAGMENT_SHADER\n"
1028 "#endif // !MODE_GENERIC\n"
1029 "#endif // !MODE_POSTPROCESS\n"
1030 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1033 typedef struct shaderpermutationinfo_s
1035 const char *pretext;
1038 shaderpermutationinfo_t;
1040 typedef struct shadermodeinfo_s
1042 const char *vertexfilename;
1043 const char *geometryfilename;
1044 const char *fragmentfilename;
1045 const char *pretext;
1050 typedef enum shaderpermutation_e
1052 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1053 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1054 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1055 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1056 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1057 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1058 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1059 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1060 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1061 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1062 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1063 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1064 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1065 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1066 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1068 shaderpermutation_t;
1070 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1071 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1073 {"#define USEDIFFUSE\n", " diffuse"},
1074 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1075 {"#define USECOLORMAPPING\n", " colormapping"},
1076 {"#define USECONTRASTBOOST\n", " contrastboost"},
1077 {"#define USEFOG\n", " fog"},
1078 {"#define USECUBEFILTER\n", " cubefilter"},
1079 {"#define USEGLOW\n", " glow"},
1080 {"#define USESPECULAR\n", " specular"},
1081 {"#define USEREFLECTION\n", " reflection"},
1082 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1083 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1084 {"#define USEGAMMARAMPS\n", " gammaramps"},
1085 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1088 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1089 typedef enum shadermode_e
1091 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1092 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1093 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1094 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1095 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1096 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1097 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1099 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1100 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1101 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1102 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1107 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1108 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1112 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1121 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1124 typedef struct r_glsl_permutation_s
1126 // indicates if we have tried compiling this permutation already
1128 // 0 if compilation failed
1130 // locations of detected uniforms in program object, or -1 if not found
1131 int loc_Texture_First;
1132 int loc_Texture_Second;
1133 int loc_Texture_GammaRamps;
1134 int loc_Texture_Normal;
1135 int loc_Texture_Color;
1136 int loc_Texture_Gloss;
1137 int loc_Texture_Glow;
1138 int loc_Texture_SecondaryNormal;
1139 int loc_Texture_SecondaryColor;
1140 int loc_Texture_SecondaryGloss;
1141 int loc_Texture_SecondaryGlow;
1142 int loc_Texture_Pants;
1143 int loc_Texture_Shirt;
1144 int loc_Texture_FogMask;
1145 int loc_Texture_Lightmap;
1146 int loc_Texture_Deluxemap;
1147 int loc_Texture_Attenuation;
1148 int loc_Texture_Cube;
1149 int loc_Texture_Refraction;
1150 int loc_Texture_Reflection;
1152 int loc_LightPosition;
1153 int loc_EyePosition;
1154 int loc_Color_Pants;
1155 int loc_Color_Shirt;
1156 int loc_FogRangeRecip;
1157 int loc_AmbientScale;
1158 int loc_DiffuseScale;
1159 int loc_SpecularScale;
1160 int loc_SpecularPower;
1162 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1163 int loc_OffsetMapping_Scale;
1165 int loc_AmbientColor;
1166 int loc_DiffuseColor;
1167 int loc_SpecularColor;
1169 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1170 int loc_GammaCoeff; // 1 / gamma
1171 int loc_DistortScaleRefractReflect;
1172 int loc_ScreenScaleRefractReflect;
1173 int loc_ScreenCenterRefractReflect;
1174 int loc_RefractColor;
1175 int loc_ReflectColor;
1176 int loc_ReflectFactor;
1177 int loc_ReflectOffset;
1185 r_glsl_permutation_t;
1187 // information about each possible shader permutation
1188 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1189 // currently selected permutation
1190 r_glsl_permutation_t *r_glsl_permutation;
1192 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1195 if (!filename || !filename[0])
1197 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1200 if (printfromdisknotice)
1201 Con_DPrint("from disk... ");
1202 return shaderstring;
1204 else if (!strcmp(filename, "glsl/default.glsl"))
1206 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1207 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1209 return shaderstring;
1212 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1215 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1216 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1217 int vertstrings_count = 0;
1218 int geomstrings_count = 0;
1219 int fragstrings_count = 0;
1220 char *vertexstring, *geometrystring, *fragmentstring;
1221 const char *vertstrings_list[32+3];
1222 const char *geomstrings_list[32+3];
1223 const char *fragstrings_list[32+3];
1224 char permutationname[256];
1231 permutationname[0] = 0;
1232 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1233 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1234 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1236 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1238 // the first pretext is which type of shader to compile as
1239 // (later these will all be bound together as a program object)
1240 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1241 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1242 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1244 // the second pretext is the mode (for example a light source)
1245 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1246 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1247 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1248 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1250 // now add all the permutation pretexts
1251 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1253 if (permutation & (1<<i))
1255 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1256 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1257 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1258 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1262 // keep line numbers correct
1263 vertstrings_list[vertstrings_count++] = "\n";
1264 geomstrings_list[geomstrings_count++] = "\n";
1265 fragstrings_list[fragstrings_count++] = "\n";
1269 // now append the shader text itself
1270 vertstrings_list[vertstrings_count++] = vertexstring;
1271 geomstrings_list[geomstrings_count++] = geometrystring;
1272 fragstrings_list[fragstrings_count++] = fragmentstring;
1274 // if any sources were NULL, clear the respective list
1276 vertstrings_count = 0;
1277 if (!geometrystring)
1278 geomstrings_count = 0;
1279 if (!fragmentstring)
1280 fragstrings_count = 0;
1282 // compile the shader program
1283 if (vertstrings_count + geomstrings_count + fragstrings_count)
1284 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1288 qglUseProgramObjectARB(p->program);CHECKGLERROR
1289 // look up all the uniform variable names we care about, so we don't
1290 // have to look them up every time we set them
1291 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1292 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1293 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1294 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1295 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1296 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1297 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1298 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1299 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1300 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1301 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1302 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1303 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1304 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1305 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1306 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1307 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1308 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1309 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1310 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1311 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1312 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1313 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1314 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1315 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1316 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1317 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1318 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1319 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1320 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1321 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1322 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1323 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1324 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1325 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1326 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1327 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1328 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1329 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1330 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1331 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1332 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1333 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1334 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1335 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1336 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1337 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1338 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1339 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1340 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1341 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1342 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1343 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1344 // initialize the samplers to refer to the texture units we use
1345 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1346 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1347 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1348 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1349 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1350 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1351 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1352 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1353 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1354 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1355 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1356 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1357 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1358 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1359 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1360 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1361 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1362 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1363 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1364 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1366 if (developer.integer)
1367 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1370 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1374 Mem_Free(vertexstring);
1376 Mem_Free(geometrystring);
1378 Mem_Free(fragmentstring);
1381 void R_GLSL_Restart_f(void)
1384 shaderpermutation_t permutation;
1385 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1386 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1387 if (r_glsl_permutations[mode][permutation].program)
1388 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1389 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1392 void R_GLSL_DumpShader_f(void)
1396 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1399 Con_Printf("failed to write to glsl/default.glsl\n");
1403 FS_Print(file, "// The engine may define the following macros:\n");
1404 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1405 for (i = 0;i < SHADERMODE_COUNT;i++)
1406 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1407 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1408 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1409 FS_Print(file, "\n");
1410 FS_Print(file, builtinshaderstring);
1413 Con_Printf("glsl/default.glsl written\n");
1416 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1418 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1419 if (r_glsl_permutation != perm)
1421 r_glsl_permutation = perm;
1422 if (!r_glsl_permutation->program)
1424 if (!r_glsl_permutation->compiled)
1425 R_GLSL_CompilePermutation(mode, permutation);
1426 if (!r_glsl_permutation->program)
1428 // remove features until we find a valid permutation
1430 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 // reduce i more quickly whenever it would not remove any bits
1433 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1434 if (!(permutation & j))
1437 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1438 if (!r_glsl_permutation->compiled)
1439 R_GLSL_CompilePermutation(mode, permutation);
1440 if (r_glsl_permutation->program)
1443 if (i >= SHADERPERMUTATION_COUNT)
1445 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1446 Cvar_SetValueQuick(&r_glsl, 0);
1447 R_GLSL_Restart_f(); // unload shaders
1448 return; // no bit left to clear
1453 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1457 void R_SetupGenericShader(qboolean usetexture)
1459 if (gl_support_fragment_shader)
1461 if (r_glsl.integer && r_glsl_usegeneric.integer)
1462 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1463 else if (r_glsl_permutation)
1465 r_glsl_permutation = NULL;
1466 qglUseProgramObjectARB(0);CHECKGLERROR
1471 void R_SetupGenericTwoTextureShader(int texturemode)
1473 if (gl_support_fragment_shader)
1475 if (r_glsl.integer && r_glsl_usegeneric.integer)
1476 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1477 else if (r_glsl_permutation)
1479 r_glsl_permutation = NULL;
1480 qglUseProgramObjectARB(0);CHECKGLERROR
1483 if (!r_glsl_permutation)
1485 if (texturemode == GL_DECAL && gl_combine.integer)
1486 texturemode = GL_INTERPOLATE_ARB;
1487 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1491 void R_SetupDepthOrShadowShader(void)
1493 if (gl_support_fragment_shader)
1495 if (r_glsl.integer && r_glsl_usegeneric.integer)
1496 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1497 else if (r_glsl_permutation)
1499 r_glsl_permutation = NULL;
1500 qglUseProgramObjectARB(0);CHECKGLERROR
1505 extern rtexture_t *r_shadow_attenuationgradienttexture;
1506 extern rtexture_t *r_shadow_attenuation2dtexture;
1507 extern rtexture_t *r_shadow_attenuation3dtexture;
1508 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1510 // select a permutation of the lighting shader appropriate to this
1511 // combination of texture, entity, light source, and fogging, only use the
1512 // minimum features necessary to avoid wasting rendering time in the
1513 // fragment shader on features that are not being used
1514 unsigned int permutation = 0;
1515 shadermode_t mode = 0;
1516 // TODO: implement geometry-shader based shadow volumes someday
1517 if (r_glsl_offsetmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1520 if (r_glsl_offsetmapping_reliefmapping.integer)
1521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1523 if (rsurfacepass == RSURFPASS_BACKGROUND)
1525 // distorted background
1526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1527 mode = SHADERMODE_WATER;
1529 mode = SHADERMODE_REFRACTION;
1531 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1534 mode = SHADERMODE_LIGHTSOURCE;
1535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1537 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1538 permutation |= SHADERPERMUTATION_CUBEFILTER;
1539 if (diffusescale > 0)
1540 permutation |= SHADERPERMUTATION_DIFFUSE;
1541 if (specularscale > 0)
1542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1543 if (r_refdef.fogenabled)
1544 permutation |= SHADERPERMUTATION_FOG;
1545 if (rsurface.texture->colormapping)
1546 permutation |= SHADERPERMUTATION_COLORMAPPING;
1547 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1548 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1550 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1552 // unshaded geometry (fullbright or ambient model lighting)
1553 mode = SHADERMODE_FLATCOLOR;
1554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1555 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1556 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1557 permutation |= SHADERPERMUTATION_GLOW;
1558 if (r_refdef.fogenabled)
1559 permutation |= SHADERPERMUTATION_FOG;
1560 if (rsurface.texture->colormapping)
1561 permutation |= SHADERPERMUTATION_COLORMAPPING;
1562 if (r_glsl_offsetmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1565 if (r_glsl_offsetmapping_reliefmapping.integer)
1566 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1568 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1569 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1571 permutation |= SHADERPERMUTATION_REFLECTION;
1573 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1575 // directional model lighting
1576 mode = SHADERMODE_LIGHTDIRECTION;
1577 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1578 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1579 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1580 permutation |= SHADERPERMUTATION_GLOW;
1581 permutation |= SHADERPERMUTATION_DIFFUSE;
1582 if (specularscale > 0)
1583 permutation |= SHADERPERMUTATION_SPECULAR;
1584 if (r_refdef.fogenabled)
1585 permutation |= SHADERPERMUTATION_FOG;
1586 if (rsurface.texture->colormapping)
1587 permutation |= SHADERPERMUTATION_COLORMAPPING;
1588 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1589 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1591 permutation |= SHADERPERMUTATION_REFLECTION;
1593 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1595 // ambient model lighting
1596 mode = SHADERMODE_LIGHTDIRECTION;
1597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1598 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1599 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1600 permutation |= SHADERPERMUTATION_GLOW;
1601 if (r_refdef.fogenabled)
1602 permutation |= SHADERPERMUTATION_FOG;
1603 if (rsurface.texture->colormapping)
1604 permutation |= SHADERPERMUTATION_COLORMAPPING;
1605 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1606 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1607 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1608 permutation |= SHADERPERMUTATION_REFLECTION;
1613 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1615 // deluxemapping (light direction texture)
1616 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1619 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1620 permutation |= SHADERPERMUTATION_DIFFUSE;
1621 if (specularscale > 0)
1622 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624 else if (r_glsl_deluxemapping.integer >= 2)
1626 // fake deluxemapping (uniform light direction in tangentspace)
1627 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1628 permutation |= SHADERPERMUTATION_DIFFUSE;
1629 if (specularscale > 0)
1630 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1632 else if (rsurface.uselightmaptexture)
1634 // ordinary lightmapping (q1bsp, q3bsp)
1635 mode = SHADERMODE_LIGHTMAP;
1639 // ordinary vertex coloring (q3bsp)
1640 mode = SHADERMODE_VERTEXCOLOR;
