2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
892 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1719 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1720 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1740 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1741 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1910 // FIXME: it should be possible to disable loading various layers using
1911 // cvars, to prevent wasted loading time and memory usage if the user does
1913 qboolean loadnormalmap = true;
1914 qboolean loadgloss = true;
1915 qboolean loadpantsandshirt = true;
1916 qboolean loadglow = true;
1918 unsigned char *pixels;
1919 unsigned char *bumppixels;
1920 unsigned char *basepixels = NULL;
1921 int basepixels_width;
1922 int basepixels_height;
1923 skinframe_t *skinframe;
1928 if (cls.state == ca_dedicated)
1931 // return an existing skinframe if already loaded
1932 // if loading of the first image fails, don't make a new skinframe as it
1933 // would cause all future lookups of this to be missing
1934 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1935 if (skinframe && skinframe->base)
1938 basepixels = loadimagepixelsbgra(name, complain, true);
1939 if (basepixels == NULL)
1942 if (developer_loading.integer)
1943 Con_Printf("loading skin \"%s\"\n", name);
1945 // we've got some pixels to store, so really allocate this new texture now
1947 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1948 skinframe->stain = NULL;
1949 skinframe->merged = NULL;
1950 skinframe->base = r_texture_notexture;
1951 skinframe->pants = NULL;
1952 skinframe->shirt = NULL;
1953 skinframe->nmap = r_texture_blanknormalmap;
1954 skinframe->gloss = NULL;
1955 skinframe->glow = NULL;
1956 skinframe->fog = NULL;
1958 basepixels_width = image_width;
1959 basepixels_height = image_height;
1960 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962 if (textureflags & TEXF_ALPHA)
1964 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1965 if (basepixels[j] < 255)
1967 if (j < basepixels_width * basepixels_height * 4)
1969 // has transparent pixels
1971 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1972 for (j = 0;j < image_width * image_height * 4;j += 4)
1977 pixels[j+3] = basepixels[j+3];
1979 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1988 for(j = 0; j < basepixels_width * basepixels_height * 4; j += 4)
1990 avgcolor[2] += basepixels[j + 0];
1991 avgcolor[1] += basepixels[j + 1];
1992 avgcolor[0] += basepixels[j + 2];
1993 avgcolor[3] += basepixels[j + 3];
1995 if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
1996 avgcolor[3] = 255.0 * basepixels_width * basepixels_height;
1997 if(avgcolor[3] == 0) // no pixels seen? even worse
1999 avgcolor[0] /= avgcolor[3];
2000 avgcolor[1] /= avgcolor[3];
2001 avgcolor[2] /= avgcolor[3];
2002 avgcolor[3] /= basepixels_width * 255.0 * basepixels_height; // to 0..1 range
2003 skinframe->avgcolor[0] = avgcolor[0];
2004 skinframe->avgcolor[1] = avgcolor[1];
2005 skinframe->avgcolor[2] = avgcolor[2];
2006 skinframe->avgcolor[3] = avgcolor[3];
2008 // _norm is the name used by tenebrae and has been adopted as standard
2011 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2013 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2017 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2019 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2020 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2021 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2023 Mem_Free(bumppixels);
2025 else if (r_shadow_bumpscale_basetexture.value > 0)
2027 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2028 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2029 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2033 // _luma is supported for tenebrae compatibility
2034 // (I think it's a very stupid name, but oh well)
2035 // _glow is the preferred name
2036 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2037 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2038 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2039 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2042 Mem_Free(basepixels);
2047 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2050 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2053 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)
2058 for (i = 0;i < width*height;i++)
2059 if (((unsigned char *)&palette[in[i]])[3] > 0)
2061 if (i == width*height)
2064 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2067 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2068 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2071 unsigned char *temp1, *temp2;
2072 skinframe_t *skinframe;
2076 if (cls.state == ca_dedicated)
2079 // if already loaded just return it, otherwise make a new skinframe
2080 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2081 if (skinframe && skinframe->base)
2084 skinframe->stain = NULL;
2085 skinframe->merged = NULL;
2086 skinframe->base = r_texture_notexture;
2087 skinframe->pants = NULL;
2088 skinframe->shirt = NULL;
2089 skinframe->nmap = r_texture_blanknormalmap;
2090 skinframe->gloss = NULL;
2091 skinframe->glow = NULL;
2092 skinframe->fog = NULL;
2094 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2098 if (developer_loading.integer)
2099 Con_Printf("loading 32bit skin \"%s\"\n", name);
2101 if (r_shadow_bumpscale_basetexture.value > 0)
2103 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2104 temp2 = temp1 + width * height * 4;
2105 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2106 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2109 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2110 if (textureflags & TEXF_ALPHA)
2112 for (i = 3;i < width * height * 4;i += 4)
2113 if (skindata[i] < 255)
2115 if (i < width * height * 4)
2117 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2118 memcpy(fogpixels, skindata, width * height * 4);
2119 for (i = 0;i < width * height * 4;i += 4)
2120 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2121 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2122 Mem_Free(fogpixels);
2130 for(j = 0; j < width * height * 4; j += 4)
2132 avgcolor[2] += skindata[j + 0];
2133 avgcolor[1] += skindata[j + 1];
2134 avgcolor[0] += skindata[j + 2];
2135 avgcolor[3] += skindata[j + 3];
2137 if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
2138 avgcolor[3] = 255.0 * width * height;
2139 if(avgcolor[3] == 0) // no pixels seen? even worse
2141 avgcolor[0] /= avgcolor[3];
2142 avgcolor[1] /= avgcolor[3];
2143 avgcolor[2] /= avgcolor[3];
2144 avgcolor[3] /= width * 255.0 * height; // to 0..1 range
2145 skinframe->avgcolor[0] = avgcolor[0];
2146 skinframe->avgcolor[1] = avgcolor[1];
2147 skinframe->avgcolor[2] = avgcolor[2];
2148 skinframe->avgcolor[3] = avgcolor[3];
2153 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2156 unsigned char *temp1, *temp2;
2157 skinframe_t *skinframe;
2161 if (cls.state == ca_dedicated)
2164 // if already loaded just return it, otherwise make a new skinframe
2165 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2166 if (skinframe && skinframe->base)
2169 skinframe->stain = NULL;
2170 skinframe->merged = NULL;
2171 skinframe->base = r_texture_notexture;
2172 skinframe->pants = NULL;
2173 skinframe->shirt = NULL;
2174 skinframe->nmap = r_texture_blanknormalmap;
2175 skinframe->gloss = NULL;
2176 skinframe->glow = NULL;
2177 skinframe->fog = NULL;
2179 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2183 if (developer_loading.integer)
2184 Con_Printf("loading quake skin \"%s\"\n", name);
2186 if (r_shadow_bumpscale_basetexture.value > 0)
2188 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2189 temp2 = temp1 + width * height * 4;
2190 // use either a custom palette or the quake palette
2191 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2192 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2193 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2196 // use either a custom palette, or the quake palette
2197 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2198 if (loadglowtexture)
2199 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2200 if (loadpantsandshirt)
2202 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2203 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2205 if (skinframe->pants || skinframe->shirt)
2206 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2207 if (textureflags & TEXF_ALPHA)
2209 for (i = 0;i < width * height;i++)
2210 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2212 if (i < width * height)
2213 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2220 for(j = 0; j < width * height; ++j)
2222 temp1 = ((unsigned char *)palette_bgra_alpha) + (skindata[j]*4);
2223 avgcolor[2] += temp1[0];
2224 avgcolor[1] += temp1[1];
2225 avgcolor[0] += temp1[2];
2226 avgcolor[3] += temp1[3];
2228 if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
2229 avgcolor[3] = 255.0 * width * height;
2230 if(avgcolor[3] == 0) // no pixels seen? even worse
2232 avgcolor[0] /= avgcolor[3];
2233 avgcolor[1] /= avgcolor[3];
2234 avgcolor[2] /= avgcolor[3];
2235 avgcolor[3] /= width * 255.0 * height; // to 0..1 range
2236 skinframe->avgcolor[0] = avgcolor[0];
2237 skinframe->avgcolor[1] = avgcolor[1];
2238 skinframe->avgcolor[2] = avgcolor[2];
2239 skinframe->avgcolor[3] = avgcolor[3];
2244 skinframe_t *R_SkinFrame_LoadMissing(void)
2246 skinframe_t *skinframe;
2248 if (cls.state == ca_dedicated)
2251 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2252 skinframe->stain = NULL;
2253 skinframe->merged = NULL;
2254 skinframe->base = r_texture_notexture;
2255 skinframe->pants = NULL;
2256 skinframe->shirt = NULL;
2257 skinframe->nmap = r_texture_blanknormalmap;
2258 skinframe->gloss = NULL;
2259 skinframe->glow = NULL;
2260 skinframe->fog = NULL;
2262 skinframe->avgcolor[0] = rand() / RAND_MAX;
2263 skinframe->avgcolor[1] = rand() / RAND_MAX;
2264 skinframe->avgcolor[2] = rand() / RAND_MAX;
2265 skinframe->avgcolor[3] = 1;
2270 void gl_main_start(void)
2272 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2273 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2275 // set up r_skinframe loading system for textures
2276 memset(&r_skinframe, 0, sizeof(r_skinframe));
2277 r_skinframe.loadsequence = 1;
2278 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2280 r_main_texturepool = R_AllocTexturePool();
2281 R_BuildBlankTextures();
2283 if (gl_texturecubemap)
2286 R_BuildNormalizationCube();
2288 r_texture_fogattenuation = NULL;
2289 r_texture_gammaramps = NULL;
2290 //r_texture_fogintensity = NULL;
2291 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2292 memset(&r_waterstate, 0, sizeof(r_waterstate));
2293 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2294 memset(&r_svbsp, 0, sizeof (r_svbsp));
2296 r_refdef.fogmasktable_density = 0;
2299 void gl_main_shutdown(void)
2301 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2302 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2304 // clear out the r_skinframe state
2305 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2306 memset(&r_skinframe, 0, sizeof(r_skinframe));
2309 Mem_Free(r_svbsp.nodes);
2310 memset(&r_svbsp, 0, sizeof (r_svbsp));
2311 R_FreeTexturePool(&r_main_texturepool);
2312 r_texture_blanknormalmap = NULL;
2313 r_texture_white = NULL;
2314 r_texture_grey128 = NULL;
2315 r_texture_black = NULL;
2316 r_texture_whitecube = NULL;
2317 r_texture_normalizationcube = NULL;
2318 r_texture_fogattenuation = NULL;
2319 r_texture_gammaramps = NULL;
2320 //r_texture_fogintensity = NULL;
