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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 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"};
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"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 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)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 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)"};
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
101 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"};
103 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"};
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
110 extern qboolean v_flipped_state;
112 typedef struct r_glsl_bloomshader_s
115 int loc_Texture_Bloom;
117 r_glsl_bloomshader_t;
119 static struct r_bloomstate_s
124 int bloomwidth, bloomheight;
126 int screentexturewidth, screentextureheight;
127 rtexture_t *texture_screen;
129 int bloomtexturewidth, bloomtextureheight;
130 rtexture_t *texture_bloom;
132 r_glsl_bloomshader_t *shader;
134 // arrays for rendering the screen passes
135 float screentexcoord2f[8];
136 float bloomtexcoord2f[8];
137 float offsettexcoord2f[8];
141 // shadow volume bsp struct with automatically growing nodes buffer
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
170 extern void R_DrawModelShadows(void);
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
175 for (i = 0;i < verts;i++)
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
189 for (i = 0;i < verts;i++)
199 // FIXME: move this to client?
202 if (gamemode == GAME_NEHAHRA)
204 Cvar_Set("gl_fogenable", "0");
205 Cvar_Set("gl_fogdensity", "0.2");
206 Cvar_Set("gl_fogred", "0.3");
207 Cvar_Set("gl_foggreen", "0.3");
208 Cvar_Set("gl_fogblue", "0.3");
210 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
213 float FogPoint_World(const vec3_t p)
215 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
219 float FogPoint_Model(const vec3_t p)
221 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
225 static void R_BuildBlankTextures(void)
227 unsigned char data[4];
228 data[0] = 128; // normal X
229 data[1] = 128; // normal Y
230 data[2] = 255; // normal Z
231 data[3] = 128; // height
232 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 static void R_BuildNoTexture(void)
248 unsigned char pix[16][16][4];
249 // this makes a light grey/dark grey checkerboard texture
250 for (y = 0;y < 16;y++)
252 for (x = 0;x < 16;x++)
254 if ((y < 8) ^ (x < 8))
270 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
273 static void R_BuildWhiteCube(void)
275 unsigned char data[6*1*1*4];
276 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
285 static void R_BuildNormalizationCube(void)
289 vec_t s, t, intensity;
291 unsigned char data[6][NORMSIZE][NORMSIZE][4];
292 for (side = 0;side < 6;side++)
294 for (y = 0;y < NORMSIZE;y++)
296 for (x = 0;x < NORMSIZE;x++)
298 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
334 intensity = 127.0f / sqrt(DotProduct(v, v));
335 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338 data[side][y][x][3] = 255;
342 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
345 static void R_BuildFogTexture(void)
349 unsigned char data1[FOGWIDTH][4];
350 //unsigned char data2[FOGWIDTH][4];
351 for (x = 0;x < FOGWIDTH;x++)
353 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
358 //data2[x][0] = 255 - b;
359 //data2[x][1] = 255 - b;
360 //data2[x][2] = 255 - b;
363 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
371 "// common definitions between vertex shader and fragment shader:\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
392 "varying vec3 EyeVectorModelSpace;\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
413 " gl_FrontColor = gl_Color;\n"
414 " // copy the surface texcoord\n"
415 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 " // transform vertex position into light attenuation/cubemap space\n"
422 " // (-1 to +1 across the light box)\n"
423 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
425 " // transform unnormalized light direction into tangent space\n"
426 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 " // normalize it per pixel)\n"
428 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
440 " // transform unnormalized eye direction into tangent space\n"
442 " vec3 EyeVectorModelSpace;\n"
444 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 " VectorS = gl_MultiTexCoord1.xyz;\n"
451 " VectorT = gl_MultiTexCoord2.xyz;\n"
452 " VectorR = gl_MultiTexCoord3.xyz;\n"
455 " // transform vertex to camera space, using ftransform to match non-VS\n"
457 " gl_Position = ftransform();\n"
460 "#endif // VERTEX_SHADER\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 " // 14 sample relief mapping: linear search and then binary search\n"
509 " // this basically steps forward a small amount repeatedly until it finds\n"
510 " // itself inside solid, then jitters forward and back using decreasing\n"
511 " // amounts to find the impact\n"
512 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 " vec3 RT = vec3(TexCoord, 1);\n"
516 " OffsetVector *= 0.1;\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
527 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
528 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
529 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
530 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
533 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 " // this basically moves forward the full distance, and then backs up based\n"
535 " // on height of samples\n"
536 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 " TexCoord += OffsetVector;\n"
540 " OffsetVector *= 0.333;\n"
541 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 " return TexCoord;\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 " // apply offsetmapping\n"
553 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
557 " // combine the diffuse textures (base, pants, shirt)\n"
558 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
569 " // calculate surface normal, light normal, and specular normal\n"
570 " // compute color intensity for the two textures (colormap and glossmap)\n"
571 " // scale by light color and attenuation as efficiently as possible\n"
572 " // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
578 " // calculate directional shading\n"
579 " color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
581 "#ifdef USEDIFFUSE\n"
582 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
585 " // calculate directional shading\n"
586 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
588 " // calculate directionless shading\n"
589 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
593 "#ifdef USECUBEFILTER\n"
594 " // apply light cubemap filter\n"
595 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 " // directional model lighting\n"
605 " // get the surface normal and light normal\n"
606 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
609 " // calculate directional shading\n"
610 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
622 " // get the surface normal and light normal\n"
623 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
629 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
631 " // calculate directional shading\n"
632 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
638 " // apply lightmap color\n"
639 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
642 "#else // MODE none (lightmap)\n"
643 " // apply lightmap color\n"
644 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
647 " color *= myhvec4(gl_Color);\n"
650 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
655 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
658 "#ifdef USECONTRASTBOOST\n"
659 " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
661 " color.rgb *= SceneBrightness;\n"
664 " gl_FragColor = vec4(color);\n"
667 "#endif // FRAGMENT_SHADER\n"
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
673 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677 {"#define USEGLOW\n", " glow"},
678 {"#define USEFOG\n", " fog"},
679 {"#define USECOLORMAPPING\n", " colormapping"},
680 {"#define USEDIFFUSE\n", " diffuse"},
681 {"#define USECONTRASTBOOST\n", " contrastboost"},
682 {"#define USESPECULAR\n", " specular"},
683 {"#define USECUBEFILTER\n", " cubefilter"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
692 qboolean shaderfound;
693 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694 int vertstrings_count;
695 int geomstrings_count;
696 int fragstrings_count;
698 const char *vertstrings_list[32+1];
699 const char *geomstrings_list[32+1];
700 const char *fragstrings_list[32+1];
701 char permutationname[256];
706 vertstrings_list[0] = "#define VERTEX_SHADER\n";
707 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709 vertstrings_count = 1;
710 geomstrings_count = 1;
711 fragstrings_count = 1;
712 permutationname[0] = 0;
713 for (i = 0;permutationinfo[i][0];i++)
715 if (permutation & (1<<i))
717 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
724 // keep line numbers correct
725 vertstrings_list[vertstrings_count++] = "\n";
726 geomstrings_list[geomstrings_count++] = "\n";
727 fragstrings_list[fragstrings_count++] = "\n";
730 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
734 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735 vertstrings_list[vertstrings_count++] = shaderstring;
736 geomstrings_list[geomstrings_count++] = shaderstring;
737 fragstrings_list[fragstrings_count++] = shaderstring;
740 else if (!strcmp(filename, "glsl/default.glsl"))
742 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745 fragstrings_list[fragstrings_count++] = builtinshaderstring;
748 // clear any lists that are not needed by this shader
749 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750 vertstrings_count = 0;
751 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752 geomstrings_count = 0;
753 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754 fragstrings_count = 0;
755 // compile the shader program
756 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
761 qglUseProgramObjectARB(p->program);CHECKGLERROR
762 // look up all the uniform variable names we care about, so we don't
763 // have to look them up every time we set them
764 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
765 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
766 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
768 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
771 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
775 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
776 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
777 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
778 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
779 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
780 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
781 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
783 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
784 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
785 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
786 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
787 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
788 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
790 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
791 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
792 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
793 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (rsurface.rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface.texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
858 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
861 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
863 // bright unshaded geometry
864 shaderfilename = "glsl/default.glsl";
865 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866 if (rsurface.texture->currentskinframe->glow)
867 permutation |= SHADERPERMUTATION_GLOW;
868 if (r_refdef.fogenabled)
869 permutation |= SHADERPERMUTATION_FOG;
870 if (rsurface.texture->colormapping)
871 permutation |= SHADERPERMUTATION_COLORMAPPING;
872 if (r_glsl_offsetmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875 if (r_glsl_offsetmapping_reliefmapping.integer)
876 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
878 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
881 else if (modellighting)
883 // directional model lighting
884 shaderfilename = "glsl/default.glsl";
885 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887 if (rsurface.texture->currentskinframe->glow)
888 permutation |= SHADERPERMUTATION_GLOW;
889 if (specularscale > 0)
890 permutation |= SHADERPERMUTATION_SPECULAR;
891 if (r_refdef.fogenabled)
892 permutation |= SHADERPERMUTATION_FOG;
893 if (rsurface.texture->colormapping)
894 permutation |= SHADERPERMUTATION_COLORMAPPING;
895 if (r_glsl_offsetmapping.integer)
897 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898 if (r_glsl_offsetmapping_reliefmapping.integer)
899 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
907 shaderfilename = "glsl/default.glsl";
908 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
911 // deluxemapping (light direction texture)
912 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
915 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916 if (specularscale > 0)
917 permutation |= SHADERPERMUTATION_SPECULAR;
919 else if (r_glsl_deluxemapping.integer >= 2)
921 // fake deluxemapping (uniform light direction in tangentspace)
922 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923 if (specularscale > 0)
924 permutation |= SHADERPERMUTATION_SPECULAR;
928 // ordinary lightmapping
931 if (rsurface.texture->currentskinframe->glow)
932 permutation |= SHADERPERMUTATION_GLOW;
933 if (r_refdef.fogenabled)
934 permutation |= SHADERPERMUTATION_FOG;
935 if (rsurface.texture->colormapping)
936 permutation |= SHADERPERMUTATION_COLORMAPPING;
937 if (r_glsl_offsetmapping.integer)
939 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940 if (r_glsl_offsetmapping_reliefmapping.integer)
941 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
943 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
946 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
948 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949 R_GLSL_CompilePermutation(shaderfilename, permutation);
950 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
952 // remove features until we find a valid permutation
954 for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
957 return 0; // no bit left to clear
958 // reduce i more quickly whenever it would not remove any bits
959 if (!(permutation & i))
962 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963 R_GLSL_CompilePermutation(shaderfilename, permutation);
964 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
969 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
971 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
975 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977 if (permutation & SHADERPERMUTATION_DIFFUSE)
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
986 // ambient only is simpler
987 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
993 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
995 if (r_glsl_permutation->loc_AmbientColor >= 0)
996 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001 if (r_glsl_permutation->loc_LightDir >= 0)
1002 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1006 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1010 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1024 // The formula used is actually:
1025 // color.rgb *= SceneBrightness;
1026 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027 // I simplify that to
1028 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1029 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1031 // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032 // and do [[calculations]] here in the engine
1033 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1037 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038 if (r_glsl_permutation->loc_FogColor >= 0)
1040 // additive passes are only darkened by fog, not tinted
1041 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1044 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1046 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047 if (r_glsl_permutation->loc_Color_Pants >= 0)
1049 if (rsurface.texture->currentskinframe->pants)
1050 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1052 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1054 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1056 if (rsurface.texture->currentskinframe->shirt)
1057 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1059 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1061 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1068 void R_SwitchSurfaceShader(int permutation)
1070 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1072 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1074 qglUseProgramObjectARB(r_glsl_permutation->program);
1079 #define SKINFRAME_HASH 1024
1083 int loadsequence; // incremented each level change
1084 memexpandablearray_t array;
1085 skinframe_t *hash[SKINFRAME_HASH];
1089 void R_SkinFrame_PrepareForPurge(void)
1091 r_skinframe.loadsequence++;
1092 // wrap it without hitting zero
1093 if (r_skinframe.loadsequence >= 200)
1094 r_skinframe.loadsequence = 1;
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1101 // mark the skinframe as used for the purging code
1102 skinframe->loadsequence = r_skinframe.loadsequence;
1105 void R_SkinFrame_Purge(void)
1109 for (i = 0;i < SKINFRAME_HASH;i++)
1111 for (s = r_skinframe.hash[i];s;s = s->next)
1113 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1115 if (s->base == r_texture_notexture) s->base = NULL;
1116 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1117 if (s->merged == s->base) s->merged = NULL;
1118 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1119 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1121 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1122 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1123 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1124 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1125 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1126 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1127 s->loadsequence = 0;
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1137 char basename[MAX_QPATH];
1139 Image_StripImageExtension(name, basename, sizeof(basename));
1141 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1149 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150 memset(item, 0, sizeof(*item));