1642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1643 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1644 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1645 permutation |= SHADERPERMUTATION_GLOW;
1646 if (r_refdef.fogenabled)
1647 permutation |= SHADERPERMUTATION_FOG;
1648 if (rsurface.texture->colormapping)
1649 permutation |= SHADERPERMUTATION_COLORMAPPING;
1650 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653 permutation |= SHADERPERMUTATION_REFLECTION;
1655 R_SetupShader_SetPermutation(mode, permutation);
1656 if (mode == SHADERMODE_LIGHTSOURCE)
1658 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1659 if (permutation & SHADERPERMUTATION_DIFFUSE)
1661 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1662 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1663 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1664 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1668 // ambient only is simpler
1669 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1670 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1671 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1672 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1674 // additive passes are only darkened by fog, not tinted
1675 if (r_glsl_permutation->loc_FogColor >= 0)
1676 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1680 if (mode == SHADERMODE_LIGHTDIRECTION)
1682 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1683 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1684 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1685 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1693 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1694 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1695 // additive passes are only darkened by fog, not tinted
1696 if (r_glsl_permutation->loc_FogColor >= 0)
1698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1703 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1704 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1705 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1706 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1707 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1708 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1711 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1713 // The formula used is actually:
1714 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1715 // color.rgb *= SceneBrightness;
1717 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1718 // and do [[calculations]] here in the engine
1719 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1720 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1723 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1724 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1725 if (r_glsl_permutation->loc_Color_Pants >= 0)
1727 if (rsurface.texture->currentskinframe->pants)
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1730 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1732 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1734 if (rsurface.texture->currentskinframe->shirt)
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1737 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1739 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1741 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1745 #define SKINFRAME_HASH 1024
1749 int loadsequence; // incremented each level change
1750 memexpandablearray_t array;
1751 skinframe_t *hash[SKINFRAME_HASH];
1755 void R_SkinFrame_PrepareForPurge(void)
1757 r_skinframe.loadsequence++;
1758 // wrap it without hitting zero
1759 if (r_skinframe.loadsequence >= 200)
1760 r_skinframe.loadsequence = 1;
1763 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1767 // mark the skinframe as used for the purging code
1768 skinframe->loadsequence = r_skinframe.loadsequence;
1771 void R_SkinFrame_Purge(void)
1775 for (i = 0;i < SKINFRAME_HASH;i++)
1777 for (s = r_skinframe.hash[i];s;s = s->next)
1779 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1781 if (s->merged == s->base)
1783 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1784 R_PurgeTexture(s->stain );s->stain = NULL;
1785 R_PurgeTexture(s->merged);s->merged = NULL;
1786 R_PurgeTexture(s->base );s->base = NULL;
1787 R_PurgeTexture(s->pants );s->pants = NULL;
1788 R_PurgeTexture(s->shirt );s->shirt = NULL;
1789 R_PurgeTexture(s->nmap );s->nmap = NULL;
1790 R_PurgeTexture(s->gloss );s->gloss = NULL;
1791 R_PurgeTexture(s->glow );s->glow = NULL;
1792 R_PurgeTexture(s->fog );s->fog = NULL;
1793 s->loadsequence = 0;
1799 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1801 char basename[MAX_QPATH];
1803 Image_StripImageExtension(name, basename, sizeof(basename));
1805 if( last == NULL ) {
1807 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1808 item = r_skinframe.hash[hashindex];
1813 // linearly search through the hash bucket
1814 for( ; item ; item = item->next ) {
1815 if( !strcmp( item->basename, basename ) ) {
1822 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1831 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1832 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1836 rtexture_t *dyntexture;
1837 // check whether its a dynamic texture
1838 dyntexture = CL_GetDynTexture( basename );
1839 if (!add && !dyntexture)
1841 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1842 memset(item, 0, sizeof(*item));
1843 strlcpy(item->basename, basename, sizeof(item->basename));
1844 item->base = dyntexture; // either NULL or dyntexture handle
1845 item->textureflags = textureflags;
1846 item->comparewidth = comparewidth;
1847 item->compareheight = compareheight;
1848 item->comparecrc = comparecrc;
1849 item->next = r_skinframe.hash[hashindex];
1850 r_skinframe.hash[hashindex] = item;
1852 else if( item->base == NULL )
1854 rtexture_t *dyntexture;
1855 // check whether its a dynamic texture
1856 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1857 dyntexture = CL_GetDynTexture( basename );
1858 item->base = dyntexture; // either NULL or dyntexture handle
1861 R_SkinFrame_MarkUsed(item);
1865 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1867 // FIXME: it should be possible to disable loading various layers using
1868 // cvars, to prevent wasted loading time and memory usage if the user does
1870 qboolean loadnormalmap = true;
1871 qboolean loadgloss = true;
1872 qboolean loadpantsandshirt = true;
1873 qboolean loadglow = true;
1875 unsigned char *pixels;
1876 unsigned char *bumppixels;
1877 unsigned char *basepixels = NULL;
1878 int basepixels_width;
1879 int basepixels_height;
1880 skinframe_t *skinframe;
1882 if (cls.state == ca_dedicated)
1885 // return an existing skinframe if already loaded
1886 // if loading of the first image fails, don't make a new skinframe as it
1887 // would cause all future lookups of this to be missing
1888 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1889 if (skinframe && skinframe->base)
1892 basepixels = loadimagepixelsbgra(name, complain, true);
1893 if (basepixels == NULL)
1896 if (developer_loading.integer)
1897 Con_Printf("loading skin \"%s\"\n", name);
1899 // we've got some pixels to store, so really allocate this new texture now
1901 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1902 skinframe->stain = NULL;
1903 skinframe->merged = NULL;
1904 skinframe->base = r_texture_notexture;
1905 skinframe->pants = NULL;
1906 skinframe->shirt = NULL;
1907 skinframe->nmap = r_texture_blanknormalmap;
1908 skinframe->gloss = NULL;
1909 skinframe->glow = NULL;
1910 skinframe->fog = NULL;
1912 basepixels_width = image_width;
1913 basepixels_height = image_height;
1914 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1916 if (textureflags & TEXF_ALPHA)
1918 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1919 if (basepixels[j] < 255)
1921 if (j < basepixels_width * basepixels_height * 4)
1923 // has transparent pixels
1924 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1925 for (j = 0;j < image_width * image_height * 4;j += 4)
1930 pixels[j+3] = basepixels[j+3];
1932 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1937 // _norm is the name used by tenebrae and has been adopted as standard
1940 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1942 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1946 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1948 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1950 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1952 Mem_Free(bumppixels);
1954 else if (r_shadow_bumpscale_basetexture.value > 0)
1956 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1957 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1958 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962 // _luma is supported for tenebrae compatibility
1963 // (I think it's a very stupid name, but oh well)
1964 // _glow is the preferred name
1965 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1966 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1967 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1968 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1971 Mem_Free(basepixels);
1976 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1981 for (i = 0;i < width*height;i++)
1982 if (((unsigned char *)&palette[in[i]])[3] > 0)
1984 if (i == width*height)
1987 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1990 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1991 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1994 unsigned char *temp1, *temp2;
1995 skinframe_t *skinframe;
1997 if (cls.state == ca_dedicated)
2000 // if already loaded just return it, otherwise make a new skinframe
2001 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2002 if (skinframe && skinframe->base)
2005 skinframe->stain = NULL;
2006 skinframe->merged = NULL;
2007 skinframe->base = r_texture_notexture;
2008 skinframe->pants = NULL;
2009 skinframe->shirt = NULL;
2010 skinframe->nmap = r_texture_blanknormalmap;
2011 skinframe->gloss = NULL;
2012 skinframe->glow = NULL;
2013 skinframe->fog = NULL;
2015 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2019 if (developer_loading.integer)
2020 Con_Printf("loading 32bit skin \"%s\"\n", name);
2022 if (r_shadow_bumpscale_basetexture.value > 0)
2024 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2025 temp2 = temp1 + width * height * 4;
2026 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2027 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2030 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2031 if (textureflags & TEXF_ALPHA)
2033 for (i = 3;i < width * height * 4;i += 4)
2034 if (skindata[i] < 255)
2036 if (i < width * height * 4)
2038 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2039 memcpy(fogpixels, skindata, width * height * 4);
2040 for (i = 0;i < width * height * 4;i += 4)
2041 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2042 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2043 Mem_Free(fogpixels);
2050 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2053 unsigned char *temp1, *temp2;
2054 skinframe_t *skinframe;
2056 if (cls.state == ca_dedicated)
2059 // if already loaded just return it, otherwise make a new skinframe
2060 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2061 if (skinframe && skinframe->base)
2064 skinframe->stain = NULL;
2065 skinframe->merged = NULL;
2066 skinframe->base = r_texture_notexture;
2067 skinframe->pants = NULL;
2068 skinframe->shirt = NULL;
2069 skinframe->nmap = r_texture_blanknormalmap;
2070 skinframe->gloss = NULL;
2071 skinframe->glow = NULL;
2072 skinframe->fog = NULL;
2074 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2078 if (developer_loading.integer)
2079 Con_Printf("loading quake skin \"%s\"\n", name);
2081 if (r_shadow_bumpscale_basetexture.value > 0)
2083 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2084 temp2 = temp1 + width * height * 4;
2085 // use either a custom palette or the quake palette
2086 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2087 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2088 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2091 // use either a custom palette, or the quake palette
2092 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2093 if (loadglowtexture)
2094 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2095 if (loadpantsandshirt)
2097 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2098 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2100 if (skinframe->pants || skinframe->shirt)
2101 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2102 if (textureflags & TEXF_ALPHA)
2104 for (i = 0;i < width * height;i++)
2105 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2107 if (i < width * height)
2108 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2114 skinframe_t *R_SkinFrame_LoadMissing(void)
2116 skinframe_t *skinframe;
2118 if (cls.state == ca_dedicated)
2121 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2122 skinframe->stain = NULL;
2123 skinframe->merged = NULL;
2124 skinframe->base = r_texture_notexture;
2125 skinframe->pants = NULL;
2126 skinframe->shirt = NULL;
2127 skinframe->nmap = r_texture_blanknormalmap;
2128 skinframe->gloss = NULL;
2129 skinframe->glow = NULL;
2130 skinframe->fog = NULL;
2135 void gl_main_start(void)
2137 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2138 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2140 // set up r_skinframe loading system for textures
2141 memset(&r_skinframe, 0, sizeof(r_skinframe));
2142 r_skinframe.loadsequence = 1;
2143 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2145 r_main_texturepool = R_AllocTexturePool();
2146 R_BuildBlankTextures();
2148 if (gl_texturecubemap)
2151 R_BuildNormalizationCube();
2153 r_texture_fogattenuation = NULL;
2154 r_texture_gammaramps = NULL;
2155 //r_texture_fogintensity = NULL;
2156 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2157 memset(&r_waterstate, 0, sizeof(r_waterstate));
2158 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2159 memset(&r_svbsp, 0, sizeof (r_svbsp));
2161 r_refdef.fogmasktable_density = 0;
2164 void gl_main_shutdown(void)
2166 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2167 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2169 // clear out the r_skinframe state
2170 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2171 memset(&r_skinframe, 0, sizeof(r_skinframe));
2174 Mem_Free(r_svbsp.nodes);
2175 memset(&r_svbsp, 0, sizeof (r_svbsp));
2176 R_FreeTexturePool(&r_main_texturepool);
2177 r_texture_blanknormalmap = NULL;
2178 r_texture_white = NULL;
2179 r_texture_grey128 = NULL;
2180 r_texture_black = NULL;
2181 r_texture_whitecube = NULL;
2182 r_texture_normalizationcube = NULL;
2183 r_texture_fogattenuation = NULL;
2184 r_texture_gammaramps = NULL;
2185 //r_texture_fogintensity = NULL;
2186 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2187 memset(&r_waterstate, 0, sizeof(r_waterstate));
2191 extern void CL_ParseEntityLump(char *entitystring);
2192 void gl_main_newmap(void)
2194 // FIXME: move this code to client
2196 char *entities, entname[MAX_QPATH];
2199 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2200 l = (int)strlen(entname) - 4;
2201 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2203 memcpy(entname + l, ".ent", 5);
2204 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2206 CL_ParseEntityLump(entities);
2211 if (cl.worldmodel->brush.entities)
2212 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2216 void GL_Main_Init(void)
2218 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2220 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2221 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2222 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2223 if (gamemode == GAME_NEHAHRA)
2225 Cvar_RegisterVariable (&gl_fogenable);
2226 Cvar_RegisterVariable (&gl_fogdensity);
2227 Cvar_RegisterVariable (&gl_fogred);
2228 Cvar_RegisterVariable (&gl_foggreen);
2229 Cvar_RegisterVariable (&gl_fogblue);
2230 Cvar_RegisterVariable (&gl_fogstart);
2231 Cvar_RegisterVariable (&gl_fogend);
2232 Cvar_RegisterVariable (&gl_skyclip);
2234 Cvar_RegisterVariable(&r_depthfirst);
2235 Cvar_RegisterVariable(&r_useinfinitefarclip);
2236 Cvar_RegisterVariable(&r_nearclip);
2237 Cvar_RegisterVariable(&r_showbboxes);
2238 Cvar_RegisterVariable(&r_showsurfaces);
2239 Cvar_RegisterVariable(&r_showtris);
2240 Cvar_RegisterVariable(&r_shownormals);
2241 Cvar_RegisterVariable(&r_showlighting);
2242 Cvar_RegisterVariable(&r_showshadowvolumes);
2243 Cvar_RegisterVariable(&r_showcollisionbrushes);
2244 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2245 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2246 Cvar_RegisterVariable(&r_showdisabledepthtest);
2247 Cvar_RegisterVariable(&r_drawportals);
2248 Cvar_RegisterVariable(&r_drawentities);
2249 Cvar_RegisterVariable(&r_cullentities_trace);
2250 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2251 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2252 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2253 Cvar_RegisterVariable(&r_drawviewmodel);
2254 Cvar_RegisterVariable(&r_speeds);
2255 Cvar_RegisterVariable(&r_fullbrights);
2256 Cvar_RegisterVariable(&r_wateralpha);
2257 Cvar_RegisterVariable(&r_dynamic);
2258 Cvar_RegisterVariable(&r_fullbright);
2259 Cvar_RegisterVariable(&r_shadows);
2260 Cvar_RegisterVariable(&r_shadows_throwdistance);
2261 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2262 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2263 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2264 Cvar_RegisterVariable(&r_fog_exp2);
2265 Cvar_RegisterVariable(&r_drawfog);
2266 Cvar_RegisterVariable(&r_textureunits);
2267 Cvar_RegisterVariable(&r_glsl);
2268 Cvar_RegisterVariable(&r_glsl_contrastboost);
2269 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2270 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2271 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2272 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2273 Cvar_RegisterVariable(&r_glsl_postprocess);
2274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2277 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2278 Cvar_RegisterVariable(&r_glsl_usegeneric);
2279 Cvar_RegisterVariable(&r_water);
2280 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2281 Cvar_RegisterVariable(&r_water_clippingplanebias);
2282 Cvar_RegisterVariable(&r_water_refractdistort);
2283 Cvar_RegisterVariable(&r_water_reflectdistort);
2284 Cvar_RegisterVariable(&r_lerpsprites);
2285 Cvar_RegisterVariable(&r_lerpmodels);
2286 Cvar_RegisterVariable(&r_lerplightstyles);
2287 Cvar_RegisterVariable(&r_waterscroll);
2288 Cvar_RegisterVariable(&r_bloom);
2289 Cvar_RegisterVariable(&r_bloom_colorscale);
2290 Cvar_RegisterVariable(&r_bloom_brighten);
2291 Cvar_RegisterVariable(&r_bloom_blur);
2292 Cvar_RegisterVariable(&r_bloom_resolution);
2293 Cvar_RegisterVariable(&r_bloom_colorexponent);
2294 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2295 Cvar_RegisterVariable(&r_hdr);
2296 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2297 Cvar_RegisterVariable(&r_hdr_glowintensity);
2298 Cvar_RegisterVariable(&r_hdr_range);
2299 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2300 Cvar_RegisterVariable(&developer_texturelogging);
2301 Cvar_RegisterVariable(&gl_lightmaps);
2302 Cvar_RegisterVariable(&r_test);
2303 Cvar_RegisterVariable(&r_batchmode);
2304 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2305 Cvar_SetValue("r_fullbrights", 0);
2306 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2308 Cvar_RegisterVariable(&r_track_sprites);
2309 Cvar_RegisterVariable(&r_track_sprites_flags);
2310 Cvar_RegisterVariable(&r_track_sprites_scalew);
2311 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2314 extern void R_Textures_Init(void);
2315 extern void GL_Draw_Init(void);
2316 extern void GL_Main_Init(void);
2317 extern void R_Shadow_Init(void);
2318 extern void R_Sky_Init(void);
2319 extern void GL_Surf_Init(void);
2320 extern void R_Particles_Init(void);
2321 extern void R_Explosion_Init(void);
2322 extern void gl_backend_init(void);
2323 extern void Sbar_Init(void);
2324 extern void R_LightningBeams_Init(void);
2325 extern void Mod_RenderInit(void);
2327 void Render_Init(void)
2339 R_LightningBeams_Init();
2348 extern char *ENGINE_EXTENSIONS;
2351 VID_CheckExtensions();
2353 // LordHavoc: report supported extensions
2354 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2356 // clear to black (loading plaque will be seen over this)
2358 qglClearColor(0,0,0,1);CHECKGLERROR
2359 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2362 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2366 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2368 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2371 p = r_refdef.view.frustum + i;