2321 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2322 memset(&r_waterstate, 0, sizeof(r_waterstate));
2326 extern void CL_ParseEntityLump(char *entitystring);
2327 void gl_main_newmap(void)
2329 // FIXME: move this code to client
2331 char *entities, entname[MAX_QPATH];
2334 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2335 l = (int)strlen(entname) - 4;
2336 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2338 memcpy(entname + l, ".ent", 5);
2339 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2341 CL_ParseEntityLump(entities);
2346 if (cl.worldmodel->brush.entities)
2347 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2351 void GL_Main_Init(void)
2353 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2355 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2356 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2357 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2358 if (gamemode == GAME_NEHAHRA)
2360 Cvar_RegisterVariable (&gl_fogenable);
2361 Cvar_RegisterVariable (&gl_fogdensity);
2362 Cvar_RegisterVariable (&gl_fogred);
2363 Cvar_RegisterVariable (&gl_foggreen);
2364 Cvar_RegisterVariable (&gl_fogblue);
2365 Cvar_RegisterVariable (&gl_fogstart);
2366 Cvar_RegisterVariable (&gl_fogend);
2367 Cvar_RegisterVariable (&gl_skyclip);
2369 Cvar_RegisterVariable(&r_depthfirst);
2370 Cvar_RegisterVariable(&r_useinfinitefarclip);
2371 Cvar_RegisterVariable(&r_nearclip);
2372 Cvar_RegisterVariable(&r_showbboxes);
2373 Cvar_RegisterVariable(&r_showsurfaces);
2374 Cvar_RegisterVariable(&r_showtris);
2375 Cvar_RegisterVariable(&r_shownormals);
2376 Cvar_RegisterVariable(&r_showlighting);
2377 Cvar_RegisterVariable(&r_showshadowvolumes);
2378 Cvar_RegisterVariable(&r_showcollisionbrushes);
2379 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2380 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2381 Cvar_RegisterVariable(&r_showdisabledepthtest);
2382 Cvar_RegisterVariable(&r_drawportals);
2383 Cvar_RegisterVariable(&r_drawentities);
2384 Cvar_RegisterVariable(&r_cullentities_trace);
2385 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2386 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2387 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2388 Cvar_RegisterVariable(&r_drawviewmodel);
2389 Cvar_RegisterVariable(&r_speeds);
2390 Cvar_RegisterVariable(&r_fullbrights);
2391 Cvar_RegisterVariable(&r_wateralpha);
2392 Cvar_RegisterVariable(&r_dynamic);
2393 Cvar_RegisterVariable(&r_fullbright);
2394 Cvar_RegisterVariable(&r_shadows);
2395 Cvar_RegisterVariable(&r_shadows_throwdistance);
2396 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2397 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2398 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2399 Cvar_RegisterVariable(&r_fog_exp2);
2400 Cvar_RegisterVariable(&r_drawfog);
2401 Cvar_RegisterVariable(&r_textureunits);
2402 Cvar_RegisterVariable(&r_glsl);
2403 Cvar_RegisterVariable(&r_glsl_contrastboost);
2404 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2405 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2406 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2407 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2408 Cvar_RegisterVariable(&r_glsl_postprocess);
2409 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2410 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2411 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2412 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2413 Cvar_RegisterVariable(&r_glsl_usegeneric);
2414 Cvar_RegisterVariable(&r_water);
2415 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2416 Cvar_RegisterVariable(&r_water_clippingplanebias);
2417 Cvar_RegisterVariable(&r_water_refractdistort);
2418 Cvar_RegisterVariable(&r_water_reflectdistort);
2419 Cvar_RegisterVariable(&r_lerpsprites);
2420 Cvar_RegisterVariable(&r_lerpmodels);
2421 Cvar_RegisterVariable(&r_lerplightstyles);
2422 Cvar_RegisterVariable(&r_waterscroll);
2423 Cvar_RegisterVariable(&r_bloom);
2424 Cvar_RegisterVariable(&r_bloom_colorscale);
2425 Cvar_RegisterVariable(&r_bloom_brighten);
2426 Cvar_RegisterVariable(&r_bloom_blur);
2427 Cvar_RegisterVariable(&r_bloom_resolution);
2428 Cvar_RegisterVariable(&r_bloom_colorexponent);
2429 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2430 Cvar_RegisterVariable(&r_hdr);
2431 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2432 Cvar_RegisterVariable(&r_hdr_glowintensity);
2433 Cvar_RegisterVariable(&r_hdr_range);
2434 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2435 Cvar_RegisterVariable(&developer_texturelogging);
2436 Cvar_RegisterVariable(&gl_lightmaps);
2437 Cvar_RegisterVariable(&r_test);
2438 Cvar_RegisterVariable(&r_batchmode);
2439 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2440 Cvar_SetValue("r_fullbrights", 0);
2441 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2443 Cvar_RegisterVariable(&r_track_sprites);
2444 Cvar_RegisterVariable(&r_track_sprites_flags);
2445 Cvar_RegisterVariable(&r_track_sprites_scalew);
2446 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2449 extern void R_Textures_Init(void);
2450 extern void GL_Draw_Init(void);
2451 extern void GL_Main_Init(void);
2452 extern void R_Shadow_Init(void);
2453 extern void R_Sky_Init(void);
2454 extern void GL_Surf_Init(void);
2455 extern void R_Particles_Init(void);
2456 extern void R_Explosion_Init(void);
2457 extern void gl_backend_init(void);
2458 extern void Sbar_Init(void);
2459 extern void R_LightningBeams_Init(void);
2460 extern void Mod_RenderInit(void);
2462 void Render_Init(void)
2474 R_LightningBeams_Init();
2483 extern char *ENGINE_EXTENSIONS;
2486 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2487 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2488 gl_version = (const char *)qglGetString(GL_VERSION);
2489 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2493 if (!gl_platformextensions)
2494 gl_platformextensions = "";
2496 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2497 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2498 Con_Printf("GL_VERSION: %s\n", gl_version);
2499 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2500 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2502 VID_CheckExtensions();
2504 // LordHavoc: report supported extensions
2505 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2507 // clear to black (loading plaque will be seen over this)
2509 qglClearColor(0,0,0,1);CHECKGLERROR
2510 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2513 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2517 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2519 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2522 p = r_refdef.view.frustum + i;
2527 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2531 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2535 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2539 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2543 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2547 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2551 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2555 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2563 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2567 for (i = 0;i < numplanes;i++)
2574 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2578 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2582 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2586 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2590 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2594 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2598 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2602 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2610 //==================================================================================
2612 static void R_View_UpdateEntityVisible (void)
2615 entity_render_t *ent;
2617 if (!r_drawentities.integer)
2620 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2621 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2623 // worldmodel can check visibility
2624 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2625 for (i = 0;i < r_refdef.scene.numentities;i++)
2627 ent = r_refdef.scene.entities[i];
2628 if (!(ent->flags & renderimask))
2629 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2630 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2631 r_refdef.viewcache.entityvisible[i] = true;
2633 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2635 for (i = 0;i < r_refdef.scene.numentities;i++)
2637 ent = r_refdef.scene.entities[i];
2638 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2640 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2641 ent->last_trace_visibility = realtime;
2642 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2643 r_refdef.viewcache.entityvisible[i] = 0;
2650 // no worldmodel or it can't check visibility
2651 for (i = 0;i < r_refdef.scene.numentities;i++)
2653 ent = r_refdef.scene.entities[i];
2654 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2659 // only used if skyrendermasked, and normally returns false
2660 int R_DrawBrushModelsSky (void)
2663 entity_render_t *ent;
2665 if (!r_drawentities.integer)
2669 for (i = 0;i < r_refdef.scene.numentities;i++)
2671 if (!r_refdef.viewcache.entityvisible[i])
2673 ent = r_refdef.scene.entities[i];
2674 if (!ent->model || !ent->model->DrawSky)
2676 ent->model->DrawSky(ent);
2682 static void R_DrawNoModel(entity_render_t *ent);
2683 static void R_DrawModels(void)
2686 entity_render_t *ent;
2688 if (!r_drawentities.integer)
2691 for (i = 0;i < r_refdef.scene.numentities;i++)
2693 if (!r_refdef.viewcache.entityvisible[i])
2695 ent = r_refdef.scene.entities[i];
2696 r_refdef.stats.entities++;
2697 if (ent->model && ent->model->Draw != NULL)
2698 ent->model->Draw(ent);
2704 static void R_DrawModelsDepth(void)
2707 entity_render_t *ent;
2709 if (!r_drawentities.integer)
2712 for (i = 0;i < r_refdef.scene.numentities;i++)
2714 if (!r_refdef.viewcache.entityvisible[i])
2716 ent = r_refdef.scene.entities[i];
2717 if (ent->model && ent->model->DrawDepth != NULL)
2718 ent->model->DrawDepth(ent);
2722 static void R_DrawModelsDebug(void)
2725 entity_render_t *ent;
2727 if (!r_drawentities.integer)
2730 for (i = 0;i < r_refdef.scene.numentities;i++)
2732 if (!r_refdef.viewcache.entityvisible[i])
2734 ent = r_refdef.scene.entities[i];
2735 if (ent->model && ent->model->DrawDebug != NULL)
2736 ent->model->DrawDebug(ent);
2740 static void R_DrawModelsAddWaterPlanes(void)
2743 entity_render_t *ent;
2745 if (!r_drawentities.integer)
2748 for (i = 0;i < r_refdef.scene.numentities;i++)
2750 if (!r_refdef.viewcache.entityvisible[i])
2752 ent = r_refdef.scene.entities[i];
2753 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2754 ent->model->DrawAddWaterPlanes(ent);
2758 static void R_View_SetFrustum(void)
2761 double slopex, slopey;
2762 vec3_t forward, left, up, origin;
2764 // we can't trust r_refdef.view.forward and friends in reflected scenes
2765 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2768 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2769 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2770 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2771 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2772 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2773 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2774 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2775 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2776 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2777 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2778 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2779 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2783 zNear = r_refdef.nearclip;