1151 strlcpy(item->basename, basename, sizeof(item->basename));
1152 item->textureflags = textureflags;
1153 item->comparewidth = comparewidth;
1154 item->compareheight = compareheight;
1155 item->comparecrc = comparecrc;
1156 item->next = r_skinframe.hash[hashindex];
1157 r_skinframe.hash[hashindex] = item;
1159 R_SkinFrame_MarkUsed(item);
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1165 // FIXME: it should be possible to disable loading various layers using
1166 // cvars, to prevent wasted loading time and memory usage if the user does
1168 qboolean loadnormalmap = true;
1169 qboolean loadgloss = true;
1170 qboolean loadpantsandshirt = true;
1171 qboolean loadglow = true;
1173 unsigned char *pixels;
1174 unsigned char *bumppixels;
1175 unsigned char *basepixels = NULL;
1176 int basepixels_width;
1177 int basepixels_height;
1178 skinframe_t *skinframe;
1180 if (cls.state == ca_dedicated)
1183 // return an existing skinframe if already loaded
1184 // if loading of the first image fails, don't make a new skinframe as it
1185 // would cause all future lookups of this to be missing
1186 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187 if (skinframe && skinframe->base)
1190 basepixels = loadimagepixels(name, complain, 0, 0);
1191 if (basepixels == NULL)
1194 // we've got some pixels to store, so really allocate this new texture now
1196 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197 skinframe->stain = NULL;
1198 skinframe->merged = NULL;
1199 skinframe->base = r_texture_notexture;
1200 skinframe->pants = NULL;
1201 skinframe->shirt = NULL;
1202 skinframe->nmap = r_texture_blanknormalmap;
1203 skinframe->gloss = NULL;
1204 skinframe->glow = NULL;
1205 skinframe->fog = NULL;
1207 basepixels_width = image_width;
1208 basepixels_height = image_height;
1209 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1211 if (textureflags & TEXF_ALPHA)
1213 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214 if (basepixels[j] < 255)
1216 if (j < basepixels_width * basepixels_height * 4)
1218 // has transparent pixels
1219 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220 for (j = 0;j < image_width * image_height * 4;j += 4)
1225 pixels[j+3] = basepixels[j+3];
1227 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1232 // _norm is the name used by tenebrae and has been adopted as standard
1235 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1237 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1241 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1243 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1247 Mem_Free(bumppixels);
1249 else if (r_shadow_bumpscale_basetexture.value > 0)
1251 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1257 // _luma is supported for tenebrae compatibility
1258 // (I think it's a very stupid name, but oh well)
1259 // _glow is the preferred name
1260 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1266 Mem_Free(basepixels);
1271 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)
1276 for (i = 0;i < width*height;i++)
1277 if (((unsigned char *)&palette[in[i]])[3] > 0)
1279 if (i == width*height)
1282 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1288 unsigned char *temp1, *temp2;
1289 skinframe_t *skinframe;
1291 if (cls.state == ca_dedicated)
1294 // if already loaded just return it, otherwise make a new skinframe
1295 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296 if (skinframe && skinframe->base)
1299 skinframe->stain = NULL;
1300 skinframe->merged = NULL;
1301 skinframe->base = r_texture_notexture;
1302 skinframe->pants = NULL;
1303 skinframe->shirt = NULL;
1304 skinframe->nmap = r_texture_blanknormalmap;
1305 skinframe->gloss = NULL;
1306 skinframe->glow = NULL;
1307 skinframe->fog = NULL;
1309 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1313 if (bitsperpixel == 32)
1315 if (r_shadow_bumpscale_basetexture.value > 0)
1317 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318 temp2 = temp1 + width * height * 4;
1319 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1323 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324 if (textureflags & TEXF_ALPHA)
1326 for (i = 3;i < width * height * 4;i += 4)
1327 if (skindata[i] < 255)
1329 if (i < width * height * 4)
1331 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332 memcpy(fogpixels, skindata, width * height * 4);
1333 for (i = 0;i < width * height * 4;i += 4)
1334 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336 Mem_Free(fogpixels);
1340 else if (bitsperpixel == 8)
1342 if (r_shadow_bumpscale_basetexture.value > 0)
1344 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345 temp2 = temp1 + width * height * 4;
1346 if (bitsperpixel == 32)
1347 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1350 // use either a custom palette or the quake palette
1351 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1354 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1357 // use either a custom palette, or the quake palette
1358 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359 if (!palette && loadglowtexture)
1360 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361 if (!palette && loadpantsandshirt)
1363 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1366 if (skinframe->pants || skinframe->shirt)
1367 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368 if (textureflags & TEXF_ALPHA)
1370 // if not using a custom alphapalette, use the quake one
1372 alphapalette = palette_alpha;
1373 for (i = 0;i < width * height;i++)
1374 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1376 if (i < width * height)
1377 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1386 skinframe_t *skinframe;
1388 if (cls.state == ca_dedicated)
1391 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392 skinframe->stain = NULL;
1393 skinframe->merged = NULL;
1394 skinframe->base = r_texture_notexture;
1395 skinframe->pants = NULL;
1396 skinframe->shirt = NULL;
1397 skinframe->nmap = r_texture_blanknormalmap;
1398 skinframe->gloss = NULL;
1399 skinframe->glow = NULL;
1400 skinframe->fog = NULL;
1405 void gl_main_start(void)
1410 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1413 alpha = 1 - exp(r / ((double)x*(double)x));
1414 if (x == FOGMASKTABLEWIDTH - 1)
1416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1419 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1422 // set up r_skinframe loading system for textures
1423 memset(&r_skinframe, 0, sizeof(r_skinframe));
1424 r_skinframe.loadsequence = 1;
1425 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1427 r_main_texturepool = R_AllocTexturePool();
1428 R_BuildBlankTextures();
1430 if (gl_texturecubemap)
1433 R_BuildNormalizationCube();
1435 R_BuildFogTexture();
1436 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438 memset(&r_svbsp, 0, sizeof (r_svbsp));
1441 void gl_main_shutdown(void)
1443 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1446 // clear out the r_skinframe state
1447 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448 memset(&r_skinframe, 0, sizeof(r_skinframe));
1451 Mem_Free(r_svbsp.nodes);
1452 memset(&r_svbsp, 0, sizeof (r_svbsp));
1453 R_FreeTexturePool(&r_main_texturepool);
1454 r_texture_blanknormalmap = NULL;
1455 r_texture_white = NULL;
1456 r_texture_black = NULL;
1457 r_texture_whitecube = NULL;
1458 r_texture_normalizationcube = NULL;
1459 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1466 // FIXME: move this code to client
1468 char *entities, entname[MAX_QPATH];
1471 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472 l = (int)strlen(entname) - 4;
1473 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1475 memcpy(entname + l, ".ent", 5);
1476 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1478 CL_ParseEntityLump(entities);
1483 if (cl.worldmodel->brush.entities)
1484 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1488 void GL_Main_Init(void)
1490 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1492 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494 if (gamemode == GAME_NEHAHRA)
1496 Cvar_RegisterVariable (&gl_fogenable);
1497 Cvar_RegisterVariable (&gl_fogdensity);
1498 Cvar_RegisterVariable (&gl_fogred);
1499 Cvar_RegisterVariable (&gl_foggreen);
1500 Cvar_RegisterVariable (&gl_fogblue);
1501 Cvar_RegisterVariable (&gl_fogstart);
1502 Cvar_RegisterVariable (&gl_fogend);
1504 Cvar_RegisterVariable(&r_depthfirst);
1505 Cvar_RegisterVariable(&r_nearclip);
1506 Cvar_RegisterVariable(&r_showbboxes);
1507 Cvar_RegisterVariable(&r_showsurfaces);
1508 Cvar_RegisterVariable(&r_showtris);
1509 Cvar_RegisterVariable(&r_shownormals);
1510 Cvar_RegisterVariable(&r_showlighting);
1511 Cvar_RegisterVariable(&r_showshadowvolumes);
1512 Cvar_RegisterVariable(&r_showcollisionbrushes);
1513 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515 Cvar_RegisterVariable(&r_showdisabledepthtest);
1516 Cvar_RegisterVariable(&r_drawportals);
1517 Cvar_RegisterVariable(&r_drawentities);
1518 Cvar_RegisterVariable(&r_cullentities_trace);
1519 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522 Cvar_RegisterVariable(&r_drawviewmodel);
1523 Cvar_RegisterVariable(&r_speeds);
1524 Cvar_RegisterVariable(&r_fullbrights);
1525 Cvar_RegisterVariable(&r_wateralpha);
1526 Cvar_RegisterVariable(&r_dynamic);
1527 Cvar_RegisterVariable(&r_fullbright);
1528 Cvar_RegisterVariable(&r_shadows);
1529 Cvar_RegisterVariable(&r_shadows_throwdistance);
1530 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533 Cvar_RegisterVariable(&r_textureunits);
1534 Cvar_RegisterVariable(&r_glsl);
1535 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539 Cvar_RegisterVariable(&r_lerpsprites);
1540 Cvar_RegisterVariable(&r_lerpmodels);
1541 Cvar_RegisterVariable(&r_waterscroll);
1542 Cvar_RegisterVariable(&r_bloom);
1543 Cvar_RegisterVariable(&r_bloom_colorscale);
1544 Cvar_RegisterVariable(&r_bloom_brighten);
1545 Cvar_RegisterVariable(&r_bloom_blur);
1546 Cvar_RegisterVariable(&r_bloom_resolution);
1547 Cvar_RegisterVariable(&r_bloom_colorexponent);
1548 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549 Cvar_RegisterVariable(&r_hdr);
1550 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551 Cvar_RegisterVariable(&r_glsl_contrastboost);
1552 Cvar_RegisterVariable(&r_hdr_glowintensity);
1553 Cvar_RegisterVariable(&r_hdr_range);
1554 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555 Cvar_RegisterVariable(&developer_texturelogging);
1556 Cvar_RegisterVariable(&gl_lightmaps);
1557 Cvar_RegisterVariable(&r_test);
1558 Cvar_RegisterVariable(&r_batchmode);
1559 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560 Cvar_SetValue("r_fullbrights", 0);
1561 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1578 void Render_Init(void)
1591 R_LightningBeams_Init();
1600 extern char *ENGINE_EXTENSIONS;
1603 VID_CheckExtensions();
1605 // LordHavoc: report supported extensions
1606 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1608 // clear to black (loading plaque will be seen over this)
1610 qglClearColor(0,0,0,1);CHECKGLERROR
1611 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1618 for (i = 0;i < 4;i++)
1620 p = r_view.frustum + i;
1625 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1629 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1637 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1645 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1653 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1665 for (i = 0;i < numplanes;i++)
1672 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1676 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1680 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1684 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1688 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1692 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1696 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1700 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1708 //==================================================================================
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1712 vec3_t tempdiffusenormal;
1714 // fetch the lighting from the worldmodel data
1715 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716 VectorClear(ent->modellight_diffuse);
1717 VectorClear(tempdiffusenormal);
1718 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1721 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1725 VectorSet(ent->modellight_ambient, 1, 1, 1);
1727 // move the light direction into modelspace coordinates for lighting code
1728 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729 if(VectorLength2(ent->modellight_lightdir) > 0)
1731 VectorNormalize(ent->modellight_lightdir);
1735 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1738 // scale ambient and directional light contributions according to rendering variables
1739 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1747 static void R_View_UpdateEntityVisible (void)
1750 entity_render_t *ent;
1752 if (!r_drawentities.integer)
1755 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1758 // worldmodel can check visibility
1759 for (i = 0;i < r_refdef.numentities;i++)
1761 ent = r_refdef.entities[i];
1762 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1764 if(r_cullentities_trace.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 ent = r_refdef.entities[i];
1769 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1771 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772 ent->last_trace_visibility = realtime;
1773 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774 r_viewcache.entityvisible[i] = 0;
1781 // no worldmodel or it can't check visibility
1782 for (i = 0;i < r_refdef.numentities;i++)
1784 ent = r_refdef.entities[i];
1785 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1789 // update entity lighting (even on hidden entities for r_shadows)
1790 for (i = 0;i < r_refdef.numentities;i++)
1791 R_UpdateEntityLighting(r_refdef.entities[i]);
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1798 entity_render_t *ent;
1800 if (!r_drawentities.integer)
1804 for (i = 0;i < r_refdef.numentities;i++)
1806 if (!r_viewcache.entityvisible[i])
1808 ent = r_refdef.entities[i];
1809 if (!ent->model || !ent->model->DrawSky)
1811 ent->model->DrawSky(ent);
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1821 entity_render_t *ent;
1823 if (!r_drawentities.integer)
1826 for (i = 0;i < r_refdef.numentities;i++)
1828 if (!r_viewcache.entityvisible[i])
1830 ent = r_refdef.entities[i];
1831 r_refdef.stats.entities++;
1832 if (ent->model && ent->model->Draw != NULL)
1833 ent->model->Draw(ent);
1839 void R_DrawModelsDepth(void)
1842 entity_render_t *ent;
1844 if (!r_drawentities.integer)
1847 for (i = 0;i < r_refdef.numentities;i++)
1849 if (!r_viewcache.entityvisible[i])
1851 ent = r_refdef.entities[i];
1852 r_refdef.stats.entities++;
1853 if (ent->model && ent->model->DrawDepth != NULL)
1854 ent->model->DrawDepth(ent);
1858 static void R_View_SetFrustum(void)
1860 double slopex, slopey;
1862 // break apart the view matrix into vectors for various purposes
1863 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864 VectorNegate(r_view.left, r_view.right);
1867 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868 r_view.frustum[0].normal[1] = 0 - 0;
1869 r_view.frustum[0].normal[2] = -1 - 0;
1870 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871 r_view.frustum[1].normal[1] = 0 + 0;
1872 r_view.frustum[1].normal[2] = -1 + 0;
1873 r_view.frustum[2].normal[0] = 0 - 0;
1874 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875 r_view.frustum[2].normal[2] = -1 - 0;
1876 r_view.frustum[3].normal[0] = 0 + 0;
1877 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878 r_view.frustum[3].normal[2] = -1 + 0;
1882 zNear = r_refdef.nearclip;
1883 nudge = 1.0 - 1.0 / (1<<23);
1884 r_view.frustum[4].normal[0] = 0 - 0;
1885 r_view.frustum[4].normal[1] = 0 - 0;
1886 r_view.frustum[4].normal[2] = -1 - -nudge;
1887 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888 r_view.frustum[5].normal[0] = 0 + 0;
1889 r_view.frustum[5].normal[1] = 0 + 0;
1890 r_view.frustum[5].normal[2] = -1 + -nudge;
1891 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1897 r_view.frustum[0].normal[0] = m[3] - m[0];
1898 r_view.frustum[0].normal[1] = m[7] - m[4];
1899 r_view.frustum[0].normal[2] = m[11] - m[8];
1900 r_view.frustum[0].dist = m[15] - m[12];
1902 r_view.frustum[1].normal[0] = m[3] + m[0];
1903 r_view.frustum[1].normal[1] = m[7] + m[4];
1904 r_view.frustum[1].normal[2] = m[11] + m[8];
1905 r_view.frustum[1].dist = m[15] + m[12];
1907 r_view.frustum[2].normal[0] = m[3] - m[1];
1908 r_view.frustum[2].normal[1] = m[7] - m[5];
1909 r_view.frustum[2].normal[2] = m[11] - m[9];
1910 r_view.frustum[2].dist = m[15] - m[13];
1912 r_view.frustum[3].normal[0] = m[3] + m[1];
1913 r_view.frustum[3].normal[1] = m[7] + m[5];
1914 r_view.frustum[3].normal[2] = m[11] + m[9];
1915 r_view.frustum[3].dist = m[15] + m[13];
1917 r_view.frustum[4].normal[0] = m[3] - m[2];
1918 r_view.frustum[4].normal[1] = m[7] - m[6];
1919 r_view.frustum[4].normal[2] = m[11] - m[10];
1920 r_view.frustum[4].dist = m[15] - m[14];
1922 r_view.frustum[5].normal[0] = m[3] + m[2];
1923 r_view.frustum[5].normal[1] = m[7] + m[6];
1924 r_view.frustum[5].normal[2] = m[11] + m[10];
1925 r_view.frustum[5].dist = m[15] + m[14];
1930 slopex = 1.0 / r_view.frustum_x;
1931 slopey = 1.0 / r_view.frustum_y;
1932 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1933 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1934 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1935 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1936 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1937 VectorNormalize(r_view.frustum[0].normal);
1938 VectorNormalize(r_view.frustum[1].normal);
1939 VectorNormalize(r_view.frustum[2].normal);
1940 VectorNormalize(r_view.frustum[3].normal);
1941 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1942 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1943 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1944 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1945 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1946 PlaneClassify(&r_view.frustum[0]);
1947 PlaneClassify(&r_view.frustum[1]);
1948 PlaneClassify(&r_view.frustum[2]);
1949 PlaneClassify(&r_view.frustum[3]);
1950 PlaneClassify(&r_view.frustum[4]);
1952 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1953 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1954 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1955 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1956 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1958 // LordHavoc: note to all quake engine coders, Quake had a special case
1959 // for 90 degrees which assumed a square view (wrong), so I removed it,
1960 // Quake2 has it disabled as well.