2376 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2380 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2384 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2388 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2392 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2396 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2400 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2404 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2412 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2416 for (i = 0;i < numplanes;i++)
2423 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2427 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2431 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2435 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2439 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2443 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2447 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2451 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2459 //==================================================================================
2461 static void R_View_UpdateEntityVisible (void)
2464 entity_render_t *ent;
2466 if (!r_drawentities.integer)
2469 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2470 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2472 // worldmodel can check visibility
2473 for (i = 0;i < r_refdef.scene.numentities;i++)
2475 ent = r_refdef.scene.entities[i];
2476 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2479 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2481 for (i = 0;i < r_refdef.scene.numentities;i++)
2483 ent = r_refdef.scene.entities[i];
2484 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2486 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))
2487 ent->last_trace_visibility = realtime;
2488 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2489 r_refdef.viewcache.entityvisible[i] = 0;
2496 // no worldmodel or it can't check visibility
2497 for (i = 0;i < r_refdef.scene.numentities;i++)
2499 ent = r_refdef.scene.entities[i];
2500 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));
2505 // only used if skyrendermasked, and normally returns false
2506 int R_DrawBrushModelsSky (void)
2509 entity_render_t *ent;
2511 if (!r_drawentities.integer)
2515 for (i = 0;i < r_refdef.scene.numentities;i++)
2517 if (!r_refdef.viewcache.entityvisible[i])
2519 ent = r_refdef.scene.entities[i];
2520 if (!ent->model || !ent->model->DrawSky)
2522 ent->model->DrawSky(ent);
2528 static void R_DrawNoModel(entity_render_t *ent);
2529 static void R_DrawModels(void)
2532 entity_render_t *ent;
2534 if (!r_drawentities.integer)
2537 for (i = 0;i < r_refdef.scene.numentities;i++)
2539 if (!r_refdef.viewcache.entityvisible[i])
2541 ent = r_refdef.scene.entities[i];
2542 r_refdef.stats.entities++;
2543 if (ent->model && ent->model->Draw != NULL)
2544 ent->model->Draw(ent);
2550 static void R_DrawModelsDepth(void)
2553 entity_render_t *ent;
2555 if (!r_drawentities.integer)
2558 for (i = 0;i < r_refdef.scene.numentities;i++)
2560 if (!r_refdef.viewcache.entityvisible[i])
2562 ent = r_refdef.scene.entities[i];
2563 if (ent->model && ent->model->DrawDepth != NULL)
2564 ent->model->DrawDepth(ent);
2568 static void R_DrawModelsDebug(void)
2571 entity_render_t *ent;
2573 if (!r_drawentities.integer)
2576 for (i = 0;i < r_refdef.scene.numentities;i++)
2578 if (!r_refdef.viewcache.entityvisible[i])
2580 ent = r_refdef.scene.entities[i];
2581 if (ent->model && ent->model->DrawDebug != NULL)
2582 ent->model->DrawDebug(ent);
2586 static void R_DrawModelsAddWaterPlanes(void)
2589 entity_render_t *ent;
2591 if (!r_drawentities.integer)
2594 for (i = 0;i < r_refdef.scene.numentities;i++)
2596 if (!r_refdef.viewcache.entityvisible[i])
2598 ent = r_refdef.scene.entities[i];
2599 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2600 ent->model->DrawAddWaterPlanes(ent);
2604 static void R_View_SetFrustum(void)
2607 double slopex, slopey;
2608 vec3_t forward, left, up, origin;
2610 // we can't trust r_refdef.view.forward and friends in reflected scenes
2611 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2614 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2615 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2616 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2617 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2618 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2619 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2620 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2621 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2622 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2623 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2624 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2625 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2629 zNear = r_refdef.nearclip;
2630 nudge = 1.0 - 1.0 / (1<<23);
2631 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2632 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2633 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2634 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2635 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2636 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2637 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2638 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2644 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2645 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2646 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2647 r_refdef.view.frustum[0].dist = m[15] - m[12];
2649 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2650 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2651 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2652 r_refdef.view.frustum[1].dist = m[15] + m[12];
2654 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2655 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2656 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2657 r_refdef.view.frustum[2].dist = m[15] - m[13];
2659 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2660 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2661 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2662 r_refdef.view.frustum[3].dist = m[15] + m[13];
2664 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2665 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2666 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2667 r_refdef.view.frustum[4].dist = m[15] - m[14];
2669 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2670 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2671 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2672 r_refdef.view.frustum[5].dist = m[15] + m[14];
2675 if (r_refdef.view.useperspective)
2677 slopex = 1.0 / r_refdef.view.frustum_x;
2678 slopey = 1.0 / r_refdef.view.frustum_y;
2679 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2680 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2681 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2682 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2683 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2685 // Leaving those out was a mistake, those were in the old code, and they
2686 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2687 // I couldn't reproduce it after adding those normalizations. --blub
2688 VectorNormalize(r_refdef.view.frustum[0].normal);
2689 VectorNormalize(r_refdef.view.frustum[1].normal);
2690 VectorNormalize(r_refdef.view.frustum[2].normal);
2691 VectorNormalize(r_refdef.view.frustum[3].normal);
2693 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2694 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2695 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2696 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2697 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2699 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2700 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2701 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2702 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2703 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2707 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2708 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2709 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2710 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2711 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2712 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2713 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2714 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2715 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2716 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2718 r_refdef.view.numfrustumplanes = 5;
2720 if (r_refdef.view.useclipplane)
2722 r_refdef.view.numfrustumplanes = 6;
2723 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2726 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2727 PlaneClassify(r_refdef.view.frustum + i);
2729 // LordHavoc: note to all quake engine coders, Quake had a special case
2730 // for 90 degrees which assumed a square view (wrong), so I removed it,
2731 // Quake2 has it disabled as well.
2733 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2734 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2735 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2736 //PlaneClassify(&frustum[0]);
2738 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2739 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2740 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2741 //PlaneClassify(&frustum[1]);
2743 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2744 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2745 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2746 //PlaneClassify(&frustum[2]);
2748 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2749 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2750 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2751 //PlaneClassify(&frustum[3]);
2754 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2755 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2756 //PlaneClassify(&frustum[4]);
2759 void R_View_Update(void)
2761 R_View_SetFrustum();
2762 R_View_WorldVisibility(r_refdef.view.useclipplane);
2763 R_View_UpdateEntityVisible();
2766 void R_SetupView(qboolean allowwaterclippingplane)
2768 if (!r_refdef.view.useperspective)
2769 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);
2770 else if (gl_stencil && r_useinfinitefarclip.integer)
2771 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2773 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2775 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2777 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2779 // LordHavoc: couldn't figure out how to make this approach the
2780 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2781 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2782 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2783 dist = r_refdef.view.clipplane.dist;
2784 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2788 void R_ResetViewRendering2D(void)
2792 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2793 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2794 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2795 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2796 GL_Color(1, 1, 1, 1);
2797 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2798 GL_BlendFunc(GL_ONE, GL_ZERO);
2799 GL_AlphaTest(false);
2800 GL_ScissorTest(false);
2801 GL_DepthMask(false);
2802 GL_DepthRange(0, 1);
2803 GL_DepthTest(false);
2804 R_Mesh_Matrix(&identitymatrix);
2805 R_Mesh_ResetTextureState();
2806 GL_PolygonOffset(0, 0);
2807 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2808 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2809 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2810 qglStencilMask(~0);CHECKGLERROR
2811 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2812 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2813 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2814 R_SetupGenericShader(true);
2817 void R_ResetViewRendering3D(void)
2821 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2822 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2824 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2825 GL_Color(1, 1, 1, 1);
2826 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2827 GL_BlendFunc(GL_ONE, GL_ZERO);
2828 GL_AlphaTest(false);
2829 GL_ScissorTest(true);
2831 GL_DepthRange(0, 1);
2833 R_Mesh_Matrix(&identitymatrix);
2834 R_Mesh_ResetTextureState();
2835 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2836 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2837 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2838 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2839 qglStencilMask(~0);CHECKGLERROR
2840 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2841 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2842 GL_CullFace(r_refdef.view.cullface_back);
2843 R_SetupGenericShader(true);
2846 void R_RenderScene(qboolean addwaterplanes);
2848 static void R_Water_StartFrame(void)
2851 int waterwidth, waterheight, texturewidth, textureheight;
2852 r_waterstate_waterplane_t *p;
2854 // set waterwidth and waterheight to the water resolution that will be
2855 // used (often less than the screen resolution for faster rendering)
2856 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2857 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2859 // calculate desired texture sizes
2860 // can't use water if the card does not support the texture size
2861 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2862 texturewidth = textureheight = waterwidth = waterheight = 0;
2863 else if (gl_support_arb_texture_non_power_of_two)
2865 texturewidth = waterwidth;
2866 textureheight = waterheight;
2870 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2871 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2874 // allocate textures as needed
2875 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2877 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2878 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2880 if (p->texture_refraction)
2881 R_FreeTexture(p->texture_refraction);
2882 p->texture_refraction = NULL;
2883 if (p->texture_reflection)
2884 R_FreeTexture(p->texture_reflection);
2885 p->texture_reflection = NULL;
2887 memset(&r_waterstate, 0, sizeof(r_waterstate));
2888 r_waterstate.waterwidth = waterwidth;
2889 r_waterstate.waterheight = waterheight;
2890 r_waterstate.texturewidth = texturewidth;
2891 r_waterstate.textureheight = textureheight;
2894 if (r_waterstate.waterwidth)
2896 r_waterstate.enabled = true;
2898 // set up variables that will be used in shader setup
2899 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2900 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2901 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2902 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2905 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2906 r_waterstate.numwaterplanes = 0;
2909 static void R_Water_AddWaterPlane(msurface_t *surface)
2911 int triangleindex, planeindex;
2917 r_waterstate_waterplane_t *p;
2918 // just use the first triangle with a valid normal for any decisions
2919 VectorClear(normal);
2920 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2922 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2923 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2924 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2925 TriangleNormal(vert[0], vert[1], vert[2], normal);
2926 if (VectorLength2(normal) >= 0.001)
2930 VectorCopy(normal, plane.normal);
2931 VectorNormalize(plane.normal);
2932 plane.dist = DotProduct(vert[0], plane.normal);
2933 PlaneClassify(&plane);
2934 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2936 // skip backfaces (except if nocullface is set)
2937 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2939 VectorNegate(plane.normal, plane.normal);
2941 PlaneClassify(&plane);
2945 // find a matching plane if there is one
2946 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2947 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2949 if (planeindex >= r_waterstate.maxwaterplanes)
2950 return; // nothing we can do, out of planes
2952 // if this triangle does not fit any known plane rendered this frame, add one
2953 if (planeindex >= r_waterstate.numwaterplanes)
2955 // store the new plane
2956 r_waterstate.numwaterplanes++;
2958 // clear materialflags and pvs
2959 p->materialflags = 0;
2960 p->pvsvalid = false;
2962 // merge this surface's materialflags into the waterplane
2963 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2964 // merge this surface's PVS into the waterplane
2965 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2966 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2967 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2969 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2974 static void R_Water_ProcessPlanes(void)
2976 r_refdef_view_t originalview;
2978 r_waterstate_waterplane_t *p;
2980 originalview = r_refdef.view;
2982 // make sure enough textures are allocated
2983 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2985 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2987 if (!p->texture_refraction)
2988 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);
2989 if (!p->texture_refraction)
2993 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2995 if (!p->texture_reflection)
2996 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);
2997 if (!p->texture_reflection)
3003 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3005 r_refdef.view.showdebug = false;
3006 r_refdef.view.width = r_waterstate.waterwidth;
3007 r_refdef.view.height = r_waterstate.waterheight;
3008 r_refdef.view.useclipplane = true;
3009 r_waterstate.renderingscene = true;
3011 // render the normal view scene and copy into texture
3012 // (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)
3013 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3015 r_refdef.view.clipplane = p->plane;
3016 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3017 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3018 PlaneClassify(&r_refdef.view.clipplane);
3020 R_RenderScene(false);
3022 // copy view into the screen texture
3023 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3024 GL_ActiveTexture(0);
3026 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
3029 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3031 // render reflected scene and copy into texture
3032 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3033 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3034 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3035 r_refdef.view.clipplane = p->plane;
3036 // reverse the cullface settings for this render
3037 r_refdef.view.cullface_front = GL_FRONT;
3038 r_refdef.view.cullface_back = GL_BACK;
3039 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3041 r_refdef.view.usecustompvs = true;
3043 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3045 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3048 R_ResetViewRendering3D();
3049 R_ClearScreen(r_refdef.fogenabled);
3050 if (r_timereport_active)
3051 R_TimeReport("viewclear");
3053 R_RenderScene(false);
3055 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3056 GL_ActiveTexture(0);
3058 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
3060 R_ResetViewRendering3D();
3061 R_ClearScreen(r_refdef.fogenabled);
3062 if (r_timereport_active)
3063 R_TimeReport("viewclear");
3066 r_refdef.view = originalview;
3067 r_refdef.view.clear = true;
3068 r_waterstate.renderingscene = false;
3072 r_refdef.view = originalview;
3073 r_waterstate.renderingscene = false;
3074 Cvar_SetValueQuick(&r_water, 0);
3075 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3079 void R_Bloom_StartFrame(void)
3081 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3083 // set bloomwidth and bloomheight to the bloom resolution that will be
3084 // used (often less than the screen resolution for faster rendering)
3085 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3086 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3087 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3088 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3089 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3091 // calculate desired texture sizes
3092 if (gl_support_arb_texture_non_power_of_two)
3094 screentexturewidth = r_refdef.view.width;
3095 screentextureheight = r_refdef.view.height;