2784 nudge = 1.0 - 1.0 / (1<<23);
2785 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2786 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2787 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2788 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2789 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2790 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2791 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2792 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2798 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2799 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2800 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2801 r_refdef.view.frustum[0].dist = m[15] - m[12];
2803 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2804 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2805 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2806 r_refdef.view.frustum[1].dist = m[15] + m[12];
2808 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2809 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2810 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2811 r_refdef.view.frustum[2].dist = m[15] - m[13];
2813 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2814 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2815 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2816 r_refdef.view.frustum[3].dist = m[15] + m[13];
2818 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2819 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2820 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2821 r_refdef.view.frustum[4].dist = m[15] - m[14];
2823 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2824 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2825 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2826 r_refdef.view.frustum[5].dist = m[15] + m[14];
2829 if (r_refdef.view.useperspective)
2831 slopex = 1.0 / r_refdef.view.frustum_x;
2832 slopey = 1.0 / r_refdef.view.frustum_y;
2833 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2834 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2835 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2836 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2837 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2839 // Leaving those out was a mistake, those were in the old code, and they
2840 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2841 // I couldn't reproduce it after adding those normalizations. --blub
2842 VectorNormalize(r_refdef.view.frustum[0].normal);
2843 VectorNormalize(r_refdef.view.frustum[1].normal);
2844 VectorNormalize(r_refdef.view.frustum[2].normal);
2845 VectorNormalize(r_refdef.view.frustum[3].normal);
2847 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2848 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2849 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2850 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2851 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2853 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2854 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2855 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2856 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2857 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2861 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2862 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2863 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2864 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2865 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2866 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2867 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2868 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2869 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2870 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2872 r_refdef.view.numfrustumplanes = 5;
2874 if (r_refdef.view.useclipplane)
2876 r_refdef.view.numfrustumplanes = 6;
2877 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2880 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2881 PlaneClassify(r_refdef.view.frustum + i);
2883 // LordHavoc: note to all quake engine coders, Quake had a special case
2884 // for 90 degrees which assumed a square view (wrong), so I removed it,
2885 // Quake2 has it disabled as well.
2887 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2888 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2889 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2890 //PlaneClassify(&frustum[0]);
2892 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2893 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2894 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2895 //PlaneClassify(&frustum[1]);
2897 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2898 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2899 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2900 //PlaneClassify(&frustum[2]);
2902 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2903 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2904 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2905 //PlaneClassify(&frustum[3]);
2908 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2909 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2910 //PlaneClassify(&frustum[4]);
2913 void R_View_Update(void)
2915 R_View_SetFrustum();
2916 R_View_WorldVisibility(r_refdef.view.useclipplane);
2917 R_View_UpdateEntityVisible();
2920 void R_SetupView(qboolean allowwaterclippingplane)
2922 if (!r_refdef.view.useperspective)
2923 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2924 else if (gl_stencil && r_useinfinitefarclip.integer)
2925 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2927 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2929 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2931 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2933 // LordHavoc: couldn't figure out how to make this approach the
2934 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2935 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2936 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2937 dist = r_refdef.view.clipplane.dist;
2938 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2942 void R_ResetViewRendering2D(void)
2946 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2947 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2948 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2949 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2950 GL_Color(1, 1, 1, 1);
2951 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2952 GL_BlendFunc(GL_ONE, GL_ZERO);
2953 GL_AlphaTest(false);
2954 GL_ScissorTest(false);
2955 GL_DepthMask(false);
2956 GL_DepthRange(0, 1);
2957 GL_DepthTest(false);
2958 R_Mesh_Matrix(&identitymatrix);
2959 R_Mesh_ResetTextureState();
2960 GL_PolygonOffset(0, 0);
2961 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2962 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2963 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2964 qglStencilMask(~0);CHECKGLERROR
2965 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2966 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2967 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2968 R_SetupGenericShader(true);
2971 void R_ResetViewRendering3D(void)
2975 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2976 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2978 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2979 GL_Color(1, 1, 1, 1);
2980 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2981 GL_BlendFunc(GL_ONE, GL_ZERO);
2982 GL_AlphaTest(false);
2983 GL_ScissorTest(true);
2985 GL_DepthRange(0, 1);
2987 R_Mesh_Matrix(&identitymatrix);
2988 R_Mesh_ResetTextureState();
2989 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2990 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2991 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2992 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2993 qglStencilMask(~0);CHECKGLERROR
2994 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2995 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2996 GL_CullFace(r_refdef.view.cullface_back);
2997 R_SetupGenericShader(true);
3000 void R_RenderScene(qboolean addwaterplanes);
3002 static void R_Water_StartFrame(void)
3005 int waterwidth, waterheight, texturewidth, textureheight;
3006 r_waterstate_waterplane_t *p;
3008 // set waterwidth and waterheight to the water resolution that will be
3009 // used (often less than the screen resolution for faster rendering)
3010 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3011 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3013 // calculate desired texture sizes
3014 // can't use water if the card does not support the texture size
3015 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
3016 texturewidth = textureheight = waterwidth = waterheight = 0;
3017 else if (gl_support_arb_texture_non_power_of_two)
3019 texturewidth = waterwidth;
3020 textureheight = waterheight;
3024 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3025 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3028 // allocate textures as needed
3029 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3031 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3032 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3034 if (p->texture_refraction)
3035 R_FreeTexture(p->texture_refraction);
3036 p->texture_refraction = NULL;
3037 if (p->texture_reflection)
3038 R_FreeTexture(p->texture_reflection);
3039 p->texture_reflection = NULL;
3041 memset(&r_waterstate, 0, sizeof(r_waterstate));
3042 r_waterstate.waterwidth = waterwidth;
3043 r_waterstate.waterheight = waterheight;
3044 r_waterstate.texturewidth = texturewidth;
3045 r_waterstate.textureheight = textureheight;
3048 if (r_waterstate.waterwidth)
3050 r_waterstate.enabled = true;
3052 // set up variables that will be used in shader setup
3053 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3054 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3055 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3056 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3059 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3060 r_waterstate.numwaterplanes = 0;
3063 static void R_Water_AddWaterPlane(msurface_t *surface)
3065 int triangleindex, planeindex;
3071 r_waterstate_waterplane_t *p;
3072 // just use the first triangle with a valid normal for any decisions
3073 VectorClear(normal);
3074 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3076 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3077 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3078 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3079 TriangleNormal(vert[0], vert[1], vert[2], normal);
3080 if (VectorLength2(normal) >= 0.001)
3084 VectorCopy(normal, plane.normal);
3085 VectorNormalize(plane.normal);
3086 plane.dist = DotProduct(vert[0], plane.normal);
3087 PlaneClassify(&plane);
3088 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3090 // skip backfaces (except if nocullface is set)
3091 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3093 VectorNegate(plane.normal, plane.normal);
3095 PlaneClassify(&plane);
3099 // find a matching plane if there is one
3100 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3101 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3103 if (planeindex >= r_waterstate.maxwaterplanes)