1962 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1963 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1964 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1965 //PlaneClassify(&frustum[0]);
1967 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1968 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1969 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1970 //PlaneClassify(&frustum[1]);
1972 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1973 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1974 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1975 //PlaneClassify(&frustum[2]);
1977 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1978 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1979 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1980 //PlaneClassify(&frustum[3]);
1983 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1984 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1985 //PlaneClassify(&frustum[4]);
1988 void R_View_Update(void)
1990 R_View_SetFrustum();
1991 R_View_WorldVisibility();
1992 R_View_UpdateEntityVisible();
1995 void R_SetupView(const matrix4x4_t *matrix)
1997 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1998 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2000 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2002 GL_SetupView_Orientation_FromEntity(matrix);
2005 void R_ResetViewRendering2D(void)
2007 if (gl_support_fragment_shader)
2009 qglUseProgramObjectARB(0);CHECKGLERROR
2014 // GL is weird because it's bottom to top, r_view.y is top to bottom
2015 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2016 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2017 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2018 GL_Color(1, 1, 1, 1);
2019 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2020 GL_BlendFunc(GL_ONE, GL_ZERO);
2021 GL_AlphaTest(false);
2022 GL_ScissorTest(false);
2023 GL_DepthMask(false);
2024 GL_DepthRange(0, 1);
2025 GL_DepthTest(false);
2026 R_Mesh_Matrix(&identitymatrix);
2027 R_Mesh_ResetTextureState();
2028 GL_PolygonOffset(0, 0);
2029 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2030 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2031 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2032 qglStencilMask(~0);CHECKGLERROR
2033 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2034 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2035 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2038 void R_ResetViewRendering3D(void)
2040 if (gl_support_fragment_shader)
2042 qglUseProgramObjectARB(0);CHECKGLERROR
2047 // GL is weird because it's bottom to top, r_view.y is top to bottom
2048 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2049 R_SetupView(&r_view.matrix);
2050 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2051 GL_Color(1, 1, 1, 1);
2052 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2053 GL_BlendFunc(GL_ONE, GL_ZERO);
2054 GL_AlphaTest(false);
2055 GL_ScissorTest(true);
2057 GL_DepthRange(0, 1);
2059 R_Mesh_Matrix(&identitymatrix);
2060 R_Mesh_ResetTextureState();
2061 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2062 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2063 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2064 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2065 qglStencilMask(~0);CHECKGLERROR
2066 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2067 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2068 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2072 R_Bloom_SetupShader(
2074 "// written by Forest 'LordHavoc' Hale\n"
2076 "// common definitions between vertex shader and fragment shader:\n"
2078 "#ifdef __GLSL_CG_DATA_TYPES\n"
2079 "#define myhalf half\n"
2080 "#define myhvec2 hvec2\n"
2081 "#define myhvec3 hvec3\n"
2082 "#define myhvec4 hvec4\n"
2084 "#define myhalf float\n"
2085 "#define myhvec2 vec2\n"
2086 "#define myhvec3 vec3\n"
2087 "#define myhvec4 vec4\n"
2090 "varying vec2 ScreenTexCoord;\n"
2091 "varying vec2 BloomTexCoord;\n"
2096 "// vertex shader specific:\n"
2097 "#ifdef VERTEX_SHADER\n"
2101 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2102 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2103 " // transform vertex to camera space, using ftransform to match non-VS\n"
2105 " gl_Position = ftransform();\n"
2108 "#endif // VERTEX_SHADER\n"
2113 "// fragment shader specific:\n"
2114 "#ifdef FRAGMENT_SHADER\n"
2119 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2120 " for (x = -BLUR_X;x <= BLUR_X;x++)
2121 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2122 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2123 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2124 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2126 " gl_FragColor = vec4(color);\n"
2129 "#endif // FRAGMENT_SHADER\n"
2132 void R_RenderScene(void);
2134 void R_Bloom_StartFrame(void)
2136 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2138 // set bloomwidth and bloomheight to the bloom resolution that will be
2139 // used (often less than the screen resolution for faster rendering)
2140 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2141 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2142 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2144 // calculate desired texture sizes
2145 if (gl_support_arb_texture_non_power_of_two)
2147 screentexturewidth = r_view.width;
2148 screentextureheight = r_view.height;
2149 bloomtexturewidth = r_bloomstate.bloomwidth;
2150 bloomtextureheight = r_bloomstate.bloomheight;
2154 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2155 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2156 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2157 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2162 screentexturewidth = screentextureheight = 0;
2164 else if (r_bloom.integer)
2169 screentexturewidth = screentextureheight = 0;
2170 bloomtexturewidth = bloomtextureheight = 0;
2173 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2175 // can't use bloom if the parameters are too weird
2176 // can't use bloom if the card does not support the texture size
2177 if (r_bloomstate.texture_screen)
2178 R_FreeTexture(r_bloomstate.texture_screen);
2179 if (r_bloomstate.texture_bloom)
2180 R_FreeTexture(r_bloomstate.texture_bloom);
2181 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185 r_bloomstate.enabled = true;
2186 r_bloomstate.hdr = r_hdr.integer != 0;
2188 // allocate textures as needed
2189 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2191 if (r_bloomstate.texture_screen)
2192 R_FreeTexture(r_bloomstate.texture_screen);
2193 r_bloomstate.texture_screen = NULL;
2194 r_bloomstate.screentexturewidth = screentexturewidth;
2195 r_bloomstate.screentextureheight = screentextureheight;
2196 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2197 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2199 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2201 if (r_bloomstate.texture_bloom)
2202 R_FreeTexture(r_bloomstate.texture_bloom);
2203 r_bloomstate.texture_bloom = NULL;
2204 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2205 r_bloomstate.bloomtextureheight = bloomtextureheight;
2206 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2207 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2210 // set up a texcoord array for the full resolution screen image
2211 // (we have to keep this around to copy back during final render)
2212 r_bloomstate.screentexcoord2f[0] = 0;
2213 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2214 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2215 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2216 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2217 r_bloomstate.screentexcoord2f[5] = 0;
2218 r_bloomstate.screentexcoord2f[6] = 0;
2219 r_bloomstate.screentexcoord2f[7] = 0;
2221 // set up a texcoord array for the reduced resolution bloom image
2222 // (which will be additive blended over the screen image)
2223 r_bloomstate.bloomtexcoord2f[0] = 0;
2224 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2225 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2226 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2227 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2228 r_bloomstate.bloomtexcoord2f[5] = 0;
2229 r_bloomstate.bloomtexcoord2f[6] = 0;
2230 r_bloomstate.bloomtexcoord2f[7] = 0;
2233 void R_Bloom_CopyScreenTexture(float colorscale)
2235 r_refdef.stats.bloom++;
2237 R_ResetViewRendering2D();
2238 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2239 R_Mesh_ColorPointer(NULL, 0, 0);
2240 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2243 // copy view into the screen texture
2244 GL_ActiveTexture(0);
2246 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2247 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2249 // now scale it down to the bloom texture size
2251 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2252 GL_BlendFunc(GL_ONE, GL_ZERO);
2253 GL_Color(colorscale, colorscale, colorscale, 1);
2254 // TODO: optimize with multitexture or GLSL
2255 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2256 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2258 // we now have a bloom image in the framebuffer
2259 // copy it into the bloom image texture for later processing
2260 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2261 GL_ActiveTexture(0);
2263 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2264 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2267 void R_Bloom_CopyHDRTexture(void)
2269 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2270 GL_ActiveTexture(0);
2272 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2273 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2276 void R_Bloom_MakeTexture(void)
2279 float xoffset, yoffset, r, brighten;
2281 r_refdef.stats.bloom++;
2283 R_ResetViewRendering2D();
2284 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2285 R_Mesh_ColorPointer(NULL, 0, 0);
2287 // we have a bloom image in the framebuffer
2289 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2291 for (x = 1;x < r_bloom_colorexponent.value;)
2294 r = bound(0, r_bloom_colorexponent.value / x, 1);
2295 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2296 GL_Color(r, r, r, 1);
2297 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2298 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2299 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2302 // copy the vertically blurred bloom view to a texture
2303 GL_ActiveTexture(0);
2305 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2306 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2309 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2310 brighten = r_bloom_brighten.value;
2312 brighten *= r_hdr_range.value;
2313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2314 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2316 for (dir = 0;dir < 2;dir++)
2318 // blend on at multiple vertical offsets to achieve a vertical blur
2319 // TODO: do offset blends using GLSL
2320 GL_BlendFunc(GL_ONE, GL_ZERO);
2321 for (x = -range;x <= range;x++)
2323 if (!dir){xoffset = 0;yoffset = x;}
2324 else {xoffset = x;yoffset = 0;}
2325 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2326 yoffset /= (float)r_bloomstate.bloomtextureheight;
2327 // compute a texcoord array with the specified x and y offset
2328 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2329 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2330 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2331 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2332 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2333 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2334 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2335 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2336 // this r value looks like a 'dot' particle, fading sharply to
2337 // black at the edges
2338 // (probably not realistic but looks good enough)
2339 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2340 //r = (dir ? 1.0f : brighten)/(range*2+1);
2341 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2342 GL_Color(r, r, r, 1);
2343 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2344 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2345 GL_BlendFunc(GL_ONE, GL_ONE);
2348 // copy the vertically blurred bloom view to a texture
2349 GL_ActiveTexture(0);
2351 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2352 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2355 // apply subtract last
2356 // (just like it would be in a GLSL shader)
2357 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2359 GL_BlendFunc(GL_ONE, GL_ZERO);
2360 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2361 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2362 GL_Color(1, 1, 1, 1);
2363 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2364 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2366 GL_BlendFunc(GL_ONE, GL_ONE);
2367 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2368 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2369 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2370 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2371 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2372 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2373 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2375 // copy the darkened bloom view to a texture
2376 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2377 GL_ActiveTexture(0);
2379 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2380 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2384 void R_HDR_RenderBloomTexture(void)
2386 int oldwidth, oldheight;
2388 oldwidth = r_view.width;
2389 oldheight = r_view.height;
2390 r_view.width = r_bloomstate.bloomwidth;
2391 r_view.height = r_bloomstate.bloomheight;
2393 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2394 // TODO: add exposure compensation features
2395 // TODO: add fp16 framebuffer support
2397 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2399 r_view.colorscale /= r_hdr_range.value;
2402 R_ResetViewRendering2D();
2404 R_Bloom_CopyHDRTexture();
2405 R_Bloom_MakeTexture();
2407 R_ResetViewRendering3D();
2410 if (r_timereport_active)
2411 R_TimeReport("clear");
2414 // restore the view settings
2415 r_view.width = oldwidth;
2416 r_view.height = oldheight;
2419 static void R_BlendView(void)
2421 if (r_bloomstate.enabled && r_bloomstate.hdr)
2423 // render high dynamic range bloom effect
2424 // the bloom texture was made earlier this render, so we just need to
2425 // blend it onto the screen...