3096 bloomtexturewidth = r_bloomstate.bloomwidth;
3097 bloomtextureheight = r_bloomstate.bloomheight;
3101 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3102 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3103 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3104 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3107 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))
3109 Cvar_SetValueQuick(&r_hdr, 0);
3110 Cvar_SetValueQuick(&r_bloom, 0);
3113 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3114 screentexturewidth = screentextureheight = 0;
3115 if (!r_hdr.integer && !r_bloom.integer)
3116 bloomtexturewidth = bloomtextureheight = 0;
3118 // allocate textures as needed
3119 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3121 if (r_bloomstate.texture_screen)
3122 R_FreeTexture(r_bloomstate.texture_screen);
3123 r_bloomstate.texture_screen = NULL;
3124 r_bloomstate.screentexturewidth = screentexturewidth;
3125 r_bloomstate.screentextureheight = screentextureheight;
3126 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3127 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);
3129 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3131 if (r_bloomstate.texture_bloom)
3132 R_FreeTexture(r_bloomstate.texture_bloom);
3133 r_bloomstate.texture_bloom = NULL;
3134 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3135 r_bloomstate.bloomtextureheight = bloomtextureheight;
3136 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3137 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);
3140 // set up a texcoord array for the full resolution screen image
3141 // (we have to keep this around to copy back during final render)
3142 r_bloomstate.screentexcoord2f[0] = 0;
3143 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3144 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3145 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3146 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3147 r_bloomstate.screentexcoord2f[5] = 0;
3148 r_bloomstate.screentexcoord2f[6] = 0;
3149 r_bloomstate.screentexcoord2f[7] = 0;
3151 // set up a texcoord array for the reduced resolution bloom image
3152 // (which will be additive blended over the screen image)
3153 r_bloomstate.bloomtexcoord2f[0] = 0;
3154 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3155 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3156 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3157 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3158 r_bloomstate.bloomtexcoord2f[5] = 0;
3159 r_bloomstate.bloomtexcoord2f[6] = 0;
3160 r_bloomstate.bloomtexcoord2f[7] = 0;
3162 if (r_hdr.integer || r_bloom.integer)
3164 r_bloomstate.enabled = true;
3165 r_bloomstate.hdr = r_hdr.integer != 0;
3169 void R_Bloom_CopyBloomTexture(float colorscale)
3171 r_refdef.stats.bloom++;
3173 // scale down screen texture to the bloom texture size
3175 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3176 GL_BlendFunc(GL_ONE, GL_ZERO);
3177 GL_Color(colorscale, colorscale, colorscale, 1);
3178 // TODO: optimize with multitexture or GLSL
3179 R_SetupGenericShader(true);
3180 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3181 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3182 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3183 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3185 // we now have a bloom image in the framebuffer
3186 // copy it into the bloom image texture for later processing
3187 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3188 GL_ActiveTexture(0);
3190 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
3191 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3194 void R_Bloom_CopyHDRTexture(void)
3196 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3197 GL_ActiveTexture(0);
3199 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
3200 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3203 void R_Bloom_MakeTexture(void)
3206 float xoffset, yoffset, r, brighten;
3208 r_refdef.stats.bloom++;
3210 R_ResetViewRendering2D();
3211 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3212 R_Mesh_ColorPointer(NULL, 0, 0);
3213 R_SetupGenericShader(true);
3215 // we have a bloom image in the framebuffer
3217 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3219 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3222 r = bound(0, r_bloom_colorexponent.value / x, 1);
3223 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3224 GL_Color(r, r, r, 1);
3225 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3226 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3227 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3228 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3230 // copy the vertically blurred bloom view to a texture
3231 GL_ActiveTexture(0);
3233 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
3234 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3237 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3238 brighten = r_bloom_brighten.value;
3240 brighten *= r_hdr_range.value;
3241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3244 for (dir = 0;dir < 2;dir++)
3246 // blend on at multiple vertical offsets to achieve a vertical blur
3247 // TODO: do offset blends using GLSL
3248 GL_BlendFunc(GL_ONE, GL_ZERO);
3249 for (x = -range;x <= range;x++)
3251 if (!dir){xoffset = 0;yoffset = x;}
3252 else {xoffset = x;yoffset = 0;}
3253 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3254 yoffset /= (float)r_bloomstate.bloomtextureheight;
3255 // compute a texcoord array with the specified x and y offset
3256 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3257 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3258 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3259 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3260 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3261 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3262 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3263 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3264 // this r value looks like a 'dot' particle, fading sharply to
3265 // black at the edges
3266 // (probably not realistic but looks good enough)
3267 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3268 //r = (dir ? 1.0f : brighten)/(range*2+1);
3269 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3270 GL_Color(r, r, r, 1);
3271 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3272 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3273 GL_BlendFunc(GL_ONE, GL_ONE);
3276 // copy the vertically blurred bloom view to a texture
3277 GL_ActiveTexture(0);
3279 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
3280 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3283 // apply subtract last
3284 // (just like it would be in a GLSL shader)
3285 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3287 GL_BlendFunc(GL_ONE, GL_ZERO);
3288 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3289 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3290 GL_Color(1, 1, 1, 1);
3291 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3292 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3294 GL_BlendFunc(GL_ONE, GL_ONE);
3295 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3296 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3297 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3299 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3303 // copy the darkened bloom view to a texture
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305 GL_ActiveTexture(0);
3307 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
3308 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3312 void R_HDR_RenderBloomTexture(void)
3314 int oldwidth, oldheight;
3315 float oldcolorscale;
3317 oldcolorscale = r_refdef.view.colorscale;
3318 oldwidth = r_refdef.view.width;
3319 oldheight = r_refdef.view.height;
3320 r_refdef.view.width = r_bloomstate.bloomwidth;
3321 r_refdef.view.height = r_bloomstate.bloomheight;
3323 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3324 // TODO: add exposure compensation features
3325 // TODO: add fp16 framebuffer support
3327 r_refdef.view.showdebug = false;
3328 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3330 R_ClearScreen(r_refdef.fogenabled);
3331 if (r_timereport_active)
3332 R_TimeReport("HDRclear");
3334 r_waterstate.numwaterplanes = 0;
3335 R_RenderScene(r_waterstate.enabled);
3336 r_refdef.view.showdebug = true;
3338 R_ResetViewRendering2D();
3340 R_Bloom_CopyHDRTexture();
3341 R_Bloom_MakeTexture();
3343 // restore the view settings
3344 r_refdef.view.width = oldwidth;
3345 r_refdef.view.height = oldheight;
3346 r_refdef.view.colorscale = oldcolorscale;
3348 R_ResetViewRendering3D();
3350 R_ClearScreen(r_refdef.fogenabled);
3351 if (r_timereport_active)
3352 R_TimeReport("viewclear");
3355 static void R_BlendView(void)
3357 if (r_bloomstate.texture_screen)
3359 // copy view into the screen texture
3360 R_ResetViewRendering2D();
3361 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3362 R_Mesh_ColorPointer(NULL, 0, 0);
3363 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3364 GL_ActiveTexture(0);CHECKGLERROR
3365 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
3366 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3369 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3371 unsigned int permutation =
3372 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3373 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3374 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3375 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3377 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3379 // render simple bloom effect
3380 // copy the screen and shrink it and darken it for the bloom process
3381 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3382 // make the bloom texture
3383 R_Bloom_MakeTexture();
3386 R_ResetViewRendering2D();
3387 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3388 R_Mesh_ColorPointer(NULL, 0, 0);
3389 GL_Color(1, 1, 1, 1);
3390 GL_BlendFunc(GL_ONE, GL_ZERO);
3391 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3392 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3393 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3394 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3395 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3396 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3397 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3398 if (r_glsl_permutation->loc_TintColor >= 0)
3399 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3400 if (r_glsl_permutation->loc_ClientTime >= 0)
3401 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3402 if (r_glsl_permutation->loc_PixelSize >= 0)
3403 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3404 if (r_glsl_permutation->loc_UserVec1 >= 0)
3406 float a=0, b=0, c=0, d=0;
3407 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3408 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3410 if (r_glsl_permutation->loc_UserVec2 >= 0)
3412 float a=0, b=0, c=0, d=0;
3413 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3414 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3416 if (r_glsl_permutation->loc_UserVec3 >= 0)
3418 float a=0, b=0, c=0, d=0;
3419 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3420 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3422 if (r_glsl_permutation->loc_UserVec4 >= 0)
3424 float a=0, b=0, c=0, d=0;
3425 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3426 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3428 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3429 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3435 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3437 // render high dynamic range bloom effect
3438 // the bloom texture was made earlier this render, so we just need to
3439 // blend it onto the screen...
3440 R_ResetViewRendering2D();
3441 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3442 R_Mesh_ColorPointer(NULL, 0, 0);
3443 R_SetupGenericShader(true);
3444 GL_Color(1, 1, 1, 1);
3445 GL_BlendFunc(GL_ONE, GL_ONE);
3446 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3447 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3448 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3449 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3451 else if (r_bloomstate.texture_bloom)
3453 // render simple bloom effect
3454 // copy the screen and shrink it and darken it for the bloom process
3455 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3456 // make the bloom texture
3457 R_Bloom_MakeTexture();
3458 // put the original screen image back in place and blend the bloom
3460 R_ResetViewRendering2D();
3461 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3462 R_Mesh_ColorPointer(NULL, 0, 0);
3463 GL_Color(1, 1, 1, 1);
3464 GL_BlendFunc(GL_ONE, GL_ZERO);
3465 // do both in one pass if possible
3466 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3467 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3468 if (r_textureunits.integer >= 2 && gl_combine.integer)
3470 R_SetupGenericTwoTextureShader(GL_ADD);
3471 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3472 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3476 R_SetupGenericShader(true);
3477 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3478 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3479 // now blend on the bloom texture
3480 GL_BlendFunc(GL_ONE, GL_ONE);
3481 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3482 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3484 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3485 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3487 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3489 // apply a color tint to the whole view
3490 R_ResetViewRendering2D();
3491 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3492 R_Mesh_ColorPointer(NULL, 0, 0);
3493 R_SetupGenericShader(false);
3494 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3495 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3496 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3500 void R_RenderScene(qboolean addwaterplanes);
3502 matrix4x4_t r_waterscrollmatrix;
3504 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3506 if (r_refdef.fog_density)
3508 r_refdef.fogcolor[0] = r_refdef.fog_red;
3509 r_refdef.fogcolor[1] = r_refdef.fog_green;
3510 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3514 VectorCopy(r_refdef.fogcolor, fogvec);
3515 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3517 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3518 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3519 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3520 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3522 // color.rgb *= ContrastBoost * SceneBrightness;
3523 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3524 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3525 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3526 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3531 void R_UpdateVariables(void)
3535 r_refdef.scene.ambient = r_ambient.value;
3537 r_refdef.farclip = 4096;
3538 if (r_refdef.scene.worldmodel)
3539 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3540 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3542 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3543 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3544 r_refdef.polygonfactor = 0;
3545 r_refdef.polygonoffset = 0;
3546 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3547 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3549 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3550 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3551 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3552 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3553 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3554 if (r_showsurfaces.integer)
3556 r_refdef.scene.rtworld = false;
3557 r_refdef.scene.rtworldshadows = false;
3558 r_refdef.scene.rtdlight = false;
3559 r_refdef.scene.rtdlightshadows = false;
3560 r_refdef.lightmapintensity = 0;
3563 if (gamemode == GAME_NEHAHRA)
3565 if (gl_fogenable.integer)
3567 r_refdef.oldgl_fogenable = true;
3568 r_refdef.fog_density = gl_fogdensity.value;
3569 r_refdef.fog_red = gl_fogred.value;
3570 r_refdef.fog_green = gl_foggreen.value;
3571 r_refdef.fog_blue = gl_fogblue.value;
3572 r_refdef.fog_alpha = 1;
3573 r_refdef.fog_start = 0;
3574 r_refdef.fog_end = gl_skyclip.value;
3576 else if (r_refdef.oldgl_fogenable)
3578 r_refdef.oldgl_fogenable = false;
3579 r_refdef.fog_density = 0;
3580 r_refdef.fog_red = 0;
3581 r_refdef.fog_green = 0;
3582 r_refdef.fog_blue = 0;
3583 r_refdef.fog_alpha = 0;
3584 r_refdef.fog_start = 0;
3585 r_refdef.fog_end = 0;
3589 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3590 r_refdef.fog_start = max(0, r_refdef.fog_start);
3591 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3593 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3595 if (r_refdef.fog_density && r_drawfog.integer)
3597 r_refdef.fogenabled = true;
3598 // this is the point where the fog reaches 0.9986 alpha, which we
3599 // consider a good enough cutoff point for the texture
3600 // (0.9986 * 256 == 255.6)
3601 if (r_fog_exp2.integer)
3602 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3604 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3605 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3606 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3607 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3608 // fog color was already set
3609 // update the fog texture
3610 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)
3611 R_BuildFogTexture();
3614 r_refdef.fogenabled = false;
3616 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3618 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3620 // build GLSL gamma texture
3621 #define RAMPWIDTH 256
3622 unsigned short ramp[RAMPWIDTH * 3];
3623 unsigned char ramprgb[RAMPWIDTH][4];
3626 r_texture_gammaramps_serial = vid_gammatables_serial;
3628 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3629 for(i = 0; i < RAMPWIDTH; ++i)
3631 ramprgb[i][0] = ramp[i] >> 8;
3632 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3633 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3636 if (r_texture_gammaramps)
3638 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3642 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);
3648 // remove GLSL gamma texture
3652 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3653 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3659 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3660 if( scenetype != r_currentscenetype ) {
3661 // store the old scenetype
3662 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3663 r_currentscenetype = scenetype;
3664 // move in the new scene
3665 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3674 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3676 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3677 if( scenetype == r_currentscenetype ) {
3678 return &r_refdef.scene;
3680 return &r_scenes_store[ scenetype ];
3689 void R_RenderView(void)
3691 if (r_refdef.view.isoverlay)
3693 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3694 GL_Clear( GL_DEPTH_BUFFER_BIT );
3695 R_TimeReport("depthclear");
3697 r_refdef.view.showdebug = false;
3699 r_waterstate.enabled = false;
3700 r_waterstate.numwaterplanes = 0;
3702 R_RenderScene(false);
3708 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3709 return; //Host_Error ("R_RenderView: NULL worldmodel");
3711 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3713 // break apart the view matrix into vectors for various purposes
3714 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3715 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3716 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3717 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3718 // make an inverted copy of the view matrix for tracking sprites
3719 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3721 R_Shadow_UpdateWorldLightSelection();
3723 R_Bloom_StartFrame();
3724 R_Water_StartFrame();
3727 if (r_timereport_active)
3728 R_TimeReport("viewsetup");
3730 R_ResetViewRendering3D();
3732 if (r_refdef.view.clear || r_refdef.fogenabled)
3734 R_ClearScreen(r_refdef.fogenabled);
3735 if (r_timereport_active)
3736 R_TimeReport("viewclear");
3738 r_refdef.view.clear = true;
3740 r_refdef.view.showdebug = true;
3742 // this produces a bloom texture to be used in R_BlendView() later
3744 R_HDR_RenderBloomTexture();
3746 r_waterstate.numwaterplanes = 0;
3747 R_RenderScene(r_waterstate.enabled);