3104 return; // nothing we can do, out of planes
3106 // if this triangle does not fit any known plane rendered this frame, add one
3107 if (planeindex >= r_waterstate.numwaterplanes)
3109 // store the new plane
3110 r_waterstate.numwaterplanes++;
3112 // clear materialflags and pvs
3113 p->materialflags = 0;
3114 p->pvsvalid = false;
3116 // merge this surface's materialflags into the waterplane
3117 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3118 // merge this surface's PVS into the waterplane
3119 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3120 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3121 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3123 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3128 static void R_Water_ProcessPlanes(void)
3130 r_refdef_view_t originalview;
3132 r_waterstate_waterplane_t *p;
3134 originalview = r_refdef.view;
3136 // make sure enough textures are allocated
3137 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3139 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3141 if (!p->texture_refraction)
3142 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3143 if (!p->texture_refraction)
3147 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3149 if (!p->texture_reflection)
3150 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3151 if (!p->texture_reflection)
3157 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3159 r_refdef.view.showdebug = false;
3160 r_refdef.view.width = r_waterstate.waterwidth;
3161 r_refdef.view.height = r_waterstate.waterheight;
3162 r_refdef.view.useclipplane = true;
3163 r_waterstate.renderingscene = true;
3165 // render the normal view scene and copy into texture
3166 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3167 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3169 r_refdef.view.clipplane = p->plane;
3170 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3171 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3172 PlaneClassify(&r_refdef.view.clipplane);
3174 R_RenderScene(false);
3176 // copy view into the screen texture
3177 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3178 GL_ActiveTexture(0);
3180 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3183 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3185 // render reflected scene and copy into texture
3186 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3187 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3188 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3189 r_refdef.view.clipplane = p->plane;
3190 // reverse the cullface settings for this render
3191 r_refdef.view.cullface_front = GL_FRONT;
3192 r_refdef.view.cullface_back = GL_BACK;
3193 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3195 r_refdef.view.usecustompvs = true;
3197 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3199 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3202 R_ResetViewRendering3D();
3203 R_ClearScreen(r_refdef.fogenabled);
3204 if (r_timereport_active)
3205 R_TimeReport("viewclear");
3207 R_RenderScene(false);
3209 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3210 GL_ActiveTexture(0);
3212 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3214 R_ResetViewRendering3D();
3215 R_ClearScreen(r_refdef.fogenabled);
3216 if (r_timereport_active)
3217 R_TimeReport("viewclear");
3220 r_refdef.view = originalview;
3221 r_refdef.view.clear = true;
3222 r_waterstate.renderingscene = false;
3226 r_refdef.view = originalview;
3227 r_waterstate.renderingscene = false;
3228 Cvar_SetValueQuick(&r_water, 0);
3229 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3233 void R_Bloom_StartFrame(void)
3235 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3237 // set bloomwidth and bloomheight to the bloom resolution that will be
3238 // used (often less than the screen resolution for faster rendering)
3239 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3240 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3241 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3242 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3243 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3245 // calculate desired texture sizes
3246 if (gl_support_arb_texture_non_power_of_two)
3248 screentexturewidth = r_refdef.view.width;
3249 screentextureheight = r_refdef.view.height;
3250 bloomtexturewidth = r_bloomstate.bloomwidth;
3251 bloomtextureheight = r_bloomstate.bloomheight;
3255 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3256 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3257 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3258 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3261 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3263 Cvar_SetValueQuick(&r_hdr, 0);
3264 Cvar_SetValueQuick(&r_bloom, 0);
3267 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3268 screentexturewidth = screentextureheight = 0;
3269 if (!r_hdr.integer && !r_bloom.integer)
3270 bloomtexturewidth = bloomtextureheight = 0;
3272 // allocate textures as needed
3273 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3275 if (r_bloomstate.texture_screen)
3276 R_FreeTexture(r_bloomstate.texture_screen);
3277 r_bloomstate.texture_screen = NULL;
3278 r_bloomstate.screentexturewidth = screentexturewidth;
3279 r_bloomstate.screentextureheight = screentextureheight;
3280 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3281 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3283 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3285 if (r_bloomstate.texture_bloom)
3286 R_FreeTexture(r_bloomstate.texture_bloom);
3287 r_bloomstate.texture_bloom = NULL;
3288 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3289 r_bloomstate.bloomtextureheight = bloomtextureheight;
3290 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3291 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3294 // set up a texcoord array for the full resolution screen image
3295 // (we have to keep this around to copy back during final render)
3296 r_bloomstate.screentexcoord2f[0] = 0;
3297 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3298 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3299 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3300 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3301 r_bloomstate.screentexcoord2f[5] = 0;
3302 r_bloomstate.screentexcoord2f[6] = 0;
3303 r_bloomstate.screentexcoord2f[7] = 0;
3305 // set up a texcoord array for the reduced resolution bloom image
3306 // (which will be additive blended over the screen image)
3307 r_bloomstate.bloomtexcoord2f[0] = 0;
3308 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3309 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3310 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3311 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3312 r_bloomstate.bloomtexcoord2f[5] = 0;
3313 r_bloomstate.bloomtexcoord2f[6] = 0;
3314 r_bloomstate.bloomtexcoord2f[7] = 0;
3316 if (r_hdr.integer || r_bloom.integer)
3318 r_bloomstate.enabled = true;
3319 r_bloomstate.hdr = r_hdr.integer != 0;
3323 void R_Bloom_CopyBloomTexture(float colorscale)
3325 r_refdef.stats.bloom++;
3327 // scale down screen texture to the bloom texture size
3329 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3330 GL_BlendFunc(GL_ONE, GL_ZERO);
3331 GL_Color(colorscale, colorscale, colorscale, 1);
3332 // TODO: optimize with multitexture or GLSL
3333 R_SetupGenericShader(true);
3334 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3335 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3336 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3337 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3339 // we now have a bloom image in the framebuffer
3340 // copy it into the bloom image texture for later processing
3341 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3342 GL_ActiveTexture(0);
3344 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3345 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3348 void R_Bloom_CopyHDRTexture(void)
3350 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3351 GL_ActiveTexture(0);
3353 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3354 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3357 void R_Bloom_MakeTexture(void)
3360 float xoffset, yoffset, r, brighten;
3362 r_refdef.stats.bloom++;
3364 R_ResetViewRendering2D();
3365 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3366 R_Mesh_ColorPointer(NULL, 0, 0);
3367 R_SetupGenericShader(true);
3369 // we have a bloom image in the framebuffer
3371 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3373 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3376 r = bound(0, r_bloom_colorexponent.value / x, 1);
3377 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3378 GL_Color(r, r, r, 1);
3379 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3380 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3381 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3382 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3384 // copy the vertically blurred bloom view to a texture
3385 GL_ActiveTexture(0);
3387 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3388 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3391 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3392 brighten = r_bloom_brighten.value;
3394 brighten *= r_hdr_range.value;
3395 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3396 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3398 for (dir = 0;dir < 2;dir++)
3400 // blend on at multiple vertical offsets to achieve a vertical blur
3401 // TODO: do offset blends using GLSL
3402 GL_BlendFunc(GL_ONE, GL_ZERO);
3403 for (x = -range;x <= range;x++)
3405 if (!dir){xoffset = 0;yoffset = x;}
3406 else {xoffset = x;yoffset = 0;}
3407 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3408 yoffset /= (float)r_bloomstate.bloomtextureheight;
3409 // compute a texcoord array with the specified x and y offset
3410 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3411 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3412 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3413 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3414 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3415 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3416 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3417 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3418 // this r value looks like a 'dot' particle, fading sharply to
3419 // black at the edges
3420 // (probably not realistic but looks good enough)
3421 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3422 //r = (dir ? 1.0f : brighten)/(range*2+1);
3423 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3424 GL_Color(r, r, r, 1);
3425 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3426 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3427 GL_BlendFunc(GL_ONE, GL_ONE);
3430 // copy the vertically blurred bloom view to a texture
3431 GL_ActiveTexture(0);
3433 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3434 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3437 // apply subtract last
3438 // (just like it would be in a GLSL shader)
3439 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3441 GL_BlendFunc(GL_ONE, GL_ZERO);
3442 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444 GL_Color(1, 1, 1, 1);
3445 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3446 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3448 GL_BlendFunc(GL_ONE, GL_ONE);