2426 R_ResetViewRendering2D();
2427 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2428 R_Mesh_ColorPointer(NULL, 0, 0);
2429 GL_Color(1, 1, 1, 1);
2430 GL_BlendFunc(GL_ONE, GL_ONE);
2431 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2432 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2433 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2434 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2436 else if (r_bloomstate.enabled)
2438 // render simple bloom effect
2439 // copy the screen and shrink it and darken it for the bloom process
2440 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2441 // make the bloom texture
2442 R_Bloom_MakeTexture();
2443 // put the original screen image back in place and blend the bloom
2445 R_ResetViewRendering2D();
2446 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2447 R_Mesh_ColorPointer(NULL, 0, 0);
2448 GL_Color(1, 1, 1, 1);
2449 GL_BlendFunc(GL_ONE, GL_ZERO);
2450 // do both in one pass if possible
2451 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2452 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2453 if (r_textureunits.integer >= 2 && gl_combine.integer)
2455 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2456 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2457 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2461 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2462 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2463 // now blend on the bloom texture
2464 GL_BlendFunc(GL_ONE, GL_ONE);
2465 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2466 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2468 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2469 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2471 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2473 // apply a color tint to the whole view
2474 R_ResetViewRendering2D();
2475 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2476 R_Mesh_ColorPointer(NULL, 0, 0);
2477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2478 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2479 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2483 void R_RenderScene(void);
2485 matrix4x4_t r_waterscrollmatrix;
2487 void R_UpdateVariables(void)
2491 r_refdef.farclip = 4096;
2492 if (r_refdef.worldmodel)
2493 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2494 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2496 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2497 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2498 r_refdef.polygonfactor = 0;
2499 r_refdef.polygonoffset = 0;
2500 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2501 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2503 r_refdef.rtworld = r_shadow_realtime_world.integer;
2504 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2505 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2506 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2507 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2508 if (r_showsurfaces.integer)
2510 r_refdef.rtworld = false;
2511 r_refdef.rtworldshadows = false;
2512 r_refdef.rtdlight = false;
2513 r_refdef.rtdlightshadows = false;
2514 r_refdef.lightmapintensity = 0;
2517 if (gamemode == GAME_NEHAHRA)
2519 if (gl_fogenable.integer)
2521 r_refdef.oldgl_fogenable = true;
2522 r_refdef.fog_density = gl_fogdensity.value;
2523 r_refdef.fog_red = gl_fogred.value;
2524 r_refdef.fog_green = gl_foggreen.value;
2525 r_refdef.fog_blue = gl_fogblue.value;
2527 else if (r_refdef.oldgl_fogenable)
2529 r_refdef.oldgl_fogenable = false;
2530 r_refdef.fog_density = 0;
2531 r_refdef.fog_red = 0;
2532 r_refdef.fog_green = 0;
2533 r_refdef.fog_blue = 0;
2536 if (r_refdef.fog_density)
2538 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2539 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2540 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2542 if (r_refdef.fog_density)
2544 r_refdef.fogenabled = true;
2545 // this is the point where the fog reaches 0.9986 alpha, which we
2546 // consider a good enough cutoff point for the texture
2547 // (0.9986 * 256 == 255.6)
2548 r_refdef.fogrange = 400 / r_refdef.fog_density;
2549 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2550 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2551 // fog color was already set
2554 r_refdef.fogenabled = false;
2562 void R_RenderView(void)
2564 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2565 return; //Host_Error ("R_RenderView: NULL worldmodel");
2567 R_Shadow_UpdateWorldLightSelection();
2570 if (r_timereport_active)
2571 R_TimeReport("setup");
2574 if (r_timereport_active)
2575 R_TimeReport("visibility");
2577 R_ResetViewRendering3D();
2580 if (r_timereport_active)
2581 R_TimeReport("clear");
2583 R_Bloom_StartFrame();
2585 // this produces a bloom texture to be used in R_BlendView() later
2587 R_HDR_RenderBloomTexture();
2589 r_view.colorscale = r_hdr_scenebrightness.value;
2593 if (r_timereport_active)
2594 R_TimeReport("blendview");
2596 GL_Scissor(0, 0, vid.width, vid.height);
2597 GL_ScissorTest(false);
2601 extern void R_DrawLightningBeams (void);
2602 extern void VM_CL_AddPolygonsToMeshQueue (void);
2603 extern void R_DrawPortals (void);
2604 extern cvar_t cl_locs_show;
2605 static void R_DrawLocs(void);
2606 static void R_DrawEntityBBoxes(void);
2607 void R_RenderScene(void)
2609 // don't let sound skip if going slow
2610 if (r_refdef.extraupdate)
2613 R_ResetViewRendering3D();
2615 R_MeshQueue_BeginScene();
2619 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2621 if (cl.csqc_vidvars.drawworld)
2623 // don't let sound skip if going slow
2624 if (r_refdef.extraupdate)
2627 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2629 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2630 if (r_timereport_active)
2631 R_TimeReport("worldsky");
2634 if (R_DrawBrushModelsSky() && r_timereport_active)
2635 R_TimeReport("bmodelsky");
2638 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2640 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2641 if (r_timereport_active)
2642 R_TimeReport("worlddepth");
2644 if (r_depthfirst.integer >= 2)
2646 R_DrawModelsDepth();
2647 if (r_timereport_active)
2648 R_TimeReport("modeldepth");
2651 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2653 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2654 if (r_timereport_active)
2655 R_TimeReport("world");
2658 // don't let sound skip if going slow
2659 if (r_refdef.extraupdate)
2663 if (r_timereport_active)
2664 R_TimeReport("models");
2666 // don't let sound skip if going slow
2667 if (r_refdef.extraupdate)
2670 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2672 R_DrawModelShadows();
2674 R_ResetViewRendering3D();
2676 // don't let sound skip if going slow
2677 if (r_refdef.extraupdate)
2681 R_ShadowVolumeLighting(false);
2682 if (r_timereport_active)
2683 R_TimeReport("rtlights");
2685 // don't let sound skip if going slow
2686 if (r_refdef.extraupdate)
2689 if (cl.csqc_vidvars.drawworld)
2691 R_DrawLightningBeams();
2692 if (r_timereport_active)
2693 R_TimeReport("lightning");
2696 if (r_timereport_active)
2697 R_TimeReport("particles");
2700 if (r_timereport_active)
2701 R_TimeReport("explosions");
2704 if (gl_support_fragment_shader)
2706 qglUseProgramObjectARB(0);CHECKGLERROR
2708 VM_CL_AddPolygonsToMeshQueue();
2710 if (cl_locs_show.integer)
2713 if (r_timereport_active)
2714 R_TimeReport("showlocs");
2717 if (r_drawportals.integer)
2720 if (r_timereport_active)
2721 R_TimeReport("portals");
2724 if (r_showbboxes.value > 0)
2726 R_DrawEntityBBoxes();
2727 if (r_timereport_active)
2728 R_TimeReport("bboxes");
2731 if (gl_support_fragment_shader)
2733 qglUseProgramObjectARB(0);CHECKGLERROR
2735 R_MeshQueue_RenderTransparent();
2736 if (r_timereport_active)
2737 R_TimeReport("drawtrans");
2739 if (gl_support_fragment_shader)
2741 qglUseProgramObjectARB(0);CHECKGLERROR
2744 if (cl.csqc_vidvars.drawworld)
2747 if (r_timereport_active)
2748 R_TimeReport("coronas");
2751 // don't let sound skip if going slow
2752 if (r_refdef.extraupdate)
2755 R_ResetViewRendering2D();
2758 static const int bboxelements[36] =
2768 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2771 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2772 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2773 GL_DepthMask(false);
2774 GL_DepthRange(0, 1);
2775 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2776 R_Mesh_Matrix(&identitymatrix);
2777 R_Mesh_ResetTextureState();
2779 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2780 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2781 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2782 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2783 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2784 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2785 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2786 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2787 R_FillColors(color4f, 8, cr, cg, cb, ca);
2788 if (r_refdef.fogenabled)
2790 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2792 f1 = FogPoint_World(v);
2794 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2795 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2796 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2799 R_Mesh_VertexPointer(vertex3f, 0, 0);
2800 R_Mesh_ColorPointer(color4f, 0, 0);
2801 R_Mesh_ResetTextureState();
2802 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2805 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2809 prvm_edict_t *edict;
2810 // this function draws bounding boxes of server entities
2814 for (i = 0;i < numsurfaces;i++)
2816 edict = PRVM_EDICT_NUM(surfacelist[i]);
2817 switch ((int)edict->fields.server->solid)
2819 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2820 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2821 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2822 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2823 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2824 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2826 color[3] *= r_showbboxes.value;
2827 color[3] = bound(0, color[3], 1);
2828 GL_DepthTest(!r_showdisabledepthtest.integer);
2829 GL_CullFace(GL_BACK);
2830 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2835 static void R_DrawEntityBBoxes(void)
2838 prvm_edict_t *edict;
2840 // this function draws bounding boxes of server entities
2844 for (i = 0;i < prog->num_edicts;i++)
2846 edict = PRVM_EDICT_NUM(i);
2847 if (edict->priv.server->free)
2849 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2850 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2855 int nomodelelements[24] =
2867 float nomodelvertex3f[6*3] =
2877 float nomodelcolor4f[6*4] =
2879 0.0f, 0.0f, 0.5f, 1.0f,
2880 0.0f, 0.0f, 0.5f, 1.0f,
2881 0.0f, 0.5f, 0.0f, 1.0f,
2882 0.0f, 0.5f, 0.0f, 1.0f,
2883 0.5f, 0.0f, 0.0f, 1.0f,
2884 0.5f, 0.0f, 0.0f, 1.0f
2887 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2892 // this is only called once per entity so numsurfaces is always 1, and
2893 // surfacelist is always {0}, so this code does not handle batches
2894 R_Mesh_Matrix(&ent->matrix);
2896 if (ent->flags & EF_ADDITIVE)
2898 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2899 GL_DepthMask(false);
2901 else if (ent->alpha < 1)
2903 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2904 GL_DepthMask(false);
2908 GL_BlendFunc(GL_ONE, GL_ZERO);
2911 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2912 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2913 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2914 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2915 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2916 if (r_refdef.fogenabled)
2919 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2920 R_Mesh_ColorPointer(color4f, 0, 0);
2921 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2922 f1 = FogPoint_World(org);
2924 for (i = 0, c = color4f;i < 6;i++, c += 4)
2926 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2927 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2928 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2932 else if (ent->alpha != 1)
2934 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2935 R_Mesh_ColorPointer(color4f, 0, 0);
2936 for (i = 0, c = color4f;i < 6;i++, c += 4)
2940 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2941 R_Mesh_ResetTextureState();
2942 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2945 void R_DrawNoModel(entity_render_t *ent)
2948 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2949 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2950 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2952 // R_DrawNoModelCallback(ent, 0);
2955 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2957 vec3_t right1, right2, diff, normal;
2959 VectorSubtract (org2, org1, normal);
2961 // calculate 'right' vector for start
2962 VectorSubtract (r_view.origin, org1, diff);
2963 CrossProduct (normal, diff, right1);
2964 VectorNormalize (right1);
2966 // calculate 'right' vector for end
2967 VectorSubtract (r_view.origin, org2, diff);
2968 CrossProduct (normal, diff, right2);
2969 VectorNormalize (right2);
2971 vert[ 0] = org1[0] + width * right1[0];
2972 vert[ 1] = org1[1] + width * right1[1];
2973 vert[ 2] = org1[2] + width * right1[2];
2974 vert[ 3] = org1[0] - width * right1[0];
2975 vert[ 4] = org1[1] - width * right1[1];
2976 vert[ 5] = org1[2] - width * right1[2];
2977 vert[ 6] = org2[0] - width * right2[0];
2978 vert[ 7] = org2[1] - width * right2[1];
2979 vert[ 8] = org2[2] - width * right2[2];
2980 vert[ 9] = org2[0] + width * right2[0];
2981 vert[10] = org2[1] + width * right2[1];
2982 vert[11] = org2[2] + width * right2[2];
2985 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2987 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)
2992 if (r_refdef.fogenabled)
2993 fog = FogPoint_World(origin);
2995 R_Mesh_Matrix(&identitymatrix);