3750 if (r_timereport_active)
3751 R_TimeReport("blendview");
3753 GL_Scissor(0, 0, vid.width, vid.height);
3754 GL_ScissorTest(false);
3758 extern void R_DrawLightningBeams (void);
3759 extern void VM_CL_AddPolygonsToMeshQueue (void);
3760 extern void R_DrawPortals (void);
3761 extern cvar_t cl_locs_show;
3762 static void R_DrawLocs(void);
3763 static void R_DrawEntityBBoxes(void);
3764 void R_RenderScene(qboolean addwaterplanes)
3766 r_refdef.stats.renders++;
3772 R_ResetViewRendering3D();
3775 if (r_timereport_active)
3776 R_TimeReport("watervis");
3778 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3780 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3781 if (r_timereport_active)
3782 R_TimeReport("waterworld");
3785 // don't let sound skip if going slow
3786 if (r_refdef.scene.extraupdate)
3789 R_DrawModelsAddWaterPlanes();
3790 if (r_timereport_active)
3791 R_TimeReport("watermodels");
3793 R_Water_ProcessPlanes();
3794 if (r_timereport_active)
3795 R_TimeReport("waterscenes");
3798 R_ResetViewRendering3D();
3800 // don't let sound skip if going slow
3801 if (r_refdef.scene.extraupdate)
3804 R_MeshQueue_BeginScene();
3809 if (r_timereport_active)
3810 R_TimeReport("visibility");
3812 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);
3814 if (cl.csqc_vidvars.drawworld)
3816 // don't let sound skip if going slow
3817 if (r_refdef.scene.extraupdate)
3820 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3822 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3823 if (r_timereport_active)
3824 R_TimeReport("worldsky");
3827 if (R_DrawBrushModelsSky() && r_timereport_active)
3828 R_TimeReport("bmodelsky");
3831 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3833 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3834 if (r_timereport_active)
3835 R_TimeReport("worlddepth");
3837 if (r_depthfirst.integer >= 2)
3839 R_DrawModelsDepth();
3840 if (r_timereport_active)
3841 R_TimeReport("modeldepth");
3844 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3846 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3847 if (r_timereport_active)
3848 R_TimeReport("world");
3851 // don't let sound skip if going slow
3852 if (r_refdef.scene.extraupdate)
3856 if (r_timereport_active)
3857 R_TimeReport("models");
3859 // don't let sound skip if going slow
3860 if (r_refdef.scene.extraupdate)
3863 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3865 R_DrawModelShadows();
3867 R_ResetViewRendering3D();
3869 // don't let sound skip if going slow
3870 if (r_refdef.scene.extraupdate)
3874 R_ShadowVolumeLighting(false);
3875 if (r_timereport_active)
3876 R_TimeReport("rtlights");
3878 // don't let sound skip if going slow
3879 if (r_refdef.scene.extraupdate)
3882 if (cl.csqc_vidvars.drawworld)
3884 R_DrawLightningBeams();
3885 if (r_timereport_active)
3886 R_TimeReport("lightning");
3889 if (r_timereport_active)
3890 R_TimeReport("decals");
3893 if (r_timereport_active)
3894 R_TimeReport("particles");
3897 if (r_timereport_active)
3898 R_TimeReport("explosions");
3901 R_SetupGenericShader(true);
3902 VM_CL_AddPolygonsToMeshQueue();
3904 if (r_refdef.view.showdebug)
3906 if (cl_locs_show.integer)
3909 if (r_timereport_active)
3910 R_TimeReport("showlocs");
3913 if (r_drawportals.integer)
3916 if (r_timereport_active)
3917 R_TimeReport("portals");
3920 if (r_showbboxes.value > 0)
3922 R_DrawEntityBBoxes();
3923 if (r_timereport_active)
3924 R_TimeReport("bboxes");
3928 R_SetupGenericShader(true);
3929 R_MeshQueue_RenderTransparent();
3930 if (r_timereport_active)
3931 R_TimeReport("drawtrans");
3933 R_SetupGenericShader(true);
3935 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))
3937 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3938 if (r_timereport_active)
3939 R_TimeReport("worlddebug");
3940 R_DrawModelsDebug();
3941 if (r_timereport_active)
3942 R_TimeReport("modeldebug");
3945 R_SetupGenericShader(true);
3947 if (cl.csqc_vidvars.drawworld)
3950 if (r_timereport_active)
3951 R_TimeReport("coronas");
3954 // don't let sound skip if going slow
3955 if (r_refdef.scene.extraupdate)
3958 R_ResetViewRendering2D();
3961 static const unsigned short bboxelements[36] =
3971 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3974 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3975 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3976 GL_DepthMask(false);
3977 GL_DepthRange(0, 1);
3978 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3979 R_Mesh_Matrix(&identitymatrix);
3980 R_Mesh_ResetTextureState();
3982 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3983 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3984 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3985 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3986 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3987 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3988 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3989 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3990 R_FillColors(color4f, 8, cr, cg, cb, ca);
3991 if (r_refdef.fogenabled)
3993 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3995 f1 = FogPoint_World(v);
3997 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3998 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3999 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4002 R_Mesh_VertexPointer(vertex3f, 0, 0);
4003 R_Mesh_ColorPointer(color4f, 0, 0);
4004 R_Mesh_ResetTextureState();
4005 R_SetupGenericShader(false);
4006 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4009 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4013 prvm_edict_t *edict;
4014 prvm_prog_t *prog_save = prog;
4016 // this function draws bounding boxes of server entities
4020 GL_CullFace(GL_NONE);
4021 R_SetupGenericShader(false);
4025 for (i = 0;i < numsurfaces;i++)
4027 edict = PRVM_EDICT_NUM(surfacelist[i]);
4028 switch ((int)edict->fields.server->solid)
4030 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4031 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4032 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4033 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4034 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4035 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4037 color[3] *= r_showbboxes.value;
4038 color[3] = bound(0, color[3], 1);
4039 GL_DepthTest(!r_showdisabledepthtest.integer);
4040 GL_CullFace(r_refdef.view.cullface_front);
4041 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4047 static void R_DrawEntityBBoxes(void)
4050 prvm_edict_t *edict;
4052 prvm_prog_t *prog_save = prog;
4054 // this function draws bounding boxes of server entities
4060 for (i = 0;i < prog->num_edicts;i++)
4062 edict = PRVM_EDICT_NUM(i);
4063 if (edict->priv.server->free)
4065 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4066 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4068 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4070 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4071 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4077 unsigned short nomodelelements[24] =
4089 float nomodelvertex3f[6*3] =
4099 float nomodelcolor4f[6*4] =
4101 0.0f, 0.0f, 0.5f, 1.0f,
4102 0.0f, 0.0f, 0.5f, 1.0f,
4103 0.0f, 0.5f, 0.0f, 1.0f,
4104 0.0f, 0.5f, 0.0f, 1.0f,
4105 0.5f, 0.0f, 0.0f, 1.0f,
4106 0.5f, 0.0f, 0.0f, 1.0f
4109 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4114 // this is only called once per entity so numsurfaces is always 1, and
4115 // surfacelist is always {0}, so this code does not handle batches
4116 R_Mesh_Matrix(&ent->matrix);
4118 if (ent->flags & EF_ADDITIVE)
4120 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4121 GL_DepthMask(false);
4123 else if (ent->alpha < 1)
4125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4126 GL_DepthMask(false);
4130 GL_BlendFunc(GL_ONE, GL_ZERO);
4133 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4134 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4135 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4136 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4137 R_SetupGenericShader(false);
4138 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4139 if (r_refdef.fogenabled)
4142 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4143 R_Mesh_ColorPointer(color4f, 0, 0);
4144 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4145 f1 = FogPoint_World(org);
4147 for (i = 0, c = color4f;i < 6;i++, c += 4)
4149 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4150 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4151 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4155 else if (ent->alpha != 1)
4157 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4158 R_Mesh_ColorPointer(color4f, 0, 0);
4159 for (i = 0, c = color4f;i < 6;i++, c += 4)
4163 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4164 R_Mesh_ResetTextureState();
4165 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4168 void R_DrawNoModel(entity_render_t *ent)
4171 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4172 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4173 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4175 // R_DrawNoModelCallback(ent, 0);
4178 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4180 vec3_t right1, right2, diff, normal;
4182 VectorSubtract (org2, org1, normal);
4184 // calculate 'right' vector for start
4185 VectorSubtract (r_refdef.view.origin, org1, diff);
4186 CrossProduct (normal, diff, right1);
4187 VectorNormalize (right1);
4189 // calculate 'right' vector for end
4190 VectorSubtract (r_refdef.view.origin, org2, diff);
4191 CrossProduct (normal, diff, right2);
4192 VectorNormalize (right2);
4194 vert[ 0] = org1[0] + width * right1[0];
4195 vert[ 1] = org1[1] + width * right1[1];
4196 vert[ 2] = org1[2] + width * right1[2];
4197 vert[ 3] = org1[0] - width * right1[0];
4198 vert[ 4] = org1[1] - width * right1[1];
4199 vert[ 5] = org1[2] - width * right1[2];
4200 vert[ 6] = org2[0] - width * right2[0];
4201 vert[ 7] = org2[1] - width * right2[1];
4202 vert[ 8] = org2[2] - width * right2[2];
4203 vert[ 9] = org2[0] + width * right2[0];
4204 vert[10] = org2[1] + width * right2[1];
4205 vert[11] = org2[2] + width * right2[2];
4208 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4210 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)
4215 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4216 fog = FogPoint_World(origin);
4218 R_Mesh_Matrix(&identitymatrix);
4219 GL_BlendFunc(blendfunc1, blendfunc2);
4225 GL_CullFace(r_refdef.view.cullface_front);
4228 GL_CullFace(r_refdef.view.cullface_back);
4229 GL_CullFace(GL_NONE);
4231 GL_DepthMask(false);
4232 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4233 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4234 GL_DepthTest(!depthdisable);
4236 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4237 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4238 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4239 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4240 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4241 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4242 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4243 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4244 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4245 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4246 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4247 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4249 R_Mesh_VertexPointer(vertex3f, 0, 0);
4250 R_Mesh_ColorPointer(NULL, 0, 0);
4251 R_Mesh_ResetTextureState();
4252 R_SetupGenericShader(true);
4253 R_Mesh_TexBind(0, R_GetTexture(texture));
4254 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4255 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4256 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4257 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4259 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4261 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4262 GL_BlendFunc(blendfunc1, GL_ONE);
4264 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4265 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4269 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4274 VectorSet(v, x, y, z);
4275 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4276 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4278 if (i == mesh->numvertices)
4280 if (mesh->numvertices < mesh->maxvertices)
4282 VectorCopy(v, vertex3f);
4283 mesh->numvertices++;
4285 return mesh->numvertices;
4291 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4295 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4296 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4297 e = mesh->element3i + mesh->numtriangles * 3;
4298 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4300 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4301 if (mesh->numtriangles < mesh->maxtriangles)
4306 mesh->numtriangles++;
4308 element[1] = element[2];
4312 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4316 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4317 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4318 e = mesh->element3i + mesh->numtriangles * 3;
4319 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4321 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4322 if (mesh->numtriangles < mesh->maxtriangles)
4327 mesh->numtriangles++;
4329 element[1] = element[2];
4333 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4334 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4336 int planenum, planenum2;
4339 mplane_t *plane, *plane2;
4341 double temppoints[2][256*3];
4342 // figure out how large a bounding box we need to properly compute this brush
4344 for (w = 0;w < numplanes;w++)
4345 maxdist = max(maxdist, planes[w].dist);
4346 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4347 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4348 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4352 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4353 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4355 if (planenum2 == planenum)
4357 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);
4360 if (tempnumpoints < 3)
4362 // generate elements forming a triangle fan for this polygon
4363 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4367 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)
4369 texturelayer_t *layer;
4370 layer = t->currentlayers + t->currentnumlayers++;
4372 layer->depthmask = depthmask;
4373 layer->blendfunc1 = blendfunc1;
4374 layer->blendfunc2 = blendfunc2;
4375 layer->texture = texture;
4376 layer->texmatrix = *matrix;
4377 layer->color[0] = r * r_refdef.view.colorscale;
4378 layer->color[1] = g * r_refdef.view.colorscale;
4379 layer->color[2] = b * r_refdef.view.colorscale;
4380 layer->color[3] = a;
4383 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4386 index = parms[2] + r_refdef.scene.time * parms[3];
4387 index -= floor(index);
4391 case Q3WAVEFUNC_NONE:
4392 case Q3WAVEFUNC_NOISE:
4393 case Q3WAVEFUNC_COUNT:
4396 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4397 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4398 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4399 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4400 case Q3WAVEFUNC_TRIANGLE:
4402 f = index - floor(index);
4413 return (float)(parms[0] + parms[1] * f);
4416 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4419 dp_model_t *model = ent->model;
4422 q3shaderinfo_layer_tcmod_t *tcmod;
4424 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4426 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4430 // switch to an alternate material if this is a q1bsp animated material
4432 texture_t *texture = t;
4433 int s = ent->skinnum;
4434 if ((unsigned int)s >= (unsigned int)model->numskins)
4436 if (model->skinscenes)
4438 if (model->skinscenes[s].framecount > 1)
4439 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4441 s = model->skinscenes[s].firstframe;
4444 t = t + s * model->num_surfaces;
4447 // use an alternate animation if the entity's frame is not 0,
4448 // and only if the texture has an alternate animation
4449 if (ent->frame2 != 0 && t->anim_total[1])
4450 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4452 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4454 texture->currentframe = t;
4457 // update currentskinframe to be a qw skin or animation frame
4458 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4460 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4462 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4463 if (developer_loading.integer)
4464 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4465 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);
4467 t->currentskinframe = r_qwskincache_skinframe[i];
4468 if (t->currentskinframe == NULL)
4469 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4471 else if (t->numskinframes >= 2)
4472 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4473 if (t->backgroundnumskinframes >= 2)
4474 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4476 t->currentmaterialflags = t->basematerialflags;
4477 t->currentalpha = ent->alpha;
4478 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4479 t->currentalpha *= r_wateralpha.value;
4480 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4481 t->currentalpha *= t->r_water_wateralpha;
4482 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4483 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4484 if (!(ent->flags & RENDER_LIGHT))
4485 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4486 else if (rsurface.modeltexcoordlightmap2f == NULL)
4488 // pick a model lighting mode
4489 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4490 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4492 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4494 if (ent->effects & EF_ADDITIVE)
4495 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4496 else if (t->currentalpha < 1)
4497 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4498 if (ent->effects & EF_DOUBLESIDED)
4499 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4500 if (ent->effects & EF_NODEPTHTEST)
4501 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4502 if (ent->flags & RENDER_VIEWMODEL)
4503 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4504 if (t->backgroundnumskinframes)
4505 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4506 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4508 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4509 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4512 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4514 // there is no tcmod
4515 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4516 t->currenttexmatrix = r_waterscrollmatrix;
4518 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4521 switch(tcmod->tcmod)
4525 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4526 matrix = r_waterscrollmatrix;
4528 matrix = identitymatrix;
4530 case Q3TCMOD_ENTITYTRANSLATE:
4531 // this is used in Q3 to allow the gamecode to control texcoord
4532 // scrolling on the entity, which is not supported in darkplaces yet.
4533 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4535 case Q3TCMOD_ROTATE:
4536 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4537 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4538 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4541 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4543 case Q3TCMOD_SCROLL:
4544 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4546 case Q3TCMOD_STRETCH:
4547 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4548 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4550 case Q3TCMOD_TRANSFORM:
4551 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4552 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4553 VectorSet(tcmat + 6, 0 , 0 , 1);
4554 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4555 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4557 case Q3TCMOD_TURBULENT:
4558 // this is handled in the RSurf_PrepareVertices function
4559 matrix = identitymatrix;
4562 // either replace or concatenate the transformation
4564 t->currenttexmatrix = matrix;
4567 matrix4x4_t temp = t->currenttexmatrix;
4568 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4572 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4573 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4574 t->glosstexture = r_texture_black;
4575 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4576 t->backgroundglosstexture = r_texture_black;
4577 t->specularpower = r_shadow_glossexponent.value;
4578 // TODO: store reference values for these in the texture?