3449 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3450 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3451 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3452 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3453 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3454 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3455 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3457 // copy the darkened bloom view to a texture
3458 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3459 GL_ActiveTexture(0);
3461 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3462 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3466 void R_HDR_RenderBloomTexture(void)
3468 int oldwidth, oldheight;
3469 float oldcolorscale;
3471 oldcolorscale = r_refdef.view.colorscale;
3472 oldwidth = r_refdef.view.width;
3473 oldheight = r_refdef.view.height;
3474 r_refdef.view.width = r_bloomstate.bloomwidth;
3475 r_refdef.view.height = r_bloomstate.bloomheight;
3477 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3478 // TODO: add exposure compensation features
3479 // TODO: add fp16 framebuffer support
3481 r_refdef.view.showdebug = false;
3482 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3484 R_ClearScreen(r_refdef.fogenabled);
3485 if (r_timereport_active)
3486 R_TimeReport("HDRclear");
3488 r_waterstate.numwaterplanes = 0;
3489 R_RenderScene(r_waterstate.enabled);
3490 r_refdef.view.showdebug = true;
3492 R_ResetViewRendering2D();
3494 R_Bloom_CopyHDRTexture();
3495 R_Bloom_MakeTexture();
3497 // restore the view settings
3498 r_refdef.view.width = oldwidth;
3499 r_refdef.view.height = oldheight;
3500 r_refdef.view.colorscale = oldcolorscale;
3502 R_ResetViewRendering3D();
3504 R_ClearScreen(r_refdef.fogenabled);
3505 if (r_timereport_active)
3506 R_TimeReport("viewclear");
3509 static void R_BlendView(void)
3511 if (r_bloomstate.texture_screen)
3513 // copy view into the screen texture
3514 R_ResetViewRendering2D();
3515 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3516 R_Mesh_ColorPointer(NULL, 0, 0);
3517 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3518 GL_ActiveTexture(0);CHECKGLERROR
3519 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3520 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3523 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3525 unsigned int permutation =
3526 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3527 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3528 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3529 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3531 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3533 // render simple bloom effect
3534 // copy the screen and shrink it and darken it for the bloom process
3535 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3536 // make the bloom texture
3537 R_Bloom_MakeTexture();
3540 R_ResetViewRendering2D();
3541 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3542 R_Mesh_ColorPointer(NULL, 0, 0);
3543 GL_Color(1, 1, 1, 1);
3544 GL_BlendFunc(GL_ONE, GL_ZERO);
3545 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3546 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3547 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3548 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3549 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3550 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3551 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3552 if (r_glsl_permutation->loc_TintColor >= 0)
3553 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3554 if (r_glsl_permutation->loc_ClientTime >= 0)
3555 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3556 if (r_glsl_permutation->loc_PixelSize >= 0)
3557 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3558 if (r_glsl_permutation->loc_UserVec1 >= 0)
3560 float a=0, b=0, c=0, d=0;
3561 #if _MSC_VER >= 1400
3562 #define sscanf sscanf_s
3564 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3565 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3567 if (r_glsl_permutation->loc_UserVec2 >= 0)
3569 float a=0, b=0, c=0, d=0;
3570 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3571 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3573 if (r_glsl_permutation->loc_UserVec3 >= 0)
3575 float a=0, b=0, c=0, d=0;
3576 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3577 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3579 if (r_glsl_permutation->loc_UserVec4 >= 0)
3581 float a=0, b=0, c=0, d=0;
3582 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3583 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3585 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3586 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3592 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3594 // render high dynamic range bloom effect
3595 // the bloom texture was made earlier this render, so we just need to
3596 // blend it onto the screen...
3597 R_ResetViewRendering2D();
3598 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3599 R_Mesh_ColorPointer(NULL, 0, 0);
3600 R_SetupGenericShader(true);
3601 GL_Color(1, 1, 1, 1);
3602 GL_BlendFunc(GL_ONE, GL_ONE);
3603 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3604 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3605 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3606 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3608 else if (r_bloomstate.texture_bloom)
3610 // render simple bloom effect
3611 // copy the screen and shrink it and darken it for the bloom process
3612 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3613 // make the bloom texture
3614 R_Bloom_MakeTexture();
3615 // put the original screen image back in place and blend the bloom
3617 R_ResetViewRendering2D();
3618 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3619 R_Mesh_ColorPointer(NULL, 0, 0);
3620 GL_Color(1, 1, 1, 1);
3621 GL_BlendFunc(GL_ONE, GL_ZERO);
3622 // do both in one pass if possible
3623 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3624 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3625 if (r_textureunits.integer >= 2 && gl_combine.integer)
3627 R_SetupGenericTwoTextureShader(GL_ADD);
3628 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3629 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3633 R_SetupGenericShader(true);
3634 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3635 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3636 // now blend on the bloom texture
3637 GL_BlendFunc(GL_ONE, GL_ONE);
3638 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3639 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3641 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3642 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3644 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3646 // apply a color tint to the whole view
3647 R_ResetViewRendering2D();
3648 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3649 R_Mesh_ColorPointer(NULL, 0, 0);
3650 R_SetupGenericShader(false);
3651 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3652 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3653 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3657 void R_RenderScene(qboolean addwaterplanes);
3659 matrix4x4_t r_waterscrollmatrix;
3661 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3663 if (r_refdef.fog_density)
3665 r_refdef.fogcolor[0] = r_refdef.fog_red;
3666 r_refdef.fogcolor[1] = r_refdef.fog_green;
3667 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3671 VectorCopy(r_refdef.fogcolor, fogvec);
3672 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3674 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3675 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3676 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3677 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3679 // color.rgb *= ContrastBoost * SceneBrightness;
3680 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3681 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3682 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3683 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3688 void R_UpdateVariables(void)
3692 r_refdef.scene.ambient = r_ambient.value;
3694 r_refdef.farclip = 4096;
3695 if (r_refdef.scene.worldmodel)
3696 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3697 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3699 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3700 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3701 r_refdef.polygonfactor = 0;
3702 r_refdef.polygonoffset = 0;
3703 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3704 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3706 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3707 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3708 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3709 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3710 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3711 if (r_showsurfaces.integer)
3713 r_refdef.scene.rtworld = false;
3714 r_refdef.scene.rtworldshadows = false;
3715 r_refdef.scene.rtdlight = false;
3716 r_refdef.scene.rtdlightshadows = false;
3717 r_refdef.lightmapintensity = 0;
3720 if (gamemode == GAME_NEHAHRA)
3722 if (gl_fogenable.integer)
3724 r_refdef.oldgl_fogenable = true;
3725 r_refdef.fog_density = gl_fogdensity.value;
3726 r_refdef.fog_red = gl_fogred.value;
3727 r_refdef.fog_green = gl_foggreen.value;
3728 r_refdef.fog_blue = gl_fogblue.value;
3729 r_refdef.fog_alpha = 1;
3730 r_refdef.fog_start = 0;
3731 r_refdef.fog_end = gl_skyclip.value;
3733 else if (r_refdef.oldgl_fogenable)
3735 r_refdef.oldgl_fogenable = false;
3736 r_refdef.fog_density = 0;
3737 r_refdef.fog_red = 0;
3738 r_refdef.fog_green = 0;
3739 r_refdef.fog_blue = 0;
3740 r_refdef.fog_alpha = 0;
3741 r_refdef.fog_start = 0;
3742 r_refdef.fog_end = 0;
3746 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3747 r_refdef.fog_start = max(0, r_refdef.fog_start);
3748 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3750 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3752 if (r_refdef.fog_density && r_drawfog.integer)
3754 r_refdef.fogenabled = true;
3755 // this is the point where the fog reaches 0.9986 alpha, which we
3756 // consider a good enough cutoff point for the texture
3757 // (0.9986 * 256 == 255.6)
3758 if (r_fog_exp2.integer)
3759 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3761 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3762 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3763 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3764 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3765 // fog color was already set
3766 // update the fog texture
3767 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3768 R_BuildFogTexture();
3771 r_refdef.fogenabled = false;
3773 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3775 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3777 // build GLSL gamma texture
3778 #define RAMPWIDTH 256
3779 unsigned short ramp[RAMPWIDTH * 3];
3780 unsigned char ramprgb[RAMPWIDTH][4];
3783 r_texture_gammaramps_serial = vid_gammatables_serial;
3785 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3786 for(i = 0; i < RAMPWIDTH; ++i)
3788 ramprgb[i][0] = ramp[i] >> 8;
3789 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3790 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3793 if (r_texture_gammaramps)
3795 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3799 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3805 // remove GLSL gamma texture