2996 GL_BlendFunc(blendfunc1, blendfunc2);
3002 GL_CullFace(GL_BACK);
3005 GL_CullFace(GL_FRONT);
3007 GL_DepthMask(false);
3008 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3009 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3010 GL_DepthTest(!depthdisable);
3012 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3013 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3014 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3015 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3016 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3017 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3018 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3019 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3020 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3021 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3022 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3023 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3025 R_Mesh_VertexPointer(vertex3f, 0, 0);
3026 R_Mesh_ColorPointer(NULL, 0, 0);
3027 R_Mesh_ResetTextureState();
3028 R_Mesh_TexBind(0, R_GetTexture(texture));
3029 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3030 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3031 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3032 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3034 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3036 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3037 GL_BlendFunc(blendfunc1, GL_ONE);
3039 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3040 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3044 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3049 VectorSet(v, x, y, z);
3050 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3051 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3053 if (i == mesh->numvertices)
3055 if (mesh->numvertices < mesh->maxvertices)
3057 VectorCopy(v, vertex3f);
3058 mesh->numvertices++;
3060 return mesh->numvertices;
3066 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3070 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3071 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3072 e = mesh->element3i + mesh->numtriangles * 3;
3073 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3075 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3076 if (mesh->numtriangles < mesh->maxtriangles)
3081 mesh->numtriangles++;
3083 element[1] = element[2];
3087 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3091 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3092 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3093 e = mesh->element3i + mesh->numtriangles * 3;
3094 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3096 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3097 if (mesh->numtriangles < mesh->maxtriangles)
3102 mesh->numtriangles++;
3104 element[1] = element[2];
3108 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3109 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3111 int planenum, planenum2;
3114 mplane_t *plane, *plane2;
3116 double temppoints[2][256*3];
3117 // figure out how large a bounding box we need to properly compute this brush
3119 for (w = 0;w < numplanes;w++)
3120 maxdist = max(maxdist, planes[w].dist);
3121 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3122 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3123 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3127 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3128 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3130 if (planenum2 == planenum)
3132 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);
3135 if (tempnumpoints < 3)
3137 // generate elements forming a triangle fan for this polygon
3138 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3142 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3145 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3146 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3147 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3148 GL_LockArrays(0, brush->numpoints);
3149 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3150 GL_LockArrays(0, 0);
3153 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3156 if (!surface->num_collisiontriangles)
3158 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3159 i = (int)(((size_t)surface) / sizeof(msurface_t));
3160 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3161 GL_LockArrays(0, surface->num_collisionvertices);
3162 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3163 GL_LockArrays(0, 0);
3166 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)
3168 texturelayer_t *layer;
3169 layer = t->currentlayers + t->currentnumlayers++;
3171 layer->depthmask = depthmask;
3172 layer->blendfunc1 = blendfunc1;
3173 layer->blendfunc2 = blendfunc2;
3174 layer->texture = texture;
3175 layer->texmatrix = *matrix;
3176 layer->color[0] = r * r_view.colorscale;
3177 layer->color[1] = g * r_view.colorscale;
3178 layer->color[2] = b * r_view.colorscale;
3179 layer->color[3] = a;
3182 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3185 index = parms[2] + r_refdef.time * parms[3];
3186 index -= floor(index);
3190 case Q3WAVEFUNC_NONE:
3191 case Q3WAVEFUNC_NOISE:
3192 case Q3WAVEFUNC_COUNT:
3195 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3196 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3197 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3198 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3199 case Q3WAVEFUNC_TRIANGLE:
3201 f = index - floor(index);
3212 return (float)(parms[0] + parms[1] * f);
3215 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3218 model_t *model = ent->model;
3221 q3shaderinfo_layer_tcmod_t *tcmod;
3223 // switch to an alternate material if this is a q1bsp animated material
3225 texture_t *texture = t;
3226 int s = ent->skinnum;
3227 if ((unsigned int)s >= (unsigned int)model->numskins)
3229 if (model->skinscenes)
3231 if (model->skinscenes[s].framecount > 1)
3232 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3234 s = model->skinscenes[s].firstframe;
3237 t = t + s * model->num_surfaces;
3240 // use an alternate animation if the entity's frame is not 0,
3241 // and only if the texture has an alternate animation
3242 if (ent->frame != 0 && t->anim_total[1])
3243 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3245 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3247 texture->currentframe = t;
3250 // update currentskinframe to be a qw skin or animation frame
3251 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3253 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3255 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3256 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3257 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3259 t->currentskinframe = r_qwskincache_skinframe[i];
3260 if (t->currentskinframe == NULL)
3261 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3263 else if (t->numskinframes >= 2)
3264 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3265 if (t->backgroundnumskinframes >= 2)
3266 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3268 t->currentmaterialflags = t->basematerialflags;
3269 t->currentalpha = ent->alpha;
3270 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3271 t->currentalpha *= r_wateralpha.value;
3272 if (!(ent->flags & RENDER_LIGHT))
3273 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3274 if (ent->effects & EF_ADDITIVE)
3275 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3276 else if (t->currentalpha < 1)
3277 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3278 if (ent->effects & EF_DOUBLESIDED)
3279 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3280 if (ent->effects & EF_NODEPTHTEST)
3281 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3282 if (ent->flags & RENDER_VIEWMODEL)
3283 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3284 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3285 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3287 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3290 switch(tcmod->tcmod)
3294 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3295 matrix = r_waterscrollmatrix;
3297 matrix = identitymatrix;
3299 case Q3TCMOD_ENTITYTRANSLATE:
3300 // this is used in Q3 to allow the gamecode to control texcoord
3301 // scrolling on the entity, which is not supported in darkplaces yet.
3302 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3304 case Q3TCMOD_ROTATE:
3305 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3306 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3307 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3310 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3312 case Q3TCMOD_SCROLL:
3313 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3315 case Q3TCMOD_STRETCH:
3316 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3317 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3319 case Q3TCMOD_TRANSFORM:
3320 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3321 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3322 VectorSet(tcmat + 6, 0 , 0 , 1);
3323 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3324 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3326 case Q3TCMOD_TURBULENT:
3327 // this is handled in the RSurf_PrepareVertices function
3328 matrix = identitymatrix;
3331 // either replace or concatenate the transformation
3333 t->currenttexmatrix = matrix;
3336 matrix4x4_t temp = t->currenttexmatrix;
3337 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3341 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3342 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3343 t->glosstexture = r_texture_white;
3344 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3345 t->backgroundglosstexture = r_texture_white;
3346 t->specularpower = r_shadow_glossexponent.value;
3347 // TODO: store reference values for these in the texture?
3348 t->specularscale = 0;
3349 if (r_shadow_gloss.integer > 0)
3351 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3353 if (r_shadow_glossintensity.value > 0)
3355 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3356 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3357 t->specularscale = r_shadow_glossintensity.value;
3360 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3361 t->specularscale = r_shadow_gloss2intensity.value;
3364 t->currentpolygonfactor = r_refdef.polygonfactor;
3365 t->currentpolygonoffset = r_refdef.polygonoffset;
3366 // submodels are biased to avoid z-fighting with world surfaces that they
3367 // may be exactly overlapping (avoids z-fighting artifacts on certain
3368 // doors and things in Quake maps)
3369 if (ent->model->brush.submodel)
3371 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3372 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3375 VectorClear(t->dlightcolor);
3376 t->currentnumlayers = 0;
3377 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3379 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3381 int blendfunc1, blendfunc2, depthmask;
3382 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3384 blendfunc1 = GL_SRC_ALPHA;
3385 blendfunc2 = GL_ONE;
3387 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3389 blendfunc1 = GL_SRC_ALPHA;
3390 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3392 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3394 blendfunc1 = t->customblendfunc[0];
3395 blendfunc2 = t->customblendfunc[1];
3399 blendfunc1 = GL_ONE;
3400 blendfunc2 = GL_ZERO;
3402 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3403 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3405 rtexture_t *currentbasetexture;
3407 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3408 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3409 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3410 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3412 // fullbright is not affected by r_refdef.lightmapintensity
3413 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3414 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3415 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3416 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3417 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3422 // set the color tint used for lights affecting this surface
3423 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3425 // q3bsp has no lightmap updates, so the lightstylevalue that
3426 // would normally be baked into the lightmap must be
3427 // applied to the color
3428 if (ent->model->type == mod_brushq3)
3429 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3430 colorscale *= r_refdef.lightmapintensity;
3431 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3432 if (r_ambient.value >= (1.0f/64.0f))
3433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3434 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3436 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3437 if (r_ambient.value >= (1.0f/64.0f))
3438 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3440 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3442 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3443 if (r_ambient.value >= (1.0f/64.0f))
3444 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3447 if (t->currentskinframe->glow != NULL)
3448 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->currentalpha);
3449 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3451 // if this is opaque use alpha blend which will darken the earlier
3454 // if this is an alpha blended material, all the earlier passes
3455 // were darkened by fog already, so we only need to add the fog
3456 // color ontop through the fog mask texture
3458 // if this is an additive blended material, all the earlier passes
3459 // were darkened by fog already, and we should not add fog color
3460 // (because the background was not darkened, there is no fog color
3461 // that was lost behind it).