4579 t->specularscale = 0;
4580 if (r_shadow_gloss.integer > 0)
4582 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4584 if (r_shadow_glossintensity.value > 0)
4586 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4587 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4588 t->specularscale = r_shadow_glossintensity.value;
4591 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4593 t->glosstexture = r_texture_white;
4594 t->backgroundglosstexture = r_texture_white;
4595 t->specularscale = r_shadow_gloss2intensity.value;
4599 // lightmaps mode looks bad with dlights using actual texturing, so turn
4600 // off the colormap and glossmap, but leave the normalmap on as it still
4601 // accurately represents the shading involved
4602 if (gl_lightmaps.integer)
4604 t->basetexture = r_texture_grey128;
4605 t->backgroundbasetexture = NULL;
4606 t->specularscale = 0;
4607 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4610 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4611 VectorClear(t->dlightcolor);
4612 t->currentnumlayers = 0;
4613 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4616 int blendfunc1, blendfunc2, depthmask;
4617 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4619 blendfunc1 = GL_SRC_ALPHA;
4620 blendfunc2 = GL_ONE;
4622 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4624 blendfunc1 = GL_SRC_ALPHA;
4625 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4627 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4629 blendfunc1 = t->customblendfunc[0];
4630 blendfunc2 = t->customblendfunc[1];
4634 blendfunc1 = GL_ONE;
4635 blendfunc2 = GL_ZERO;
4637 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4638 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4639 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4640 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4642 // fullbright is not affected by r_refdef.lightmapintensity
4643 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]);
4644 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4645 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]);
4646 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4647 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]);
4651 vec3_t ambientcolor;
4653 // set the color tint used for lights affecting this surface
4654 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4656 // q3bsp has no lightmap updates, so the lightstylevalue that
4657 // would normally be baked into the lightmap must be
4658 // applied to the color
4659 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4660 if (ent->model->type == mod_brushq3)
4661 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4662 colorscale *= r_refdef.lightmapintensity;
4663 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4664 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4665 // basic lit geometry
4666 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]);
4667 // add pants/shirt if needed
4668 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4669 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]);
4670 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4671 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]);
4672 // now add ambient passes if needed
4673 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4675 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]);
4676 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4677 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]);
4678 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4679 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]);
4682 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4683 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]);
4684 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4686 // if this is opaque use alpha blend which will darken the earlier
4689 // if this is an alpha blended material, all the earlier passes
4690 // were darkened by fog already, so we only need to add the fog
4691 // color ontop through the fog mask texture
4693 // if this is an additive blended material, all the earlier passes
4694 // were darkened by fog already, and we should not add fog color
4695 // (because the background was not darkened, there is no fog color
4696 // that was lost behind it).
4697 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]);
4702 void R_UpdateAllTextureInfo(entity_render_t *ent)
4706 for (i = 0;i < ent->model->num_texturesperskin;i++)
4707 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4710 rsurfacestate_t rsurface;
4712 void R_Mesh_ResizeArrays(int newvertices)
4715 if (rsurface.array_size >= newvertices)
4717 if (rsurface.array_modelvertex3f)
4718 Mem_Free(rsurface.array_modelvertex3f);
4719 rsurface.array_size = (newvertices + 1023) & ~1023;
4720 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4721 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4722 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4723 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4724 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4725 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4726 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4727 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4728 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4729 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4730 rsurface.array_color4f = base + rsurface.array_size * 27;
4731 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4734 void RSurf_ActiveWorldEntity(void)
4736 dp_model_t *model = r_refdef.scene.worldmodel;
4737 if (rsurface.array_size < model->surfmesh.num_vertices)
4738 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4739 rsurface.matrix = identitymatrix;
4740 rsurface.inversematrix = identitymatrix;
4741 R_Mesh_Matrix(&identitymatrix);
4742 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4743 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4744 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4745 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4746 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4747 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4748 rsurface.frameblend[0].frame = 0;
4749 rsurface.frameblend[0].lerp = 1;
4750 rsurface.frameblend[1].frame = 0;
4751 rsurface.frameblend[1].lerp = 0;
4752 rsurface.frameblend[2].frame = 0;
4753 rsurface.frameblend[2].lerp = 0;
4754 rsurface.frameblend[3].frame = 0;
4755 rsurface.frameblend[3].lerp = 0;
4756 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4757 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4758 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4759 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4760 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4761 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4762 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4763 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4764 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4765 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4766 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4767 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4768 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4769 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4770 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4771 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4772 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4773 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4774 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4775 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4776 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4777 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4778 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4779 rsurface.modelelement3i = model->surfmesh.data_element3i;
4780 rsurface.modelelement3s = model->surfmesh.data_element3s;
4781 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4782 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4783 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4784 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4785 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4786 rsurface.modelsurfaces = model->data_surfaces;
4787 rsurface.generatedvertex = false;
4788 rsurface.vertex3f = rsurface.modelvertex3f;
4789 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4790 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4791 rsurface.svector3f = rsurface.modelsvector3f;
4792 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4793 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4794 rsurface.tvector3f = rsurface.modeltvector3f;
4795 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4796 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4797 rsurface.normal3f = rsurface.modelnormal3f;
4798 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4799 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4800 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4803 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4805 dp_model_t *model = ent->model;
4806 if (rsurface.array_size < model->surfmesh.num_vertices)
4807 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4808 rsurface.matrix = ent->matrix;
4809 rsurface.inversematrix = ent->inversematrix;
4810 R_Mesh_Matrix(&rsurface.matrix);
4811 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4812 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4813 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4814 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4815 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4816 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4817 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4818 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4819 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4820 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4821 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4822 rsurface.frameblend[0] = ent->frameblend[0];
4823 rsurface.frameblend[1] = ent->frameblend[1];
4824 rsurface.frameblend[2] = ent->frameblend[2];
4825 rsurface.frameblend[3] = ent->frameblend[3];
4826 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4827 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4828 if (ent->model->brush.submodel)
4830 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4831 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4833 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4837 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4838 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4839 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4840 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4841 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4843 else if (wantnormals)
4845 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4846 rsurface.modelsvector3f = NULL;
4847 rsurface.modeltvector3f = NULL;
4848 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4849 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4853 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4854 rsurface.modelsvector3f = NULL;
4855 rsurface.modeltvector3f = NULL;
4856 rsurface.modelnormal3f = NULL;
4857 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4859 rsurface.modelvertex3f_bufferobject = 0;
4860 rsurface.modelvertex3f_bufferoffset = 0;
4861 rsurface.modelsvector3f_bufferobject = 0;
4862 rsurface.modelsvector3f_bufferoffset = 0;
4863 rsurface.modeltvector3f_bufferobject = 0;
4864 rsurface.modeltvector3f_bufferoffset = 0;
4865 rsurface.modelnormal3f_bufferobject = 0;
4866 rsurface.modelnormal3f_bufferoffset = 0;
4867 rsurface.generatedvertex = true;
4871 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4872 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4873 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4874 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4875 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4876 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4877 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4878 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4879 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4880 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4881 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4882 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4883 rsurface.generatedvertex = false;
4885 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4886 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4887 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4888 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4889 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4890 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4891 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4892 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4893 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4894 rsurface.modelelement3i = model->surfmesh.data_element3i;
4895 rsurface.modelelement3s = model->surfmesh.data_element3s;
4896 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4897 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4898 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4899 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4900 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4901 rsurface.modelsurfaces = model->data_surfaces;
4902 rsurface.vertex3f = rsurface.modelvertex3f;
4903 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4904 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4905 rsurface.svector3f = rsurface.modelsvector3f;
4906 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4907 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4908 rsurface.tvector3f = rsurface.modeltvector3f;
4909 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4910 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4911 rsurface.normal3f = rsurface.modelnormal3f;
4912 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4913 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4914 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4917 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4918 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4921 int texturesurfaceindex;
4926 const float *v1, *in_tc;
4928 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4930 q3shaderinfo_deform_t *deform;
4931 // 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
4932 if (rsurface.generatedvertex)
4934 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4935 generatenormals = true;
4936 for (i = 0;i < Q3MAXDEFORMS;i++)
4938 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4940 generatetangents = true;
4941 generatenormals = true;
4943 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4944 generatenormals = true;
4946 if (generatenormals && !rsurface.modelnormal3f)
4948 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4949 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4950 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4951 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4953 if (generatetangents && !rsurface.modelsvector3f)
4955 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4956 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4957 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4958 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4959 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4960 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4961 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);
4964 rsurface.vertex3f = rsurface.modelvertex3f;
4965 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4966 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4967 rsurface.svector3f = rsurface.modelsvector3f;
4968 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4969 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4970 rsurface.tvector3f = rsurface.modeltvector3f;
4971 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4972 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4973 rsurface.normal3f = rsurface.modelnormal3f;
4974 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4975 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4976 // if vertices are deformed (sprite flares and things in maps, possibly
4977 // water waves, bulges and other deformations), generate them into
4978 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4979 // (may be static model data or generated data for an animated model, or
4980 // the previous deform pass)
4981 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4983 switch (deform->deform)
4986 case Q3DEFORM_PROJECTIONSHADOW:
4987 case Q3DEFORM_TEXT0:
4988 case Q3DEFORM_TEXT1:
4989 case Q3DEFORM_TEXT2:
4990 case Q3DEFORM_TEXT3:
4991 case Q3DEFORM_TEXT4:
4992 case Q3DEFORM_TEXT5:
4993 case Q3DEFORM_TEXT6:
4994 case Q3DEFORM_TEXT7:
4997 case Q3DEFORM_AUTOSPRITE:
4998 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4999 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5000 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5001 VectorNormalize(newforward);
5002 VectorNormalize(newright);
5003 VectorNormalize(newup);
5004 // make deformed versions of only the model vertices used by the specified surfaces
5005 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5007 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5008 // a single autosprite surface can contain multiple sprites...
5009 for (j = 0;j < surface->num_vertices - 3;j += 4)
5011 VectorClear(center);
5012 for (i = 0;i < 4;i++)
5013 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5014 VectorScale(center, 0.25f, center);
5015 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5016 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5017 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5018 for (i = 0;i < 4;i++)
5020 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5021 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5024 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);
5025 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);
5027 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5028 rsurface.vertex3f_bufferobject = 0;
5029 rsurface.vertex3f_bufferoffset = 0;
5030 rsurface.svector3f = rsurface.array_deformedsvector3f;
5031 rsurface.svector3f_bufferobject = 0;
5032 rsurface.svector3f_bufferoffset = 0;
5033 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5034 rsurface.tvector3f_bufferobject = 0;
5035 rsurface.tvector3f_bufferoffset = 0;
5036 rsurface.normal3f = rsurface.array_deformednormal3f;
5037 rsurface.normal3f_bufferobject = 0;
5038 rsurface.normal3f_bufferoffset = 0;
5040 case Q3DEFORM_AUTOSPRITE2:
5041 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5042 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5043 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5044 VectorNormalize(newforward);
5045 VectorNormalize(newright);
5046 VectorNormalize(newup);
5047 // make deformed versions of only the model vertices used by the specified surfaces
5048 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5050 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5051 const float *v1, *v2;
5061 memset(shortest, 0, sizeof(shortest));
5062 // a single autosprite surface can contain multiple sprites...