3809 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3810 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3816 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3817 if( scenetype != r_currentscenetype ) {
3818 // store the old scenetype
3819 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3820 r_currentscenetype = scenetype;
3821 // move in the new scene
3822 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3831 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3833 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3834 if( scenetype == r_currentscenetype ) {
3835 return &r_refdef.scene;
3837 return &r_scenes_store[ scenetype ];
3846 void R_RenderView(void)
3848 if (r_refdef.view.isoverlay)
3850 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3851 GL_Clear( GL_DEPTH_BUFFER_BIT );
3852 R_TimeReport("depthclear");
3854 r_refdef.view.showdebug = false;
3856 r_waterstate.enabled = false;
3857 r_waterstate.numwaterplanes = 0;
3859 R_RenderScene(false);
3865 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3866 return; //Host_Error ("R_RenderView: NULL worldmodel");
3868 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3870 // break apart the view matrix into vectors for various purposes
3871 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3872 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3873 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3874 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3875 // make an inverted copy of the view matrix for tracking sprites
3876 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3878 R_Shadow_UpdateWorldLightSelection();
3880 R_Bloom_StartFrame();
3881 R_Water_StartFrame();
3884 if (r_timereport_active)
3885 R_TimeReport("viewsetup");
3887 R_ResetViewRendering3D();
3889 if (r_refdef.view.clear || r_refdef.fogenabled)
3891 R_ClearScreen(r_refdef.fogenabled);
3892 if (r_timereport_active)
3893 R_TimeReport("viewclear");
3895 r_refdef.view.clear = true;
3897 r_refdef.view.showdebug = true;
3899 // this produces a bloom texture to be used in R_BlendView() later
3901 R_HDR_RenderBloomTexture();
3903 r_waterstate.numwaterplanes = 0;
3904 R_RenderScene(r_waterstate.enabled);
3907 if (r_timereport_active)
3908 R_TimeReport("blendview");
3910 GL_Scissor(0, 0, vid.width, vid.height);
3911 GL_ScissorTest(false);
3915 extern void R_DrawLightningBeams (void);
3916 extern void VM_CL_AddPolygonsToMeshQueue (void);
3917 extern void R_DrawPortals (void);
3918 extern cvar_t cl_locs_show;
3919 static void R_DrawLocs(void);
3920 static void R_DrawEntityBBoxes(void);
3921 void R_RenderScene(qboolean addwaterplanes)
3923 r_refdef.stats.renders++;
3929 R_ResetViewRendering3D();
3932 if (r_timereport_active)
3933 R_TimeReport("watervis");
3935 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3937 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3938 if (r_timereport_active)
3939 R_TimeReport("waterworld");
3942 // don't let sound skip if going slow
3943 if (r_refdef.scene.extraupdate)
3946 R_DrawModelsAddWaterPlanes();
3947 if (r_timereport_active)
3948 R_TimeReport("watermodels");
3950 R_Water_ProcessPlanes();
3951 if (r_timereport_active)
3952 R_TimeReport("waterscenes");
3955 R_ResetViewRendering3D();
3957 // don't let sound skip if going slow
3958 if (r_refdef.scene.extraupdate)
3961 R_MeshQueue_BeginScene();
3966 if (r_timereport_active)
3967 R_TimeReport("visibility");
3969 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3971 if (cl.csqc_vidvars.drawworld)
3973 // don't let sound skip if going slow
3974 if (r_refdef.scene.extraupdate)
3977 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3979 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3980 if (r_timereport_active)
3981 R_TimeReport("worldsky");
3984 if (R_DrawBrushModelsSky() && r_timereport_active)
3985 R_TimeReport("bmodelsky");
3988 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3990 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3991 if (r_timereport_active)
3992 R_TimeReport("worlddepth");
3994 if (r_depthfirst.integer >= 2)
3996 R_DrawModelsDepth();
3997 if (r_timereport_active)
3998 R_TimeReport("modeldepth");
4001 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4003 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4004 if (r_timereport_active)
4005 R_TimeReport("world");
4008 // don't let sound skip if going slow
4009 if (r_refdef.scene.extraupdate)
4013 if (r_timereport_active)
4014 R_TimeReport("models");
4016 // don't let sound skip if going slow
4017 if (r_refdef.scene.extraupdate)
4020 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4022 R_DrawModelShadows();
4024 R_ResetViewRendering3D();
4026 // don't let sound skip if going slow
4027 if (r_refdef.scene.extraupdate)
4031 R_ShadowVolumeLighting(false);
4032 if (r_timereport_active)
4033 R_TimeReport("rtlights");
4035 // don't let sound skip if going slow
4036 if (r_refdef.scene.extraupdate)
4039 if (cl.csqc_vidvars.drawworld)
4041 R_DrawLightningBeams();
4042 if (r_timereport_active)
4043 R_TimeReport("lightning");
4046 if (r_timereport_active)
4047 R_TimeReport("decals");
4050 if (r_timereport_active)
4051 R_TimeReport("particles");
4054 if (r_timereport_active)
4055 R_TimeReport("explosions");
4058 R_SetupGenericShader(true);
4059 VM_CL_AddPolygonsToMeshQueue();
4061 if (r_refdef.view.showdebug)
4063 if (cl_locs_show.integer)
4066 if (r_timereport_active)
4067 R_TimeReport("showlocs");
4070 if (r_drawportals.integer)
4073 if (r_timereport_active)
4074 R_TimeReport("portals");
4077 if (r_showbboxes.value > 0)
4079 R_DrawEntityBBoxes();
4080 if (r_timereport_active)
4081 R_TimeReport("bboxes");
4085 R_SetupGenericShader(true);
4086 R_MeshQueue_RenderTransparent();
4087 if (r_timereport_active)
4088 R_TimeReport("drawtrans");
4090 R_SetupGenericShader(true);
4092 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
4094 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4095 if (r_timereport_active)
4096 R_TimeReport("worlddebug");
4097 R_DrawModelsDebug();
4098 if (r_timereport_active)
4099 R_TimeReport("modeldebug");
4102 R_SetupGenericShader(true);
4104 if (cl.csqc_vidvars.drawworld)
4107 if (r_timereport_active)
4108 R_TimeReport("coronas");
4111 // don't let sound skip if going slow
4112 if (r_refdef.scene.extraupdate)
4115 R_ResetViewRendering2D();
4118 static const unsigned short bboxelements[36] =
4128 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4131 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4132 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4133 GL_DepthMask(false);
4134 GL_DepthRange(0, 1);
4135 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4136 R_Mesh_Matrix(&identitymatrix);
4137 R_Mesh_ResetTextureState();
4139 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4140 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4141 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4142 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4143 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4144 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4145 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4146 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4147 R_FillColors(color4f, 8, cr, cg, cb, ca);
4148 if (r_refdef.fogenabled)
4150 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4152 f1 = FogPoint_World(v);
4154 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4155 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4156 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4159 R_Mesh_VertexPointer(vertex3f, 0, 0);
4160 R_Mesh_ColorPointer(color4f, 0, 0);
4161 R_Mesh_ResetTextureState();
4162 R_SetupGenericShader(false);
4163 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4166 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4170 prvm_edict_t *edict;
4171 prvm_prog_t *prog_save = prog;
4173 // this function draws bounding boxes of server entities
4177 GL_CullFace(GL_NONE);
4178 R_SetupGenericShader(false);
4182 for (i = 0;i < numsurfaces;i++)
4184 edict = PRVM_EDICT_NUM(surfacelist[i]);
4185 switch ((int)edict->fields.server->solid)
4187 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4188 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4189 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4190 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4191 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4192 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4194 color[3] *= r_showbboxes.value;
4195 color[3] = bound(0, color[3], 1);
4196 GL_DepthTest(!r_showdisabledepthtest.integer);
4197 GL_CullFace(r_refdef.view.cullface_front);
4198 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4204 static void R_DrawEntityBBoxes(void)
4207 prvm_edict_t *edict;
4209 prvm_prog_t *prog_save = prog;
4211 // this function draws bounding boxes of server entities
4217 for (i = 0;i < prog->num_edicts;i++)
4219 edict = PRVM_EDICT_NUM(i);
4220 if (edict->priv.server->free)
4222 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4223 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4225 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4227 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4228 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4234 unsigned short nomodelelements[24] =
4246 float nomodelvertex3f[6*3] =
4256 float nomodelcolor4f[6*4] =
4258 0.0f, 0.0f, 0.5f, 1.0f,
4259 0.0f, 0.0f, 0.5f, 1.0f,
4260 0.0f, 0.5f, 0.0f, 1.0f,
4261 0.0f, 0.5f, 0.0f, 1.0f,
4262 0.5f, 0.0f, 0.0f, 1.0f,
4263 0.5f, 0.0f, 0.0f, 1.0f
4266 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4271 // this is only called once per entity so numsurfaces is always 1, and
4272 // surfacelist is always {0}, so this code does not handle batches
4273 R_Mesh_Matrix(&ent->matrix);
4275 if (ent->flags & EF_ADDITIVE)
4277 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4278 GL_DepthMask(false);
4280 else if (ent->alpha < 1)
4282 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4283 GL_DepthMask(false);
4287 GL_BlendFunc(GL_ONE, GL_ZERO);
4290 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4291 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4292 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4293 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4294 R_SetupGenericShader(false);
4295 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4296 if (r_refdef.fogenabled)
4299 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4300 R_Mesh_ColorPointer(color4f, 0, 0);
4301 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4302 f1 = FogPoint_World(org);
4304 for (i = 0, c = color4f;i < 6;i++, c += 4)
4306 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4307 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4308 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4312 else if (ent->alpha != 1)
4314 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4315 R_Mesh_ColorPointer(color4f, 0, 0);
4316 for (i = 0, c = color4f;i < 6;i++, c += 4)
4320 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4321 R_Mesh_ResetTextureState();
4322 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4325 void R_DrawNoModel(entity_render_t *ent)
4328 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4329 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4330 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4332 // R_DrawNoModelCallback(ent, 0);
4335 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4337 vec3_t right1, right2, diff, normal;
4339 VectorSubtract (org2, org1, normal);
4341 // calculate 'right' vector for start
4342 VectorSubtract (r_refdef.view.origin, org1, diff);