3462 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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3469 void R_UpdateAllTextureInfo(entity_render_t *ent)
3473 for (i = 0;i < ent->model->num_texturesperskin;i++)
3474 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3477 rsurfacestate_t rsurface;
3479 void R_Mesh_ResizeArrays(int newvertices)
3482 if (rsurface.array_size >= newvertices)
3484 if (rsurface.array_modelvertex3f)
3485 Mem_Free(rsurface.array_modelvertex3f);
3486 rsurface.array_size = (newvertices + 1023) & ~1023;
3487 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3488 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3489 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3490 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3491 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3492 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3493 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3494 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3495 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3496 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3497 rsurface.array_color4f = base + rsurface.array_size * 27;
3498 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3501 void RSurf_CleanUp(void)
3504 if (rsurface.mode == RSURFMODE_GLSL)
3506 qglUseProgramObjectARB(0);CHECKGLERROR
3508 GL_AlphaTest(false);
3509 rsurface.mode = RSURFMODE_NONE;
3510 rsurface.uselightmaptexture = false;
3511 rsurface.texture = NULL;
3514 void RSurf_ActiveWorldEntity(void)
3516 model_t *model = r_refdef.worldmodel;
3518 if (rsurface.array_size < model->surfmesh.num_vertices)
3519 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3520 rsurface.matrix = identitymatrix;
3521 rsurface.inversematrix = identitymatrix;
3522 R_Mesh_Matrix(&identitymatrix);
3523 VectorCopy(r_view.origin, rsurface.modelorg);
3524 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3525 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3526 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3527 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3528 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3529 rsurface.frameblend[0].frame = 0;
3530 rsurface.frameblend[0].lerp = 1;
3531 rsurface.frameblend[1].frame = 0;
3532 rsurface.frameblend[1].lerp = 0;
3533 rsurface.frameblend[2].frame = 0;
3534 rsurface.frameblend[2].lerp = 0;
3535 rsurface.frameblend[3].frame = 0;
3536 rsurface.frameblend[3].lerp = 0;
3537 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3538 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3539 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3540 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3541 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3542 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3543 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3544 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3545 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3546 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3547 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3548 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3549 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3550 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3551 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3552 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3553 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3554 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3555 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3556 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3557 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3558 rsurface.modelelement3i = model->surfmesh.data_element3i;
3559 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3560 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3561 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3562 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3563 rsurface.modelsurfaces = model->data_surfaces;
3564 rsurface.generatedvertex = false;
3565 rsurface.vertex3f = rsurface.modelvertex3f;
3566 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3567 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3568 rsurface.svector3f = rsurface.modelsvector3f;
3569 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3570 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3571 rsurface.tvector3f = rsurface.modeltvector3f;
3572 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3573 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3574 rsurface.normal3f = rsurface.modelnormal3f;
3575 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3576 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3577 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3580 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3582 model_t *model = ent->model;
3584 if (rsurface.array_size < model->surfmesh.num_vertices)
3585 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3586 rsurface.matrix = ent->matrix;
3587 rsurface.inversematrix = ent->inversematrix;
3588 R_Mesh_Matrix(&rsurface.matrix);
3589 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3590 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3591 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3592 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3593 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3594 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3595 rsurface.frameblend[0] = ent->frameblend[0];
3596 rsurface.frameblend[1] = ent->frameblend[1];
3597 rsurface.frameblend[2] = ent->frameblend[2];
3598 rsurface.frameblend[3] = ent->frameblend[3];
3599 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3603 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3604 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3605 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3606 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3607 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3609 else if (wantnormals)
3611 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3612 rsurface.modelsvector3f = NULL;
3613 rsurface.modeltvector3f = NULL;
3614 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3615 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3619 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3620 rsurface.modelsvector3f = NULL;
3621 rsurface.modeltvector3f = NULL;
3622 rsurface.modelnormal3f = NULL;
3623 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3625 rsurface.modelvertex3f_bufferobject = 0;
3626 rsurface.modelvertex3f_bufferoffset = 0;
3627 rsurface.modelsvector3f_bufferobject = 0;
3628 rsurface.modelsvector3f_bufferoffset = 0;
3629 rsurface.modeltvector3f_bufferobject = 0;
3630 rsurface.modeltvector3f_bufferoffset = 0;
3631 rsurface.modelnormal3f_bufferobject = 0;
3632 rsurface.modelnormal3f_bufferoffset = 0;
3633 rsurface.generatedvertex = true;
3637 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3638 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3639 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3640 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3641 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3642 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3643 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3644 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3645 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3646 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3647 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3648 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3649 rsurface.generatedvertex = false;
3651 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3652 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3653 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3654 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3655 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3656 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3657 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3658 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3659 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3660 rsurface.modelelement3i = model->surfmesh.data_element3i;
3661 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3662 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3663 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3664 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3665 rsurface.modelsurfaces = model->data_surfaces;
3666 rsurface.vertex3f = rsurface.modelvertex3f;
3667 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3668 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3669 rsurface.svector3f = rsurface.modelsvector3f;
3670 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3671 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3672 rsurface.tvector3f = rsurface.modeltvector3f;
3673 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3674 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3675 rsurface.normal3f = rsurface.modelnormal3f;
3676 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3677 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3678 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3681 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3682 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3685 int texturesurfaceindex;
3690 const float *v1, *in_tc;
3692 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3694 q3shaderinfo_deform_t *deform;
3695 // 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
3696 if (rsurface.generatedvertex)
3698 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3699 generatenormals = true;
3700 for (i = 0;i < Q3MAXDEFORMS;i++)
3702 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3704 generatetangents = true;
3705 generatenormals = true;
3707 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3708 generatenormals = true;
3710 if (generatenormals && !rsurface.modelnormal3f)
3712 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3713 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3714 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3715 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3717 if (generatetangents && !rsurface.modelsvector3f)
3719 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3720 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3721 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3722 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3723 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3724 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3725 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);
3728 rsurface.vertex3f = rsurface.modelvertex3f;
3729 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3730 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3731 rsurface.svector3f = rsurface.modelsvector3f;
3732 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3733 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3734 rsurface.tvector3f = rsurface.modeltvector3f;
3735 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3736 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3737 rsurface.normal3f = rsurface.modelnormal3f;
3738 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3739 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3740 // if vertices are deformed (sprite flares and things in maps, possibly
3741 // water waves, bulges and other deformations), generate them into
3742 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3743 // (may be static model data or generated data for an animated model, or
3744 // the previous deform pass)
3745 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3747 switch (deform->deform)
3750 case Q3DEFORM_PROJECTIONSHADOW:
3751 case Q3DEFORM_TEXT0:
3752 case Q3DEFORM_TEXT1:
3753 case Q3DEFORM_TEXT2:
3754 case Q3DEFORM_TEXT3:
3755 case Q3DEFORM_TEXT4:
3756 case Q3DEFORM_TEXT5:
3757 case Q3DEFORM_TEXT6:
3758 case Q3DEFORM_TEXT7:
3761 case Q3DEFORM_AUTOSPRITE:
3762 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3763 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3764 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3765 VectorNormalize(newforward);
3766 VectorNormalize(newright);
3767 VectorNormalize(newup);
3768 // make deformed versions of only the model vertices used by the specified surfaces
3769 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3771 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3772 // a single autosprite surface can contain multiple sprites...
3773 for (j = 0;j < surface->num_vertices - 3;j += 4)
3775 VectorClear(center);
3776 for (i = 0;i < 4;i++)
3777 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3778 VectorScale(center, 0.25f, center);
3779 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3780 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3781 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3782 for (i = 0;i < 4;i++)
3784 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3785 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3788 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);
3789 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);
3791 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3792 rsurface.vertex3f_bufferobject = 0;
3793 rsurface.vertex3f_bufferoffset = 0;
3794 rsurface.svector3f = rsurface.array_deformedsvector3f;
3795 rsurface.svector3f_bufferobject = 0;
3796 rsurface.svector3f_bufferoffset = 0;
3797 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3798 rsurface.tvector3f_bufferobject = 0;
3799 rsurface.tvector3f_bufferoffset = 0;
3800 rsurface.normal3f = rsurface.array_deformednormal3f;
3801 rsurface.normal3f_bufferobject = 0;
3802 rsurface.normal3f_bufferoffset = 0;
3804 case Q3DEFORM_AUTOSPRITE2:
3805 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3806 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3807 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3808 VectorNormalize(newforward);
3809 VectorNormalize(newright);
3810 VectorNormalize(newup);
3811 // make deformed versions of only the model vertices used by the specified surfaces
3812 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3814 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3815 const float *v1, *v2;
3825 memset(shortest, 0, sizeof(shortest));
3826 // a single autosprite surface can contain multiple sprites...
3827 for (j = 0;j < surface->num_vertices - 3;j += 4)
3829 VectorClear(center);
3830 for (i = 0;i < 4;i++)
3831 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3832 VectorScale(center, 0.25f, center);
3833 // find the two shortest edges, then use them to define the
3834 // axis vectors for rotating around the central axis
3835 for (i = 0;i < 6;i++)
3837 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3838 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3840 Debug_PolygonBegin(NULL, 0, false, 0);
3841 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
3842 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);
3843 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
3846 l = VectorDistance2(v1, v2);
3847 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
3849 l += (1.0f / 1024.0f);
3850 if (shortest[0].length2 > l || i == 0)
3852 shortest[1] = shortest[0];
3853 shortest[0].length2 = l;
3854 shortest[0].v1 = v1;
3855 shortest[0].v2 = v2;
3857 else if (shortest[1].length2 > l || i == 1)
3859 shortest[1].length2 = l;
3860 shortest[1].v1 = v1;
3861 shortest[1].v2 = v2;
3864 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
3865 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
3867 Debug_PolygonBegin(NULL, 0, false, 0);
3868 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
3869 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);
3870 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
3873 // this calculates the right vector from the shortest edge
3874 // and the up vector from the edge midpoints
3875 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
3876 VectorNormalize(right);
3877 VectorSubtract(end, start, up);
3878 VectorNormalize(up);
3879 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3880 //VectorSubtract(rsurface.modelorg, center, forward);
3881 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
3882 VectorNegate(forward, forward);
3883 VectorReflect(forward, 0, up, forward);
3884 VectorNormalize(forward);
3885 CrossProduct(up, forward, newright);
3886 VectorNormalize(newright);
3888 Debug_PolygonBegin(NULL, 0, false, 0);
3889 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);
3890 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
3891 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3895 Debug_PolygonBegin(NULL, 0, false, 0);
3896 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
3897 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
3898 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3901 // rotate the quad around the up axis vector, this is made
3902 // especially easy by the fact we know the quad is flat,
3903 // so we only have to subtract the center position and
3904 // measure distance along the right vector, and then
3905 // multiply that by the newright vector and add back the
3907 // we also need to subtract the old position to undo the
3908 // displacement from the center, which we do with a
3909 // DotProduct, the subtraction/addition of center is also
3910 // optimized into DotProducts here
3911 l = DotProduct(right, center);
3912 for (i = 0;i < 4;i++)
3914 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3915 f = DotProduct(right, v1) - l;
3916 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3919 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);
3920 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);
3922 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3923 rsurface.vertex3f_bufferobject = 0;
3924 rsurface.vertex3f_bufferoffset = 0;
3925 rsurface.svector3f = rsurface.array_deformedsvector3f;
3926 rsurface.svector3f_bufferobject = 0;
3927 rsurface.svector3f_bufferoffset = 0;
3928 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3929 rsurface.tvector3f_bufferobject = 0;
3930 rsurface.tvector3f_bufferoffset = 0;
3931 rsurface.normal3f = rsurface.array_deformednormal3f;
3932 rsurface.normal3f_bufferobject = 0;
3933 rsurface.normal3f_bufferoffset = 0;
3935 case Q3DEFORM_NORMAL:
3936 // deform the normals to make reflections wavey
3937 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3939 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3940 for (j = 0;j < surface->num_vertices;j++)
3943 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3944 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3945 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3946 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3947 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3948 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3949 VectorNormalize(normal);
3951 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);
3953 rsurface.svector3f = rsurface.array_deformedsvector3f;
3954 rsurface.svector3f_bufferobject = 0;
3955 rsurface.svector3f_bufferoffset = 0;
3956 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3957 rsurface.tvector3f_bufferobject = 0;
3958 rsurface.tvector3f_bufferoffset = 0;
3959 rsurface.normal3f = rsurface.array_deformednormal3f;
3960 rsurface.normal3f_bufferobject = 0;
3961 rsurface.normal3f_bufferoffset = 0;
3964 // deform vertex array to make wavey water and flags and such
3965 waveparms[0] = deform->waveparms[0];
3966 waveparms[1] = deform->waveparms[1];
3967 waveparms[2] = deform->waveparms[2];
3968 waveparms[3] = deform->waveparms[3];
3969 // this is how a divisor of vertex influence on deformation
3970 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
3971 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3972 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3974 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3975 for (j = 0;j < surface->num_vertices;j++)
3977 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3978 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3979 // if the wavefunc depends on time, evaluate it per-vertex
3982 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3983 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3985 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
3988 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3989 rsurface.vertex3f_bufferobject = 0;
3990 rsurface.vertex3f_bufferoffset = 0;
3992 case Q3DEFORM_BULGE:
3993 // deform vertex array to make the surface have moving bulges
3994 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3996 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3997 for (j = 0;j < surface->num_vertices;j++)
3999 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4000 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4003 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4004 rsurface.vertex3f_bufferobject = 0;
4005 rsurface.vertex3f_bufferoffset = 0;
4008 // deform vertex array
4009 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4010 VectorScale(deform->parms, scale, waveparms);
4011 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4013 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4014 for (j = 0;j < surface->num_vertices;j++)