5063 for (j = 0;j < surface->num_vertices - 3;j += 4)
5065 VectorClear(center);
5066 for (i = 0;i < 4;i++)
5067 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5068 VectorScale(center, 0.25f, center);
5069 // find the two shortest edges, then use them to define the
5070 // axis vectors for rotating around the central axis
5071 for (i = 0;i < 6;i++)
5073 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5074 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5076 Debug_PolygonBegin(NULL, 0);
5077 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5078 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);
5079 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5082 l = VectorDistance2(v1, v2);
5083 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5085 l += (1.0f / 1024.0f);
5086 if (shortest[0].length2 > l || i == 0)
5088 shortest[1] = shortest[0];
5089 shortest[0].length2 = l;
5090 shortest[0].v1 = v1;
5091 shortest[0].v2 = v2;
5093 else if (shortest[1].length2 > l || i == 1)
5095 shortest[1].length2 = l;
5096 shortest[1].v1 = v1;
5097 shortest[1].v2 = v2;
5100 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5101 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5103 Debug_PolygonBegin(NULL, 0);
5104 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5105 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);
5106 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5109 // this calculates the right vector from the shortest edge
5110 // and the up vector from the edge midpoints
5111 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5112 VectorNormalize(right);
5113 VectorSubtract(end, start, up);
5114 VectorNormalize(up);
5115 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5116 //VectorSubtract(rsurface.modelorg, center, forward);
5117 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5118 VectorNegate(forward, forward);
5119 VectorReflect(forward, 0, up, forward);
5120 VectorNormalize(forward);
5121 CrossProduct(up, forward, newright);
5122 VectorNormalize(newright);
5124 Debug_PolygonBegin(NULL, 0);
5125 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);
5126 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5127 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5131 Debug_PolygonBegin(NULL, 0);
5132 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5133 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5134 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5137 // rotate the quad around the up axis vector, this is made
5138 // especially easy by the fact we know the quad is flat,
5139 // so we only have to subtract the center position and
5140 // measure distance along the right vector, and then
5141 // multiply that by the newright vector and add back the
5143 // we also need to subtract the old position to undo the
5144 // displacement from the center, which we do with a
5145 // DotProduct, the subtraction/addition of center is also
5146 // optimized into DotProducts here
5147 l = DotProduct(right, center);
5148 for (i = 0;i < 4;i++)
5150 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5151 f = DotProduct(right, v1) - l;
5152 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5155 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);
5156 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);
5158 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5159 rsurface.vertex3f_bufferobject = 0;
5160 rsurface.vertex3f_bufferoffset = 0;
5161 rsurface.svector3f = rsurface.array_deformedsvector3f;
5162 rsurface.svector3f_bufferobject = 0;
5163 rsurface.svector3f_bufferoffset = 0;
5164 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5165 rsurface.tvector3f_bufferobject = 0;
5166 rsurface.tvector3f_bufferoffset = 0;
5167 rsurface.normal3f = rsurface.array_deformednormal3f;
5168 rsurface.normal3f_bufferobject = 0;
5169 rsurface.normal3f_bufferoffset = 0;
5171 case Q3DEFORM_NORMAL:
5172 // deform the normals to make reflections wavey
5173 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5175 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5176 for (j = 0;j < surface->num_vertices;j++)
5179 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5180 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5181 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5182 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5183 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5184 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5185 VectorNormalize(normal);
5187 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);
5189 rsurface.svector3f = rsurface.array_deformedsvector3f;
5190 rsurface.svector3f_bufferobject = 0;
5191 rsurface.svector3f_bufferoffset = 0;
5192 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5193 rsurface.tvector3f_bufferobject = 0;
5194 rsurface.tvector3f_bufferoffset = 0;
5195 rsurface.normal3f = rsurface.array_deformednormal3f;
5196 rsurface.normal3f_bufferobject = 0;
5197 rsurface.normal3f_bufferoffset = 0;
5200 // deform vertex array to make wavey water and flags and such
5201 waveparms[0] = deform->waveparms[0];
5202 waveparms[1] = deform->waveparms[1];
5203 waveparms[2] = deform->waveparms[2];
5204 waveparms[3] = deform->waveparms[3];
5205 // this is how a divisor of vertex influence on deformation
5206 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5207 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5208 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5210 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5211 for (j = 0;j < surface->num_vertices;j++)
5213 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5214 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5215 // if the wavefunc depends on time, evaluate it per-vertex
5218 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5219 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5221 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5224 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5225 rsurface.vertex3f_bufferobject = 0;
5226 rsurface.vertex3f_bufferoffset = 0;
5228 case Q3DEFORM_BULGE:
5229 // deform vertex array to make the surface have moving bulges
5230 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5232 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5233 for (j = 0;j < surface->num_vertices;j++)
5235 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5236 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5239 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5240 rsurface.vertex3f_bufferobject = 0;
5241 rsurface.vertex3f_bufferoffset = 0;
5244 // deform vertex array
5245 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5246 VectorScale(deform->parms, scale, waveparms);
5247 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5249 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5250 for (j = 0;j < surface->num_vertices;j++)
5251 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5253 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5254 rsurface.vertex3f_bufferobject = 0;
5255 rsurface.vertex3f_bufferoffset = 0;
5259 // generate texcoords based on the chosen texcoord source
5260 switch(rsurface.texture->tcgen.tcgen)
5263 case Q3TCGEN_TEXTURE:
5264 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5265 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5266 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5268 case Q3TCGEN_LIGHTMAP:
5269 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5270 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5271 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5273 case Q3TCGEN_VECTOR:
5274 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5276 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5277 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)
5279 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5280 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5283 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5284 rsurface.texcoordtexture2f_bufferobject = 0;
5285 rsurface.texcoordtexture2f_bufferoffset = 0;
5287 case Q3TCGEN_ENVIRONMENT:
5288 // make environment reflections using a spheremap
5289 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5291 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5292 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5293 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5294 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5295 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5297 float l, d, eyedir[3];
5298 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5299 l = 0.5f / VectorLength(eyedir);
5300 d = DotProduct(normal, eyedir)*2;
5301 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5302 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5305 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5306 rsurface.texcoordtexture2f_bufferobject = 0;
5307 rsurface.texcoordtexture2f_bufferoffset = 0;
5310 // the only tcmod that needs software vertex processing is turbulent, so
5311 // check for it here and apply the changes if needed
5312 // and we only support that as the first one
5313 // (handling a mixture of turbulent and other tcmods would be problematic
5314 // without punting it entirely to a software path)
5315 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5317 amplitude = rsurface.texture->tcmods[0].parms[1];
5318 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5319 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5321 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5322 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)
5324 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5325 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5328 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5329 rsurface.texcoordtexture2f_bufferobject = 0;
5330 rsurface.texcoordtexture2f_bufferoffset = 0;
5332 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5333 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5334 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5335 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5338 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5341 const msurface_t *surface = texturesurfacelist[0];
5342 const msurface_t *surface2;
5347 // TODO: lock all array ranges before render, rather than on each surface
5348 if (texturenumsurfaces == 1)
5350 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5351 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);
5353 else if (r_batchmode.integer == 2)
5355 #define MAXBATCHTRIANGLES 4096
5356 int batchtriangles = 0;
5357 int batchelements[MAXBATCHTRIANGLES*3];
5358 for (i = 0;i < texturenumsurfaces;i = j)
5360 surface = texturesurfacelist[i];
5362 if (surface->num_triangles > MAXBATCHTRIANGLES)
5364 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);
5367 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5368 batchtriangles = surface->num_triangles;
5369 firstvertex = surface->num_firstvertex;
5370 endvertex = surface->num_firstvertex + surface->num_vertices;
5371 for (;j < texturenumsurfaces;j++)
5373 surface2 = texturesurfacelist[j];
5374 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5376 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5377 batchtriangles += surface2->num_triangles;
5378 firstvertex = min(firstvertex, surface2->num_firstvertex);
5379 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5381 surface2 = texturesurfacelist[j-1];
5382 numvertices = endvertex - firstvertex;
5383 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5386 else if (r_batchmode.integer == 1)
5388 for (i = 0;i < texturenumsurfaces;i = j)
5390 surface = texturesurfacelist[i];
5391 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5392 if (texturesurfacelist[j] != surface2)
5394 surface2 = texturesurfacelist[j-1];
5395 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5396 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5397 GL_LockArrays(surface->num_firstvertex, numvertices);
5398 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5403 for (i = 0;i < texturenumsurfaces;i++)
5405 surface = texturesurfacelist[i];
5406 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5407 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);
5412 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5414 int i, planeindex, vertexindex;
5418 r_waterstate_waterplane_t *p, *bestp;
5419 msurface_t *surface;
5420 if (r_waterstate.renderingscene)
5422 for (i = 0;i < texturenumsurfaces;i++)
5424 surface = texturesurfacelist[i];
5425 if (lightmaptexunit >= 0)
5426 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5427 if (deluxemaptexunit >= 0)
5428 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5429 // pick the closest matching water plane
5432 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5435 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5437 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5438 d += fabs(PlaneDiff(vert, &p->plane));
5440 if (bestd > d || !bestp)
5448 if (refractiontexunit >= 0)
5449 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5450 if (reflectiontexunit >= 0)
5451 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5455 if (refractiontexunit >= 0)
5456 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5457 if (reflectiontexunit >= 0)
5458 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5460 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5461 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);
5465 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5469 const msurface_t *surface = texturesurfacelist[0];
5470 const msurface_t *surface2;
5475 // TODO: lock all array ranges before render, rather than on each surface
5476 if (texturenumsurfaces == 1)
5478 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5479 if (deluxemaptexunit >= 0)
5480 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5481 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5482 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);
5484 else if (r_batchmode.integer == 2)
5486 #define MAXBATCHTRIANGLES 4096
5487 int batchtriangles = 0;
5488 int batchelements[MAXBATCHTRIANGLES*3];
5489 for (i = 0;i < texturenumsurfaces;i = j)
5491 surface = texturesurfacelist[i];
5492 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5493 if (deluxemaptexunit >= 0)
5494 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5496 if (surface->num_triangles > MAXBATCHTRIANGLES)
5498 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5501 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5502 batchtriangles = surface->num_triangles;
5503 firstvertex = surface->num_firstvertex;
5504 endvertex = surface->num_firstvertex + surface->num_vertices;
5505 for (;j < texturenumsurfaces;j++)
5507 surface2 = texturesurfacelist[j];
5508 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5510 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5511 batchtriangles += surface2->num_triangles;
5512 firstvertex = min(firstvertex, surface2->num_firstvertex);
5513 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5515 surface2 = texturesurfacelist[j-1];
5516 numvertices = endvertex - firstvertex;
5517 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5520 else if (r_batchmode.integer == 1)
5523 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5524 for (i = 0;i < texturenumsurfaces;i = j)
5526 surface = texturesurfacelist[i];
5527 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5528 if (texturesurfacelist[j] != surface2)
5530 Con_Printf(" %i", j - i);
5533 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5535 for (i = 0;i < texturenumsurfaces;i = j)
5537 surface = texturesurfacelist[i];
5538 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5539 if (deluxemaptexunit >= 0)
5540 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5541 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5542 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5545 Con_Printf(" %i", j - i);
5547 surface2 = texturesurfacelist[j-1];
5548 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5549 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5550 GL_LockArrays(surface->num_firstvertex, numvertices);
5551 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5559 for (i = 0;i < texturenumsurfaces;i++)
5561 surface = texturesurfacelist[i];
5562 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5563 if (deluxemaptexunit >= 0)
5564 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5565 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5566 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);
5571 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5574 int texturesurfaceindex;
5575 if (r_showsurfaces.integer == 2)
5577 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5579 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5580 for (j = 0;j < surface->num_triangles;j++)
5582 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5583 GL_Color(f, f, f, 1);
5584 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5590 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5592 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5593 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5594 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);
5595 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5596 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);
5601 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5603 int texturesurfaceindex;
5607 if (rsurface.lightmapcolor4f)
5609 // generate color arrays for the surfaces in this list
5610 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5612 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5613 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)
5615 f = FogPoint_Model(v);
5625 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5627 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5628 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)
5630 f = FogPoint_Model(v);
5638 rsurface.lightmapcolor4f = rsurface.array_color4f;
5639 rsurface.lightmapcolor4f_bufferobject = 0;
5640 rsurface.lightmapcolor4f_bufferoffset = 0;
5643 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5645 int texturesurfaceindex;
5648 if (!rsurface.lightmapcolor4f)
5650 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5652 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5653 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)
5661 rsurface.lightmapcolor4f = rsurface.array_color4f;
5662 rsurface.lightmapcolor4f_bufferobject = 0;
5663 rsurface.lightmapcolor4f_bufferoffset = 0;
5666 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5669 rsurface.lightmapcolor4f = NULL;
5670 rsurface.lightmapcolor4f_bufferobject = 0;
5671 rsurface.lightmapcolor4f_bufferoffset = 0;
5672 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5673 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5674 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5675 GL_Color(r, g, b, a);
5676 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5679 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5681 // TODO: optimize applyfog && applycolor case
5682 // just apply fog if necessary, and tint the fog color array if necessary
5683 rsurface.lightmapcolor4f = NULL;
5684 rsurface.lightmapcolor4f_bufferobject = 0;
5685 rsurface.lightmapcolor4f_bufferoffset = 0;
5686 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5687 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5688 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5689 GL_Color(r, g, b, a);
5690 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5693 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5695 int texturesurfaceindex;
5699 if (texturesurfacelist[0]->lightmapinfo)
5701 // generate color arrays for the surfaces in this list
5702 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5704 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5705 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5707 if (surface->lightmapinfo->samples)
5709 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5710 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5711 VectorScale(lm, scale, c);
5712 if (surface->lightmapinfo->styles[1] != 255)
5714 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5716 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5717 VectorMA(c, scale, lm, c);
5718 if (surface->lightmapinfo->styles[2] != 255)
5721 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5722 VectorMA(c, scale, lm, c);
5723 if (surface->lightmapinfo->styles[3] != 255)
5726 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5727 VectorMA(c, scale, lm, c);
5737 rsurface.lightmapcolor4f = rsurface.array_color4f;
5738 rsurface.lightmapcolor4f_bufferobject = 0;
5739 rsurface.lightmapcolor4f_bufferoffset = 0;
5743 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5744 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5745 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5747 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5748 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5749 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5750 GL_Color(r, g, b, a);
5751 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5754 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5756 int texturesurfaceindex;
5760 vec3_t ambientcolor;
5761 vec3_t diffusecolor;
5765 VectorCopy(rsurface.modellight_lightdir, lightdir);
5766 f = 0.5f * r_refdef.lightmapintensity;
5767 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5768 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5769 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5770 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5771 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5772 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5773 if (VectorLength2(diffusecolor) > 0)
5775 // generate color arrays for the surfaces in this list
5776 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5778 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5779 int numverts = surface->num_vertices;
5780 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5781 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5782 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5783 // q3-style directional shading
5784 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5786 if ((f = DotProduct(c2, lightdir)) > 0)
5787 VectorMA(ambientcolor, f, diffusecolor, c);
5789 VectorCopy(ambientcolor, c);
5798 rsurface.lightmapcolor4f = rsurface.array_color4f;
5799 rsurface.lightmapcolor4f_bufferobject = 0;
5800 rsurface.lightmapcolor4f_bufferoffset = 0;
5804 r = ambientcolor[0];
5805 g = ambientcolor[1];
5806 b = ambientcolor[2];
5807 rsurface.lightmapcolor4f = NULL;
5808 rsurface.lightmapcolor4f_bufferobject = 0;
5809 rsurface.lightmapcolor4f_bufferoffset = 0;
5811 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5812 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5813 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5814 GL_Color(r, g, b, a);
5815 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5818 void RSurf_SetupDepthAndCulling(void)
5820 // submodels are biased to avoid z-fighting with world surfaces that they
5821 // may be exactly overlapping (avoids z-fighting artifacts on certain
5822 // doors and things in Quake maps)
5823 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5824 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5825 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5826 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5829 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5831 // transparent sky would be ridiculous
5832 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5834 R_SetupGenericShader(false);
5837 skyrendernow = false;
5838 // we have to force off the water clipping plane while rendering sky
5842 // restore entity matrix
5843 R_Mesh_Matrix(&rsurface.matrix);
5845 RSurf_SetupDepthAndCulling();
5847 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5848 // skymasking on them, and Quake3 never did sky masking (unlike
5849 // software Quake and software Quake2), so disable the sky masking
5850 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5851 // and skymasking also looks very bad when noclipping outside the
5852 // level, so don't use it then either.
5853 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5855 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5856 R_Mesh_ColorPointer(NULL, 0, 0);
5857 R_Mesh_ResetTextureState();
5858 if (skyrendermasked)
5860 R_SetupDepthOrShadowShader();
5861 // depth-only (masking)
5862 GL_ColorMask(0,0,0,0);
5863 // just to make sure that braindead drivers don't draw
5864 // anything despite that colormask...