4343 CrossProduct (normal, diff, right1);
4344 VectorNormalize (right1);
4346 // calculate 'right' vector for end
4347 VectorSubtract (r_refdef.view.origin, org2, diff);
4348 CrossProduct (normal, diff, right2);
4349 VectorNormalize (right2);
4351 vert[ 0] = org1[0] + width * right1[0];
4352 vert[ 1] = org1[1] + width * right1[1];
4353 vert[ 2] = org1[2] + width * right1[2];
4354 vert[ 3] = org1[0] - width * right1[0];
4355 vert[ 4] = org1[1] - width * right1[1];
4356 vert[ 5] = org1[2] - width * right1[2];
4357 vert[ 6] = org2[0] - width * right2[0];
4358 vert[ 7] = org2[1] - width * right2[1];
4359 vert[ 8] = org2[2] - width * right2[2];
4360 vert[ 9] = org2[0] + width * right2[0];
4361 vert[10] = org2[1] + width * right2[1];
4362 vert[11] = org2[2] + width * right2[2];
4365 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4367 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)
4372 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4373 fog = FogPoint_World(origin);
4375 R_Mesh_Matrix(&identitymatrix);
4376 GL_BlendFunc(blendfunc1, blendfunc2);
4382 GL_CullFace(r_refdef.view.cullface_front);
4385 GL_CullFace(r_refdef.view.cullface_back);
4386 GL_CullFace(GL_NONE);
4388 GL_DepthMask(false);
4389 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4390 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4391 GL_DepthTest(!depthdisable);
4393 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4394 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4395 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4396 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4397 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4398 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4399 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4400 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4401 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4402 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4403 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4404 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4406 R_Mesh_VertexPointer(vertex3f, 0, 0);
4407 R_Mesh_ColorPointer(NULL, 0, 0);
4408 R_Mesh_ResetTextureState();
4409 R_SetupGenericShader(true);
4410 R_Mesh_TexBind(0, R_GetTexture(texture));
4411 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4412 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4413 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4414 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4416 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4418 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4419 GL_BlendFunc(blendfunc1, GL_ONE);
4421 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4422 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4426 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4431 VectorSet(v, x, y, z);
4432 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4433 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4435 if (i == mesh->numvertices)
4437 if (mesh->numvertices < mesh->maxvertices)
4439 VectorCopy(v, vertex3f);
4440 mesh->numvertices++;
4442 return mesh->numvertices;
4448 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4452 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4453 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4454 e = mesh->element3i + mesh->numtriangles * 3;
4455 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4457 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4458 if (mesh->numtriangles < mesh->maxtriangles)
4463 mesh->numtriangles++;
4465 element[1] = element[2];
4469 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4473 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4474 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4475 e = mesh->element3i + mesh->numtriangles * 3;
4476 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4478 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4479 if (mesh->numtriangles < mesh->maxtriangles)
4484 mesh->numtriangles++;
4486 element[1] = element[2];
4490 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4491 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4493 int planenum, planenum2;
4496 mplane_t *plane, *plane2;
4498 double temppoints[2][256*3];
4499 // figure out how large a bounding box we need to properly compute this brush
4501 for (w = 0;w < numplanes;w++)
4502 maxdist = max(maxdist, planes[w].dist);
4503 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4504 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4505 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4509 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4510 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4512 if (planenum2 == planenum)
4514 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);
4517 if (tempnumpoints < 3)
4519 // generate elements forming a triangle fan for this polygon
4520 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4524 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)
4526 texturelayer_t *layer;
4527 layer = t->currentlayers + t->currentnumlayers++;
4529 layer->depthmask = depthmask;
4530 layer->blendfunc1 = blendfunc1;
4531 layer->blendfunc2 = blendfunc2;
4532 layer->texture = texture;
4533 layer->texmatrix = *matrix;
4534 layer->color[0] = r * r_refdef.view.colorscale;
4535 layer->color[1] = g * r_refdef.view.colorscale;
4536 layer->color[2] = b * r_refdef.view.colorscale;
4537 layer->color[3] = a;
4540 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4543 index = parms[2] + r_refdef.scene.time * parms[3];
4544 index -= floor(index);
4548 case Q3WAVEFUNC_NONE:
4549 case Q3WAVEFUNC_NOISE:
4550 case Q3WAVEFUNC_COUNT:
4553 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4554 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4555 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4556 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4557 case Q3WAVEFUNC_TRIANGLE:
4559 f = index - floor(index);
4570 return (float)(parms[0] + parms[1] * f);
4573 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4577 dp_model_t *model = ent->model;
4580 q3shaderinfo_layer_tcmod_t *tcmod;
4582 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4584 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4588 // switch to an alternate material if this is a q1bsp animated material
4590 texture_t *texture = t;
4591 int s = ent->skinnum;
4592 if ((unsigned int)s >= (unsigned int)model->numskins)
4594 if (model->skinscenes)
4596 if (model->skinscenes[s].framecount > 1)
4597 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4599 s = model->skinscenes[s].firstframe;
4602 t = t + s * model->num_surfaces;
4605 // use an alternate animation if the entity's frame is not 0,
4606 // and only if the texture has an alternate animation
4607 if (ent->frame2 != 0 && t->anim_total[1])
4608 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4610 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4612 texture->currentframe = t;
4615 // update currentskinframe to be a qw skin or animation frame
4616 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4618 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4620 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4621 if (developer_loading.integer)
4622 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4623 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4625 t->currentskinframe = r_qwskincache_skinframe[i];
4626 if (t->currentskinframe == NULL)
4627 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4629 else if (t->numskinframes >= 2)
4630 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4631 if (t->backgroundnumskinframes >= 2)
4632 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4634 t->currentmaterialflags = t->basematerialflags;
4635 t->currentalpha = ent->alpha;
4636 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4637 t->currentalpha *= r_wateralpha.value;
4638 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4639 t->currentalpha *= t->r_water_wateralpha;
4640 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4641 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4642 if (!(ent->flags & RENDER_LIGHT))
4643 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4644 else if (rsurface.modeltexcoordlightmap2f == NULL)
4646 // pick a model lighting mode
4647 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4648 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4650 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4652 if (ent->effects & EF_ADDITIVE)
4653 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4654 else if (t->currentalpha < 1)
4655 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4656 if (ent->effects & EF_DOUBLESIDED)
4657 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4658 if (ent->effects & EF_NODEPTHTEST)
4659 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4660 if (ent->flags & RENDER_VIEWMODEL)
4661 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4662 if (t->backgroundnumskinframes)
4663 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4664 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4666 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4667 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4670 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4672 // there is no tcmod
4673 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4674 t->currenttexmatrix = r_waterscrollmatrix;
4676 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4679 switch(tcmod->tcmod)
4683 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4684 matrix = r_waterscrollmatrix;
4686 matrix = identitymatrix;
4688 case Q3TCMOD_ENTITYTRANSLATE:
4689 // this is used in Q3 to allow the gamecode to control texcoord
4690 // scrolling on the entity, which is not supported in darkplaces yet.
4691 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4693 case Q3TCMOD_ROTATE:
4694 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4695 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4696 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4699 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4701 case Q3TCMOD_SCROLL:
4702 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4704 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4705 w = tcmod->parms[0];
4706 h = tcmod->parms[1];
4707 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4709 idx = floor(f * w * h);
4710 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4712 case Q3TCMOD_STRETCH:
4713 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4714 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4716 case Q3TCMOD_TRANSFORM:
4717 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4718 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4719 VectorSet(tcmat + 6, 0 , 0 , 1);
4720 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4721 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4723 case Q3TCMOD_TURBULENT:
4724 // this is handled in the RSurf_PrepareVertices function
4725 matrix = identitymatrix;
4728 // either replace or concatenate the transformation
4730 t->currenttexmatrix = matrix;
4733 matrix4x4_t temp = t->currenttexmatrix;
4734 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4738 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4739 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4740 t->glosstexture = r_texture_black;
4741 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4742 t->backgroundglosstexture = r_texture_black;
4743 t->specularpower = r_shadow_glossexponent.value;
4744 // TODO: store reference values for these in the texture?