4015 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4017 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4018 rsurface.vertex3f_bufferobject = 0;
4019 rsurface.vertex3f_bufferoffset = 0;
4023 // generate texcoords based on the chosen texcoord source
4024 switch(rsurface.texture->tcgen.tcgen)
4027 case Q3TCGEN_TEXTURE:
4028 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4029 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4030 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4032 case Q3TCGEN_LIGHTMAP:
4033 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4034 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4035 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4037 case Q3TCGEN_VECTOR:
4038 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4040 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4041 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)
4043 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4044 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4047 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4048 rsurface.texcoordtexture2f_bufferobject = 0;
4049 rsurface.texcoordtexture2f_bufferoffset = 0;
4051 case Q3TCGEN_ENVIRONMENT:
4052 // make environment reflections using a spheremap
4053 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4055 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4056 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4057 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4058 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4059 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4061 float l, d, eyedir[3];
4062 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4063 l = 0.5f / VectorLength(eyedir);
4064 d = DotProduct(normal, eyedir)*2;
4065 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4066 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4069 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4070 rsurface.texcoordtexture2f_bufferobject = 0;
4071 rsurface.texcoordtexture2f_bufferoffset = 0;
4074 // the only tcmod that needs software vertex processing is turbulent, so
4075 // check for it here and apply the changes if needed
4076 // and we only support that as the first one
4077 // (handling a mixture of turbulent and other tcmods would be problematic
4078 // without punting it entirely to a software path)
4079 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4081 amplitude = rsurface.texture->tcmods[0].parms[1];
4082 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4083 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4085 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4086 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)
4088 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4089 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4092 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4093 rsurface.texcoordtexture2f_bufferobject = 0;
4094 rsurface.texcoordtexture2f_bufferoffset = 0;
4096 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4097 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4098 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4099 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4102 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4105 const msurface_t *surface = texturesurfacelist[0];
4106 const msurface_t *surface2;
4111 // TODO: lock all array ranges before render, rather than on each surface
4112 if (texturenumsurfaces == 1)
4114 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4115 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4117 else if (r_batchmode.integer == 2)
4119 #define MAXBATCHTRIANGLES 4096
4120 int batchtriangles = 0;
4121 int batchelements[MAXBATCHTRIANGLES*3];
4122 for (i = 0;i < texturenumsurfaces;i = j)
4124 surface = texturesurfacelist[i];
4126 if (surface->num_triangles > MAXBATCHTRIANGLES)
4128 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4131 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4132 batchtriangles = surface->num_triangles;
4133 firstvertex = surface->num_firstvertex;
4134 endvertex = surface->num_firstvertex + surface->num_vertices;
4135 for (;j < texturenumsurfaces;j++)
4137 surface2 = texturesurfacelist[j];
4138 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4140 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4141 batchtriangles += surface2->num_triangles;
4142 firstvertex = min(firstvertex, surface2->num_firstvertex);
4143 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4145 surface2 = texturesurfacelist[j-1];
4146 numvertices = endvertex - firstvertex;
4147 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4150 else if (r_batchmode.integer == 1)
4152 for (i = 0;i < texturenumsurfaces;i = j)
4154 surface = texturesurfacelist[i];
4155 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4156 if (texturesurfacelist[j] != surface2)
4158 surface2 = texturesurfacelist[j-1];
4159 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4160 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4161 GL_LockArrays(surface->num_firstvertex, numvertices);
4162 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4167 for (i = 0;i < texturenumsurfaces;i++)
4169 surface = texturesurfacelist[i];
4170 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4171 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4176 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4180 const msurface_t *surface = texturesurfacelist[0];
4181 const msurface_t *surface2;
4186 // TODO: lock all array ranges before render, rather than on each surface
4187 if (texturenumsurfaces == 1)
4189 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4190 if (deluxemaptexunit >= 0)
4191 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4192 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4193 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4195 else if (r_batchmode.integer == 2)
4197 #define MAXBATCHTRIANGLES 4096
4198 int batchtriangles = 0;
4199 int batchelements[MAXBATCHTRIANGLES*3];
4200 for (i = 0;i < texturenumsurfaces;i = j)
4202 surface = texturesurfacelist[i];
4203 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4204 if (deluxemaptexunit >= 0)
4205 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4207 if (surface->num_triangles > MAXBATCHTRIANGLES)
4209 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4212 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4213 batchtriangles = surface->num_triangles;
4214 firstvertex = surface->num_firstvertex;
4215 endvertex = surface->num_firstvertex + surface->num_vertices;
4216 for (;j < texturenumsurfaces;j++)
4218 surface2 = texturesurfacelist[j];
4219 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4221 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4222 batchtriangles += surface2->num_triangles;
4223 firstvertex = min(firstvertex, surface2->num_firstvertex);
4224 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4226 surface2 = texturesurfacelist[j-1];
4227 numvertices = endvertex - firstvertex;
4228 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4231 else if (r_batchmode.integer == 1)
4234 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4235 for (i = 0;i < texturenumsurfaces;i = j)
4237 surface = texturesurfacelist[i];
4238 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4239 if (texturesurfacelist[j] != surface2)
4241 Con_Printf(" %i", j - i);
4244 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4246 for (i = 0;i < texturenumsurfaces;i = j)
4248 surface = texturesurfacelist[i];
4249 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4250 if (deluxemaptexunit >= 0)
4251 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4252 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4253 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4256 Con_Printf(" %i", j - i);
4258 surface2 = texturesurfacelist[j-1];
4259 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4260 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4261 GL_LockArrays(surface->num_firstvertex, numvertices);
4262 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4270 for (i = 0;i < texturenumsurfaces;i++)
4272 surface = texturesurfacelist[i];
4273 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4274 if (deluxemaptexunit >= 0)
4275 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4276 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4277 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4282 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4285 int texturesurfaceindex;
4286 if (r_showsurfaces.integer == 2)
4288 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4290 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4291 for (j = 0;j < surface->num_triangles;j++)
4293 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4294 GL_Color(f, f, f, 1);
4295 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4301 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4303 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4304 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4305 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4306 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4307 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4312 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4314 int texturesurfaceindex;
4318 if (rsurface.lightmapcolor4f)
4320 // generate color arrays for the surfaces in this list
4321 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4323 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4324 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)
4326 f = FogPoint_Model(v);
4336 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4338 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4339 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)
4341 f = FogPoint_Model(v);
4349 rsurface.lightmapcolor4f = rsurface.array_color4f;
4350 rsurface.lightmapcolor4f_bufferobject = 0;
4351 rsurface.lightmapcolor4f_bufferoffset = 0;
4354 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4356 int texturesurfaceindex;
4359 if (!rsurface.lightmapcolor4f)
4361 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4363 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4364 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)
4372 rsurface.lightmapcolor4f = rsurface.array_color4f;
4373 rsurface.lightmapcolor4f_bufferobject = 0;
4374 rsurface.lightmapcolor4f_bufferoffset = 0;
4377 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4380 rsurface.lightmapcolor4f = NULL;
4381 rsurface.lightmapcolor4f_bufferobject = 0;
4382 rsurface.lightmapcolor4f_bufferoffset = 0;
4383 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4384 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4385 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4386 GL_Color(r, g, b, a);
4387 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4390 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4392 // TODO: optimize applyfog && applycolor case
4393 // just apply fog if necessary, and tint the fog color array if necessary
4394 rsurface.lightmapcolor4f = NULL;
4395 rsurface.lightmapcolor4f_bufferobject = 0;
4396 rsurface.lightmapcolor4f_bufferoffset = 0;
4397 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4398 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4399 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4400 GL_Color(r, g, b, a);
4401 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4404 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4406 int texturesurfaceindex;
4410 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4412 // generate color arrays for the surfaces in this list
4413 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4416 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4418 if (surface->lightmapinfo->samples)
4420 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4421 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4422 VectorScale(lm, scale, c);
4423 if (surface->lightmapinfo->styles[1] != 255)
4425 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4427 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4428 VectorMA(c, scale, lm, c);
4429 if (surface->lightmapinfo->styles[2] != 255)
4432 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4433 VectorMA(c, scale, lm, c);
4434 if (surface->lightmapinfo->styles[3] != 255)
4437 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4438 VectorMA(c, scale, lm, c);
4448 rsurface.lightmapcolor4f = rsurface.array_color4f;
4449 rsurface.lightmapcolor4f_bufferobject = 0;
4450 rsurface.lightmapcolor4f_bufferoffset = 0;
4454 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4455 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4456 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4458 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4459 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4460 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4461 GL_Color(r, g, b, a);
4462 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4465 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4467 int texturesurfaceindex;
4471 vec3_t ambientcolor;
4472 vec3_t diffusecolor;
4476 VectorCopy(rsurface.modellight_lightdir, lightdir);
4477 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4478 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4479 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4480 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4481 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4482 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4483 if (VectorLength2(diffusecolor) > 0)
4485 // generate color arrays for the surfaces in this list
4486 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4488 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4489 int numverts = surface->num_vertices;
4490 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4491 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4492 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4493 // q3-style directional shading
4494 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4496 if ((f = DotProduct(c2, lightdir)) > 0)
4497 VectorMA(ambientcolor, f, diffusecolor, c);
4499 VectorCopy(ambientcolor, c);
4508 rsurface.lightmapcolor4f = rsurface.array_color4f;
4509 rsurface.lightmapcolor4f_bufferobject = 0;
4510 rsurface.lightmapcolor4f_bufferoffset = 0;
4514 r = ambientcolor[0];
4515 g = ambientcolor[1];
4516 b = ambientcolor[2];
4517 rsurface.lightmapcolor4f = NULL;
4518 rsurface.lightmapcolor4f_bufferobject = 0;
4519 rsurface.lightmapcolor4f_bufferoffset = 0;
4521 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4522 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4523 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4524 GL_Color(r, g, b, a);
4525 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4528 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4530 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4531 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4532 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4533 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4534 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4536 rsurface.mode = RSURFMODE_SHOWSURFACES;
4538 GL_BlendFunc(GL_ONE, GL_ZERO);
4539 R_Mesh_ColorPointer(NULL, 0, 0);
4540 R_Mesh_ResetTextureState();
4542 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4543 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4546 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4548 // transparent sky would be ridiculous
4549 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4551 if (rsurface.mode != RSURFMODE_SKY)
4553 if (rsurface.mode == RSURFMODE_GLSL)
4555 qglUseProgramObjectARB(0);CHECKGLERROR
4557 rsurface.mode = RSURFMODE_SKY;
4561 skyrendernow = false;
4563 // restore entity matrix
4564 R_Mesh_Matrix(&rsurface.matrix);
4566 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4567 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4568 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4569 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4571 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4572 // skymasking on them, and Quake3 never did sky masking (unlike
4573 // software Quake and software Quake2), so disable the sky masking
4574 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4575 // and skymasking also looks very bad when noclipping outside the
4576 // level, so don't use it then either.
4577 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4579 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4580 R_Mesh_ColorPointer(NULL, 0, 0);
4581 R_Mesh_ResetTextureState();
4582 if (skyrendermasked)
4584 // depth-only (masking)
4585 GL_ColorMask(0,0,0,0);
4586 // just to make sure that braindead drivers don't draw
4587 // anything despite that colormask...
4588 GL_BlendFunc(GL_ZERO, GL_ONE);
4593 GL_BlendFunc(GL_ONE, GL_ZERO);
4595 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4596 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4597 if (skyrendermasked)
4598 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4602 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4604 if (rsurface.mode != RSURFMODE_GLSL)
4606 rsurface.mode = RSURFMODE_GLSL;
4607 R_Mesh_ResetTextureState();
4610 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4611 if (!r_glsl_permutation)
4614 if (rsurface.lightmode == 2)
4615 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4617 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4618 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4619 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4620 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4621 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4622 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4624 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4625 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4627 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4628 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4629 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4630 R_Mesh_ColorPointer(NULL, 0, 0);
4632 else if (rsurface.uselightmaptexture)
4634 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4635 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4636 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4637 R_Mesh_ColorPointer(NULL, 0, 0);
4641 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4642 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4643 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4644 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4647 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4648 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4650 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4651 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4656 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4658 // OpenGL 1.3 path - anything not completely ancient
4659 int texturesurfaceindex;
4660 qboolean applycolor;
4664 const texturelayer_t *layer;
4665 if (rsurface.mode != RSURFMODE_MULTIPASS)
4666 rsurface.mode = RSURFMODE_MULTIPASS;
4667 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4668 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4671 int layertexrgbscale;
4672 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4674 if (layerindex == 0)
4678 GL_AlphaTest(false);
4679 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4682 GL_DepthMask(layer->depthmask);
4683 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4684 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4686 layertexrgbscale = 4;
4687 VectorScale(layer->color, 0.25f, layercolor);
4689 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4691 layertexrgbscale = 2;
4692 VectorScale(layer->color, 0.5f, layercolor);
4696 layertexrgbscale = 1;
4697 VectorScale(layer->color, 1.0f, layercolor);
4699 layercolor[3] = layer->color[3];
4700 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4701 R_Mesh_ColorPointer(NULL, 0, 0);
4702 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4703 switch (layer->type)
4705 case TEXTURELAYERTYPE_LITTEXTURE:
4706 memset(&m, 0, sizeof(m));
4707 m.tex[0] = R_GetTexture(r_texture_white);
4708 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4709 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4710 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4711 m.tex[1] = R_GetTexture(layer->texture);
4712 m.texmatrix[1] = layer->texmatrix;
4713 m.texrgbscale[1] = layertexrgbscale;
4714 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4715 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4716 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4717 R_Mesh_TextureState(&m);
4718 if (rsurface.lightmode == 2)
4719 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4720 else if (rsurface.uselightmaptexture)
4721 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4723 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4725 case TEXTURELAYERTYPE_TEXTURE:
4726 memset(&m, 0, sizeof(m));
4727 m.tex[0] = R_GetTexture(layer->texture);
4728 m.texmatrix[0] = layer->texmatrix;
4729 m.texrgbscale[0] = layertexrgbscale;
4730 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4731 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4732 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4733 R_Mesh_TextureState(&m);