5865 GL_BlendFunc(GL_ZERO, GL_ONE);
5869 R_SetupGenericShader(false);
5871 GL_BlendFunc(GL_ONE, GL_ZERO);
5873 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5874 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5875 if (skyrendermasked)
5876 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5878 R_Mesh_ResetTextureState();
5879 GL_Color(1, 1, 1, 1);
5882 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5884 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5887 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5888 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5889 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5890 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5891 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5892 if (rsurface.texture->backgroundcurrentskinframe)
5894 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5895 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5896 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5897 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5899 if(rsurface.texture->colormapping)
5901 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5902 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5904 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5905 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5906 R_Mesh_ColorPointer(NULL, 0, 0);
5908 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5910 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5912 // render background
5913 GL_BlendFunc(GL_ONE, GL_ZERO);
5915 GL_AlphaTest(false);
5917 GL_Color(1, 1, 1, 1);
5918 R_Mesh_ColorPointer(NULL, 0, 0);
5920 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5921 if (r_glsl_permutation)
5923 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5924 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5925 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5926 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5927 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5928 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5929 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);
5931 GL_LockArrays(0, 0);
5933 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5934 GL_DepthMask(false);
5935 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5936 R_Mesh_ColorPointer(NULL, 0, 0);
5938 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5939 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5940 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5943 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5944 if (!r_glsl_permutation)
5947 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5948 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5949 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5950 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5951 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5952 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5954 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5956 GL_BlendFunc(GL_ONE, GL_ZERO);
5958 GL_AlphaTest(false);
5962 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5963 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5964 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5967 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5969 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5970 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);
5972 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5976 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5977 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);
5979 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5981 GL_LockArrays(0, 0);
5984 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5986 // OpenGL 1.3 path - anything not completely ancient
5987 int texturesurfaceindex;
5988 qboolean applycolor;
5992 const texturelayer_t *layer;
5993 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5995 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5998 int layertexrgbscale;
5999 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6001 if (layerindex == 0)
6005 GL_AlphaTest(false);
6006 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6009 GL_DepthMask(layer->depthmask && writedepth);
6010 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6011 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6013 layertexrgbscale = 4;
6014 VectorScale(layer->color, 0.25f, layercolor);
6016 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6018 layertexrgbscale = 2;
6019 VectorScale(layer->color, 0.5f, layercolor);
6023 layertexrgbscale = 1;
6024 VectorScale(layer->color, 1.0f, layercolor);
6026 layercolor[3] = layer->color[3];
6027 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6028 R_Mesh_ColorPointer(NULL, 0, 0);
6029 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6030 switch (layer->type)
6032 case TEXTURELAYERTYPE_LITTEXTURE:
6033 memset(&m, 0, sizeof(m));
6034 m.tex[0] = R_GetTexture(r_texture_white);
6035 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6036 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6037 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6038 m.tex[1] = R_GetTexture(layer->texture);
6039 m.texmatrix[1] = layer->texmatrix;
6040 m.texrgbscale[1] = layertexrgbscale;
6041 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6042 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6043 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6044 R_Mesh_TextureState(&m);
6045 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6046 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6047 else if (rsurface.uselightmaptexture)
6048 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6050 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6052 case TEXTURELAYERTYPE_TEXTURE:
6053 memset(&m, 0, sizeof(m));
6054 m.tex[0] = R_GetTexture(layer->texture);
6055 m.texmatrix[0] = layer->texmatrix;
6056 m.texrgbscale[0] = layertexrgbscale;
6057 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6058 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6059 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6060 R_Mesh_TextureState(&m);
6061 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6063 case TEXTURELAYERTYPE_FOG:
6064 memset(&m, 0, sizeof(m));
6065 m.texrgbscale[0] = layertexrgbscale;
6068 m.tex[0] = R_GetTexture(layer->texture);
6069 m.texmatrix[0] = layer->texmatrix;
6070 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6071 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6072 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6074 R_Mesh_TextureState(&m);
6075 // generate a color array for the fog pass
6076 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6077 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6081 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6082 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)
6084 f = 1 - FogPoint_Model(v);
6085 c[0] = layercolor[0];
6086 c[1] = layercolor[1];
6087 c[2] = layercolor[2];
6088 c[3] = f * layercolor[3];
6091 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6094 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6096 GL_LockArrays(0, 0);
6099 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6101 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6102 GL_AlphaTest(false);
6106 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6108 // OpenGL 1.1 - crusty old voodoo path
6109 int texturesurfaceindex;
6113 const texturelayer_t *layer;
6114 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6116 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6120 if (layerindex == 0)
6124 GL_AlphaTest(false);
6125 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6128 GL_DepthMask(layer->depthmask && writedepth);
6129 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6130 R_Mesh_ColorPointer(NULL, 0, 0);
6131 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6132 switch (layer->type)
6134 case TEXTURELAYERTYPE_LITTEXTURE:
6135 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6137 // two-pass lit texture with 2x rgbscale
6138 // first the lightmap pass
6139 memset(&m, 0, sizeof(m));
6140 m.tex[0] = R_GetTexture(r_texture_white);
6141 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6142 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6143 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6144 R_Mesh_TextureState(&m);
6145 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6146 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6147 else if (rsurface.uselightmaptexture)
6148 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6150 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6151 GL_LockArrays(0, 0);
6152 // then apply the texture to it
6153 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6154 memset(&m, 0, sizeof(m));
6155 m.tex[0] = R_GetTexture(layer->texture);
6156 m.texmatrix[0] = layer->texmatrix;
6157 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6158 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6159 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6160 R_Mesh_TextureState(&m);
6161 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);
6165 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6166 memset(&m, 0, sizeof(m));
6167 m.tex[0] = R_GetTexture(layer->texture);
6168 m.texmatrix[0] = layer->texmatrix;
6169 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6170 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6171 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6172 R_Mesh_TextureState(&m);
6173 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6174 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);
6176 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);
6179 case TEXTURELAYERTYPE_TEXTURE:
6180 // singletexture unlit texture with transparency support
6181 memset(&m, 0, sizeof(m));
6182 m.tex[0] = R_GetTexture(layer->texture);
6183 m.texmatrix[0] = layer->texmatrix;
6184 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6185 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6186 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6187 R_Mesh_TextureState(&m);
6188 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);
6190 case TEXTURELAYERTYPE_FOG:
6191 // singletexture fogging
6192 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6195 memset(&m, 0, sizeof(m));
6196 m.tex[0] = R_GetTexture(layer->texture);
6197 m.texmatrix[0] = layer->texmatrix;
6198 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6199 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6200 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6201 R_Mesh_TextureState(&m);
6204 R_Mesh_ResetTextureState();
6205 // generate a color array for the fog pass
6206 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6210 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6211 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)
6213 f = 1 - FogPoint_Model(v);
6214 c[0] = layer->color[0];
6215 c[1] = layer->color[1];
6216 c[2] = layer->color[2];
6217 c[3] = f * layer->color[3];
6220 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6223 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6225 GL_LockArrays(0, 0);
6228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6230 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6231 GL_AlphaTest(false);
6235 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6238 RSurf_SetupDepthAndCulling();
6239 if (r_glsl.integer && gl_support_fragment_shader)
6240 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6241 else if (gl_combine.integer && r_textureunits.integer >= 2)
6242 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6244 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6248 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6251 int texturenumsurfaces, endsurface;
6253 msurface_t *surface;
6254 msurface_t *texturesurfacelist[1024];
6256 // if the model is static it doesn't matter what value we give for
6257 // wantnormals and wanttangents, so this logic uses only rules applicable
6258 // to a model, knowing that they are meaningless otherwise
6259 if (ent == r_refdef.scene.worldentity)
6260 RSurf_ActiveWorldEntity();
6261 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6262 RSurf_ActiveModelEntity(ent, false, false);
6264 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6266 for (i = 0;i < numsurfaces;i = j)
6269 surface = rsurface.modelsurfaces + surfacelist[i];
6270 texture = surface->texture;
6271 R_UpdateTextureInfo(ent, texture);
6272 rsurface.texture = texture->currentframe;
6273 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6274 // scan ahead until we find a different texture
6275 endsurface = min(i + 1024, numsurfaces);
6276 texturenumsurfaces = 0;
6277 texturesurfacelist[texturenumsurfaces++] = surface;
6278 for (;j < endsurface;j++)
6280 surface = rsurface.modelsurfaces + surfacelist[j];
6281 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6283 texturesurfacelist[texturenumsurfaces++] = surface;
6285 // render the range of surfaces
6286 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6288 GL_AlphaTest(false);
6291 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6296 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6298 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6300 RSurf_SetupDepthAndCulling();
6301 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6304 else if (r_showsurfaces.integer)
6306 RSurf_SetupDepthAndCulling();
6308 GL_BlendFunc(GL_ONE, GL_ZERO);
6310 GL_AlphaTest(false);
6311 R_Mesh_ColorPointer(NULL, 0, 0);
6312 R_Mesh_ResetTextureState();
6313 R_SetupGenericShader(false);
6314 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6315 if (!r_refdef.view.showdebug)
6317 GL_Color(0, 0, 0, 1);
6318 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6321 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6323 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6324 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6325 else if (!rsurface.texture->currentnumlayers)
6327 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6329 // transparent surfaces get pushed off into the transparent queue
6330 int surfacelistindex;
6331 const msurface_t *surface;
6332 vec3_t tempcenter, center;
6333 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6335 surface = texturesurfacelist[surfacelistindex];
6336 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6337 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6338 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6339 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6340 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6345 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6346 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6351 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6355 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6358 for (i = 0;i < numsurfaces;i++)
6359 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6360 R_Water_AddWaterPlane(surfacelist[i]);
6363 // break the surface list down into batches by texture and use of lightmapping
6364 for (i = 0;i < numsurfaces;i = j)
6367 // texture is the base texture pointer, rsurface.texture is the
6368 // current frame/skin the texture is directing us to use (for example
6369 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6370 // use skin 1 instead)
6371 texture = surfacelist[i]->texture;
6372 rsurface.texture = texture->currentframe;
6373 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6374 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6376 // if this texture is not the kind we want, skip ahead to the next one
6377 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6381 // simply scan ahead until we find a different texture or lightmap state
6382 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6384 // render the range of surfaces
6385 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6389 float locboxvertex3f[6*4*3] =
6391 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6392 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6393 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6394 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6395 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6396 1,0,0, 0,0,0, 0,1,0, 1,1,0
6399 unsigned short locboxelements[6*2*3] =
6409 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6412 cl_locnode_t *loc = (cl_locnode_t *)ent;
6414 float vertex3f[6*4*3];
6416 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6417 GL_DepthMask(false);
6418 GL_DepthRange(0, 1);
6419 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6421 GL_CullFace(GL_NONE);
6422 R_Mesh_Matrix(&identitymatrix);
6424 R_Mesh_VertexPointer(vertex3f, 0, 0);
6425 R_Mesh_ColorPointer(NULL, 0, 0);
6426 R_Mesh_ResetTextureState();
6427 R_SetupGenericShader(false);
6430 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6431 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6432 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6433 surfacelist[0] < 0 ? 0.5f : 0.125f);
6435 if (VectorCompare(loc->mins, loc->maxs))
6437 VectorSet(size, 2, 2, 2);
6438 VectorMA(loc->mins, -0.5f, size, mins);
6442 VectorCopy(loc->mins, mins);
6443 VectorSubtract(loc->maxs, loc->mins, size);
6446 for (i = 0;i < 6*4*3;)
6447 for (j = 0;j < 3;j++, i++)
6448 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6450 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6453 void R_DrawLocs(void)
6456 cl_locnode_t *loc, *nearestloc;
6458 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6459 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6461 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6462 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6466 void R_DrawDebugModel(entity_render_t *ent)
6468 int i, j, k, l, flagsmask;
6469 const int *elements;
6471 msurface_t *surface;
6472 dp_model_t *model = ent->model;
6475 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6477 R_Mesh_ColorPointer(NULL, 0, 0);
6478 R_Mesh_ResetTextureState();
6479 R_SetupGenericShader(false);
6480 GL_DepthRange(0, 1);
6481 GL_DepthTest(!r_showdisabledepthtest.integer);
6482 GL_DepthMask(false);
6483 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6485 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6487 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6488 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6490 if (brush->colbrushf && brush->colbrushf->numtriangles)
6492 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6493 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);
6494 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6497 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6499 if (surface->num_collisiontriangles)
6501 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6502 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);
6503 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6508 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6510 if (r_showtris.integer || r_shownormals.integer)
6512 if (r_showdisabledepthtest.integer)
6514 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6515 GL_DepthMask(false);
6519 GL_BlendFunc(GL_ONE, GL_ZERO);
6522 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6524 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6526 rsurface.texture = surface->texture->currentframe;
6527 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6529 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6530 if (r_showtris.value > 0)
6532 if (!rsurface.texture->currentlayers->depthmask)
6533 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6534 else if (ent == r_refdef.scene.worldentity)
6535 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6537 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6538 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6541 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6543 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6544 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6545 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6546 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6551 if (r_shownormals.value > 0)
6554 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6556 VectorCopy(rsurface.vertex3f + l * 3, v);
6557 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6558 qglVertex3f(v[0], v[1], v[2]);
6559 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6560 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6561 qglVertex3f(v[0], v[1], v[2]);
6566 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6568 VectorCopy(rsurface.vertex3f + l * 3, v);
6569 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6570 qglVertex3f(v[0], v[1], v[2]);
6571 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6572 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6573 qglVertex3f(v[0], v[1], v[2]);
6578 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6580 VectorCopy(rsurface.vertex3f + l * 3, v);
6581 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6582 qglVertex3f(v[0], v[1], v[2]);
6583 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6584 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6585 qglVertex3f(v[0], v[1], v[2]);
6592 rsurface.texture = NULL;
6596 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6597 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6599 int i, j, endj, f, flagsmask;
6600 msurface_t *surface;
6602 dp_model_t *model = r_refdef.scene.worldmodel;
6603 const int maxsurfacelist = 1024;
6604 int numsurfacelist = 0;
6605 msurface_t *surfacelist[1024];
6609 RSurf_ActiveWorldEntity();
6611 // update light styles on this submodel
6612 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6614 model_brush_lightstyleinfo_t *style;
6615 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6617 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6619 msurface_t *surfaces = model->data_surfaces;
6620 int *list = style->surfacelist;
6621 style->value = r_refdef.scene.lightstylevalue[style->style];
6622 for (j = 0;j < style->numsurfaces;j++)
6623 surfaces[list[j]].cached_dlight = true;
6628 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6629 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6633 R_DrawDebugModel(r_refdef.scene.worldentity);
6639 rsurface.uselightmaptexture = false;
6640 rsurface.texture = NULL;
6641 rsurface.rtlight = NULL;
6643 j = model->firstmodelsurface;
6644 endj = j + model->nummodelsurfaces;
6647 // quickly skip over non-visible surfaces
6648 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6650 // quickly iterate over visible surfaces
6651 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6653 // process this surface
6654 surface = model->data_surfaces + j;
6655 // if this surface fits the criteria, add it to the list
6656 if (surface->num_triangles)
6658 // if lightmap parameters changed, rebuild lightmap texture
6659 if (surface->cached_dlight)
6660 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6661 // add face to draw list
6662 surfacelist[numsurfacelist++] = surface;
6663 r_refdef.stats.world_triangles += surface->num_triangles;
6664 if (numsurfacelist >= maxsurfacelist)
6666 r_refdef.stats.world_surfaces += numsurfacelist;
6667 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6673 r_refdef.stats.world_surfaces += numsurfacelist;
6675 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6676 GL_AlphaTest(false);
6679 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6681 int i, j, f, flagsmask;
6682 msurface_t *surface, *endsurface;
6684 dp_model_t *model = ent->model;
6685 const int maxsurfacelist = 1024;
6686 int numsurfacelist = 0;
6687 msurface_t *surfacelist[1024];
6691 // if the model is static it doesn't matter what value we give for
6692 // wantnormals and wanttangents, so this logic uses only rules applicable
6693 // to a model, knowing that they are meaningless otherwise
6694 if (ent == r_refdef.scene.worldentity)
6695 RSurf_ActiveWorldEntity();
6696 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6697 RSurf_ActiveModelEntity(ent, false, false);
6699 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6701 // update light styles
6702 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6704 model_brush_lightstyleinfo_t *style;
6705 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6707 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6709 msurface_t *surfaces = model->data_surfaces;
6710 int *list = style->surfacelist;
6711 style->value = r_refdef.scene.lightstylevalue[style->style];
6712 for (j = 0;j < style->numsurfaces;j++)
6713 surfaces[list[j]].cached_dlight = true;
6718 R_UpdateAllTextureInfo(ent);
6719 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6723 R_DrawDebugModel(ent);
6729 rsurface.uselightmaptexture = false;
6730 rsurface.texture = NULL;
6731 rsurface.rtlight = NULL;
6733 surface = model->data_surfaces + model->firstmodelsurface;
6734 endsurface = surface + model->nummodelsurfaces;
6735 for (;surface < endsurface;surface++)
6737 // if this surface fits the criteria, add it to the list
6738 if (surface->num_triangles)
6740 // if lightmap parameters changed, rebuild lightmap texture
6741 if (surface->cached_dlight)
6742 R_BuildLightMap(ent, surface);
6743 // add face to draw list
6744 surfacelist[numsurfacelist++] = surface;
6745 r_refdef.stats.entities_triangles += surface->num_triangles;
6746 if (numsurfacelist >= maxsurfacelist)
6748 r_refdef.stats.entities_surfaces += numsurfacelist;
6749 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6754 r_refdef.stats.entities_surfaces += numsurfacelist;
6756 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6757 GL_AlphaTest(false);