4734 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4736 case TEXTURELAYERTYPE_FOG:
4737 memset(&m, 0, sizeof(m));
4738 m.texrgbscale[0] = layertexrgbscale;
4741 m.tex[0] = R_GetTexture(layer->texture);
4742 m.texmatrix[0] = layer->texmatrix;
4743 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4744 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4745 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4747 R_Mesh_TextureState(&m);
4748 // generate a color array for the fog pass
4749 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4750 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4754 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4755 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)
4757 f = 1 - FogPoint_Model(v);
4758 c[0] = layercolor[0];
4759 c[1] = layercolor[1];
4760 c[2] = layercolor[2];
4761 c[3] = f * layercolor[3];
4764 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4767 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4769 GL_LockArrays(0, 0);
4772 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4774 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4775 GL_AlphaTest(false);
4779 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4781 // OpenGL 1.1 - crusty old voodoo path
4782 int texturesurfaceindex;
4786 const texturelayer_t *layer;
4787 if (rsurface.mode != RSURFMODE_MULTIPASS)
4788 rsurface.mode = RSURFMODE_MULTIPASS;
4789 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4790 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4792 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4794 if (layerindex == 0)
4798 GL_AlphaTest(false);
4799 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4802 GL_DepthMask(layer->depthmask);
4803 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4804 R_Mesh_ColorPointer(NULL, 0, 0);
4805 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4806 switch (layer->type)
4808 case TEXTURELAYERTYPE_LITTEXTURE:
4809 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4811 // two-pass lit texture with 2x rgbscale
4812 // first the lightmap pass
4813 memset(&m, 0, sizeof(m));
4814 m.tex[0] = R_GetTexture(r_texture_white);
4815 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4816 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4817 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4818 R_Mesh_TextureState(&m);
4819 if (rsurface.lightmode == 2)
4820 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4821 else if (rsurface.uselightmaptexture)
4822 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4824 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4825 GL_LockArrays(0, 0);
4826 // then apply the texture to it
4827 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4828 memset(&m, 0, sizeof(m));
4829 m.tex[0] = R_GetTexture(layer->texture);
4830 m.texmatrix[0] = layer->texmatrix;
4831 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4832 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4833 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4834 R_Mesh_TextureState(&m);
4835 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);
4839 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4840 memset(&m, 0, sizeof(m));
4841 m.tex[0] = R_GetTexture(layer->texture);
4842 m.texmatrix[0] = layer->texmatrix;
4843 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4844 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4845 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4846 R_Mesh_TextureState(&m);
4847 if (rsurface.lightmode == 2)
4848 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);
4850 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);
4853 case TEXTURELAYERTYPE_TEXTURE:
4854 // singletexture unlit texture with transparency support
4855 memset(&m, 0, sizeof(m));
4856 m.tex[0] = R_GetTexture(layer->texture);
4857 m.texmatrix[0] = layer->texmatrix;
4858 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4859 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4860 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4861 R_Mesh_TextureState(&m);
4862 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);
4864 case TEXTURELAYERTYPE_FOG:
4865 // singletexture fogging
4866 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4869 memset(&m, 0, sizeof(m));
4870 m.tex[0] = R_GetTexture(layer->texture);
4871 m.texmatrix[0] = layer->texmatrix;
4872 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4873 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4874 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4875 R_Mesh_TextureState(&m);
4878 R_Mesh_ResetTextureState();
4879 // generate a color array for the fog pass
4880 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4884 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4885 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)
4887 f = 1 - FogPoint_Model(v);
4888 c[0] = layer->color[0];
4889 c[1] = layer->color[1];
4890 c[2] = layer->color[2];
4891 c[3] = f * layer->color[3];
4894 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4897 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4899 GL_LockArrays(0, 0);
4902 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4904 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4905 GL_AlphaTest(false);
4909 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4911 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4913 rsurface.rtlight = NULL;
4917 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4919 if (rsurface.mode != RSURFMODE_MULTIPASS)
4920 rsurface.mode = RSURFMODE_MULTIPASS;
4921 if (r_depthfirst.integer == 3)
4923 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4924 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4928 GL_ColorMask(0,0,0,0);
4931 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4932 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4933 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4935 GL_BlendFunc(GL_ONE, GL_ZERO);
4937 GL_AlphaTest(false);
4938 R_Mesh_ColorPointer(NULL, 0, 0);
4939 R_Mesh_ResetTextureState();
4940 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4941 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4942 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4943 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4945 else if (r_depthfirst.integer == 3)
4947 else if (r_showsurfaces.integer)
4949 if (rsurface.mode != RSURFMODE_MULTIPASS)
4950 rsurface.mode = RSURFMODE_MULTIPASS;
4951 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4952 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4954 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4955 GL_BlendFunc(GL_ONE, GL_ZERO);
4956 GL_DepthMask(writedepth);
4958 GL_AlphaTest(false);
4959 R_Mesh_ColorPointer(NULL, 0, 0);
4960 R_Mesh_ResetTextureState();
4961 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4962 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4963 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4965 else if (gl_lightmaps.integer)
4968 if (rsurface.mode != RSURFMODE_MULTIPASS)
4969 rsurface.mode = RSURFMODE_MULTIPASS;
4970 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4972 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4973 GL_BlendFunc(GL_ONE, GL_ZERO);
4974 GL_DepthMask(writedepth);
4976 GL_AlphaTest(false);
4977 R_Mesh_ColorPointer(NULL, 0, 0);
4978 memset(&m, 0, sizeof(m));
4979 m.tex[0] = R_GetTexture(r_texture_white);
4980 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4981 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4982 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4983 R_Mesh_TextureState(&m);
4984 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4985 if (rsurface.lightmode == 2)
4986 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4987 else if (rsurface.uselightmaptexture)
4988 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4990 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4991 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4993 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4995 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4996 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4998 else if (rsurface.texture->currentnumlayers)
5000 // write depth for anything we skipped on the depth-only pass earlier
5001 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5003 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5004 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5005 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5006 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5007 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5008 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5009 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5010 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5011 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5012 if (r_glsl.integer && gl_support_fragment_shader)
5013 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5014 else if (gl_combine.integer && r_textureunits.integer >= 2)
5015 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5017 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5018 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5021 GL_LockArrays(0, 0);
5024 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5027 int texturenumsurfaces, endsurface;
5029 msurface_t *surface;
5030 msurface_t *texturesurfacelist[1024];
5032 // if the model is static it doesn't matter what value we give for
5033 // wantnormals and wanttangents, so this logic uses only rules applicable
5034 // to a model, knowing that they are meaningless otherwise
5035 if (ent == r_refdef.worldentity)
5036 RSurf_ActiveWorldEntity();
5037 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5038 RSurf_ActiveModelEntity(ent, false, false);
5040 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5042 for (i = 0;i < numsurfaces;i = j)
5045 surface = rsurface.modelsurfaces + surfacelist[i];
5046 texture = surface->texture;
5047 R_UpdateTextureInfo(ent, texture);
5048 rsurface.texture = texture->currentframe;
5049 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5050 // scan ahead until we find a different texture
5051 endsurface = min(i + 1024, numsurfaces);
5052 texturenumsurfaces = 0;
5053 texturesurfacelist[texturenumsurfaces++] = surface;
5054 for (;j < endsurface;j++)
5056 surface = rsurface.modelsurfaces + surfacelist[j];
5057 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5059 texturesurfacelist[texturenumsurfaces++] = surface;
5061 // render the range of surfaces
5062 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5068 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
5071 vec3_t tempcenter, center;
5073 // break the surface list down into batches by texture and use of lightmapping
5074 for (i = 0;i < numsurfaces;i = j)
5077 // texture is the base texture pointer, rsurface.texture is the
5078 // current frame/skin the texture is directing us to use (for example
5079 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5080 // use skin 1 instead)
5081 texture = surfacelist[i]->texture;
5082 rsurface.texture = texture->currentframe;
5083 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5084 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5086 // if this texture is not the kind we want, skip ahead to the next one
5087 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5091 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5093 // transparent surfaces get pushed off into the transparent queue
5094 const msurface_t *surface = surfacelist[i];
5097 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5098 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5099 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5100 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5101 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5105 // simply scan ahead until we find a different texture or lightmap state
5106 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5108 // render the range of surfaces
5109 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5114 float locboxvertex3f[6*4*3] =
5116 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5117 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5118 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5119 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5120 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5121 1,0,0, 0,0,0, 0,1,0, 1,1,0
5124 int locboxelement3i[6*2*3] =
5134 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5137 cl_locnode_t *loc = (cl_locnode_t *)ent;
5139 float vertex3f[6*4*3];
5141 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5142 GL_DepthMask(false);
5143 GL_DepthRange(0, 1);
5144 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5146 GL_CullFace(GL_NONE);
5147 R_Mesh_Matrix(&identitymatrix);
5149 R_Mesh_VertexPointer(vertex3f, 0, 0);
5150 R_Mesh_ColorPointer(NULL, 0, 0);
5151 R_Mesh_ResetTextureState();
5154 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5155 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5156 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5157 surfacelist[0] < 0 ? 0.5f : 0.125f);
5159 if (VectorCompare(loc->mins, loc->maxs))
5161 VectorSet(size, 2, 2, 2);
5162 VectorMA(loc->mins, -0.5f, size, mins);
5166 VectorCopy(loc->mins, mins);
5167 VectorSubtract(loc->maxs, loc->mins, size);
5170 for (i = 0;i < 6*4*3;)
5171 for (j = 0;j < 3;j++, i++)
5172 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5174 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5177 void R_DrawLocs(void)
5180 cl_locnode_t *loc, *nearestloc;
5182 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5183 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5185 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5186 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5190 void R_DrawCollisionBrushes(entity_render_t *ent)
5194 msurface_t *surface;
5195 model_t *model = ent->model;
5196 if (!model->brush.num_brushes)
5199 R_Mesh_ColorPointer(NULL, 0, 0);
5200 R_Mesh_ResetTextureState();
5201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5202 GL_DepthMask(false);
5203 GL_DepthRange(0, 1);
5204 GL_DepthTest(!r_showdisabledepthtest.integer);
5205 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5206 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5207 if (brush->colbrushf && brush->colbrushf->numtriangles)
5208 R_DrawCollisionBrush(brush->colbrushf);
5209 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5210 if (surface->num_collisiontriangles)
5211 R_DrawCollisionSurface(ent, surface);
5212 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5215 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5218 const int *elements;
5219 msurface_t *surface;
5220 model_t *model = ent->model;
5223 GL_DepthRange(0, 1);
5224 GL_DepthTest(!r_showdisabledepthtest.integer);
5225 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5227 GL_BlendFunc(GL_ONE, GL_ZERO);
5228 R_Mesh_ColorPointer(NULL, 0, 0);
5229 R_Mesh_ResetTextureState();
5230 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5232 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5234 rsurface.texture = surface->texture->currentframe;
5235 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5237 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5240 if (!rsurface.texture->currentlayers->depthmask)
5241 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5242 else if (ent == r_refdef.worldentity)
5243 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5245 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5246 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5249 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5251 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5252 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5253 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5254 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5261 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5263 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5265 VectorCopy(rsurface.vertex3f + l * 3, v);
5266 qglVertex3f(v[0], v[1], v[2]);
5267 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5268 qglVertex3f(v[0], v[1], v[2]);
5272 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5274 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5276 VectorCopy(rsurface.vertex3f + l * 3, v);
5277 qglVertex3f(v[0], v[1], v[2]);
5278 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5279 qglVertex3f(v[0], v[1], v[2]);
5283 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5285 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5287 VectorCopy(rsurface.vertex3f + l * 3, v);
5288 qglVertex3f(v[0], v[1], v[2]);
5289 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5290 qglVertex3f(v[0], v[1], v[2]);
5297 rsurface.texture = NULL;
5300 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5301 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5303 int i, j, endj, f, flagsmask;
5304 int counttriangles = 0;
5305 msurface_t *surface, **surfacechain;
5307 model_t *model = r_refdef.worldmodel;
5308 const int maxsurfacelist = 1024;
5309 int numsurfacelist = 0;
5310 msurface_t *surfacelist[1024];
5314 RSurf_ActiveWorldEntity();
5316 // update light styles
5317 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5319 for (i = 0;i < model->brushq1.light_styles;i++)
5321 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5323 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5324 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5325 for (;(surface = *surfacechain);surfacechain++)
5326 surface->cached_dlight = true;
5331 R_UpdateAllTextureInfo(r_refdef.worldentity);
5332 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5335 rsurface.uselightmaptexture = false;
5336 rsurface.texture = NULL;
5338 j = model->firstmodelsurface;
5339 endj = j + model->nummodelsurfaces;
5342 // quickly skip over non-visible surfaces
5343 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5345 // quickly iterate over visible surfaces
5346 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5348 // process this surface
5349 surface = model->data_surfaces + j;
5350 // if this surface fits the criteria, add it to the list
5351 if (surface->num_triangles)
5353 // if lightmap parameters changed, rebuild lightmap texture
5354 if (surface->cached_dlight)
5355 R_BuildLightMap(r_refdef.worldentity, surface);
5356 // add face to draw list
5357 surfacelist[numsurfacelist++] = surface;
5358 counttriangles += surface->num_triangles;
5359 if (numsurfacelist >= maxsurfacelist)
5361 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5368 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5369 r_refdef.stats.entities_triangles += counttriangles;
5372 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5373 R_DrawCollisionBrushes(r_refdef.worldentity);
5375 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5376 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5379 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5381 int i, f, flagsmask;
5382 int counttriangles = 0;
5383 msurface_t *surface, *endsurface, **surfacechain;
5385 model_t *model = ent->model;
5386 const int maxsurfacelist = 1024;
5387 int numsurfacelist = 0;
5388 msurface_t *surfacelist[1024];
5392 // if the model is static it doesn't matter what value we give for
5393 // wantnormals and wanttangents, so this logic uses only rules applicable
5394 // to a model, knowing that they are meaningless otherwise
5395 if (ent == r_refdef.worldentity)
5396 RSurf_ActiveWorldEntity();
5397 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5398 RSurf_ActiveModelEntity(ent, false, false);
5400 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5402 // update light styles
5403 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5405 for (i = 0;i < model->brushq1.light_styles;i++)
5407 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5409 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5410 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5411 for (;(surface = *surfacechain);surfacechain++)
5412 surface->cached_dlight = true;
5417 R_UpdateAllTextureInfo(ent);
5418 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5421 rsurface.uselightmaptexture = false;
5422 rsurface.texture = NULL;
5424 surface = model->data_surfaces + model->firstmodelsurface;
5425 endsurface = surface + model->nummodelsurfaces;
5426 for (;surface < endsurface;surface++)
5428 // if this surface fits the criteria, add it to the list
5429 if (surface->num_triangles)
5431 // if lightmap parameters changed, rebuild lightmap texture
5432 if (surface->cached_dlight)
5433 R_BuildLightMap(ent, surface);
5434 // add face to draw list
5435 surfacelist[numsurfacelist++] = surface;
5436 counttriangles += surface->num_triangles;
5437 if (numsurfacelist >= maxsurfacelist)
5439 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5445 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5446 r_refdef.stats.entities_triangles += counttriangles;
5449 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5450 R_DrawCollisionBrushes(ent);
5452 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5453 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);