4745 t->specularscale = 0;
4746 if (r_shadow_gloss.integer > 0)
4748 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4750 if (r_shadow_glossintensity.value > 0)
4752 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4753 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4754 t->specularscale = r_shadow_glossintensity.value;
4757 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4759 t->glosstexture = r_texture_white;
4760 t->backgroundglosstexture = r_texture_white;
4761 t->specularscale = r_shadow_gloss2intensity.value;
4765 // lightmaps mode looks bad with dlights using actual texturing, so turn
4766 // off the colormap and glossmap, but leave the normalmap on as it still
4767 // accurately represents the shading involved
4768 if (gl_lightmaps.integer)
4770 t->basetexture = r_texture_grey128;
4771 t->backgroundbasetexture = NULL;
4772 t->specularscale = 0;
4773 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4776 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4777 VectorClear(t->dlightcolor);
4778 t->currentnumlayers = 0;
4779 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4782 int blendfunc1, blendfunc2, depthmask;
4783 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4785 blendfunc1 = GL_SRC_ALPHA;
4786 blendfunc2 = GL_ONE;
4788 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4790 blendfunc1 = GL_SRC_ALPHA;
4791 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4793 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4795 blendfunc1 = t->customblendfunc[0];
4796 blendfunc2 = t->customblendfunc[1];
4800 blendfunc1 = GL_ONE;
4801 blendfunc2 = GL_ZERO;
4803 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4804 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4805 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4806 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4808 // fullbright is not affected by r_refdef.lightmapintensity
4809 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4810 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4811 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4812 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4813 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4817 vec3_t ambientcolor;
4819 // set the color tint used for lights affecting this surface
4820 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4822 // q3bsp has no lightmap updates, so the lightstylevalue that
4823 // would normally be baked into the lightmap must be
4824 // applied to the color
4825 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4826 if (ent->model->type == mod_brushq3)
4827 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4828 colorscale *= r_refdef.lightmapintensity;
4829 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4830 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4831 // basic lit geometry
4832 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4833 // add pants/shirt if needed
4834 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4835 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4836 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4837 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4838 // now add ambient passes if needed
4839 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4841 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4842 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4843 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4844 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4845 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4848 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4849 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4850 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4852 // if this is opaque use alpha blend which will darken the earlier
4855 // if this is an alpha blended material, all the earlier passes
4856 // were darkened by fog already, so we only need to add the fog
4857 // color ontop through the fog mask texture
4859 // if this is an additive blended material, all the earlier passes
4860 // were darkened by fog already, and we should not add fog color
4861 // (because the background was not darkened, there is no fog color
4862 // that was lost behind it).
4863 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4868 void R_UpdateAllTextureInfo(entity_render_t *ent)
4872 for (i = 0;i < ent->model->num_texturesperskin;i++)
4873 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4876 rsurfacestate_t rsurface;
4878 void R_Mesh_ResizeArrays(int newvertices)
4881 if (rsurface.array_size >= newvertices)
4883 if (rsurface.array_modelvertex3f)
4884 Mem_Free(rsurface.array_modelvertex3f);
4885 rsurface.array_size = (newvertices + 1023) & ~1023;
4886 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4887 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4888 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4889 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4890 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4891 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4892 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4893 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4894 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4895 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4896 rsurface.array_color4f = base + rsurface.array_size * 27;
4897 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4900 void RSurf_ActiveWorldEntity(void)
4902 dp_model_t *model = r_refdef.scene.worldmodel;
4903 if (rsurface.array_size < model->surfmesh.num_vertices)
4904 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4905 rsurface.matrix = identitymatrix;
4906 rsurface.inversematrix = identitymatrix;
4907 R_Mesh_Matrix(&identitymatrix);
4908 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4909 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4910 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4911 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4912 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4913 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4914 rsurface.frameblend[0].frame = 0;
4915 rsurface.frameblend[0].lerp = 1;
4916 rsurface.frameblend[1].frame = 0;
4917 rsurface.frameblend[1].lerp = 0;
4918 rsurface.frameblend[2].frame = 0;
4919 rsurface.frameblend[2].lerp = 0;
4920 rsurface.frameblend[3].frame = 0;
4921 rsurface.frameblend[3].lerp = 0;
4922 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4923 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4924 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4925 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4926 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4927 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4928 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4929 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4930 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4931 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4932 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4933 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4934 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4935 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4936 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4937 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4938 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4939 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4940 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4941 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4942 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4943 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4944 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4945 rsurface.modelelement3i = model->surfmesh.data_element3i;
4946 rsurface.modelelement3s = model->surfmesh.data_element3s;
4947 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4948 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4949 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4950 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4951 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4952 rsurface.modelsurfaces = model->data_surfaces;
4953 rsurface.generatedvertex = false;
4954 rsurface.vertex3f = rsurface.modelvertex3f;
4955 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4956 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4957 rsurface.svector3f = rsurface.modelsvector3f;
4958 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4959 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4960 rsurface.tvector3f = rsurface.modeltvector3f;
4961 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4962 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4963 rsurface.normal3f = rsurface.modelnormal3f;
4964 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4965 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4966 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4969 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4971 dp_model_t *model = ent->model;
4972 if (rsurface.array_size < model->surfmesh.num_vertices)
4973 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4974 rsurface.matrix = ent->matrix;
4975 rsurface.inversematrix = ent->inversematrix;
4976 R_Mesh_Matrix(&rsurface.matrix);
4977 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4978 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4979 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4980 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4981 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4982 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4983 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4984 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4985 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4986 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4987 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4988 rsurface.frameblend[0] = ent->frameblend[0];
4989 rsurface.frameblend[1] = ent->frameblend[1];
4990 rsurface.frameblend[2] = ent->frameblend[2];
4991 rsurface.frameblend[3] = ent->frameblend[3];
4992 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4993 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4994 if (ent->model->brush.submodel)
4996 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4997 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4999 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
5003 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5004 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5005 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5006 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5007 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5009 else if (wantnormals)
5011 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5012 rsurface.modelsvector3f = NULL;
5013 rsurface.modeltvector3f = NULL;
5014 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5015 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5019 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5020 rsurface.modelsvector3f = NULL;
5021 rsurface.modeltvector3f = NULL;
5022 rsurface.modelnormal3f = NULL;
5023 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5025 rsurface.modelvertex3f_bufferobject = 0;
5026 rsurface.modelvertex3f_bufferoffset = 0;
5027 rsurface.modelsvector3f_bufferobject = 0;
5028 rsurface.modelsvector3f_bufferoffset = 0;
5029 rsurface.modeltvector3f_bufferobject = 0;
5030 rsurface.modeltvector3f_bufferoffset = 0;
5031 rsurface.modelnormal3f_bufferobject = 0;
5032 rsurface.modelnormal3f_bufferoffset = 0;
5033 rsurface.generatedvertex = true;
5037 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5038 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5039 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5040 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5041 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5042 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5043 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5044 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5045 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5046 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5047 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5048 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5049 rsurface.generatedvertex = false;
5051 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5052 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5053 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5054 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5055 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5056 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5057 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5058 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5059 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5060 rsurface.modelelement3i = model->surfmesh.data_element3i;
5061 rsurface.modelelement3s = model->surfmesh.data_element3s;
5062 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5063 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5064 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5065 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5066 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5067 rsurface.modelsurfaces = model->data_surfaces;
5068 rsurface.vertex3f = rsurface.modelvertex3f;
5069 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5070 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5071 rsurface.svector3f = rsurface.modelsvector3f;
5072 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5073 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5074 rsurface.tvector3f = rsurface.modeltvector3f;
5075 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5076 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5077 rsurface.normal3f = rsurface.modelnormal3f;
5078 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5079 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5080 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5083 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5084 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5087 int texturesurfaceindex;
5092 const float *v1, *in_tc;
5094 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5096 q3shaderinfo_deform_t *deform;
5097 // 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
5098 if (rsurface.generatedvertex)
5100 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5101 generatenormals = true;
5102 for (i = 0;i < Q3MAXDEFORMS;i++)
5104 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5106 generatetangents = true;
5107 generatenormals = true;
5109 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5110 generatenormals = true;
5112 if (generatenormals && !rsurface.modelnormal3f)
5114 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5115 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5116 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5117 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5119 if (generatetangents && !rsurface.modelsvector3f)
5121 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5122 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5123 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5124 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5125 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5126 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5127 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);
5130 rsurface.vertex3f = rsurface.modelvertex3f;
5131 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5132 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5133 rsurface.svector3f = rsurface.modelsvector3f;
5134 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5135 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5136 rsurface.tvector3f = rsurface.modeltvector3f;
5137 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5138 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5139 rsurface.normal3f = rsurface.modelnormal3f;
5140 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5141 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5142 // if vertices are deformed (sprite flares and things in maps, possibly
5143 // water waves, bulges and other deformations), generate them into
5144 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5145 // (may be static model data or generated data for an animated model, or
5146 // the previous deform pass)
5147 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5149 switch (deform->deform)
5152 case Q3DEFORM_PROJECTIONSHADOW:
5153 case Q3DEFORM_TEXT0:
5154 case Q3DEFORM_TEXT1:
5155 case Q3DEFORM_TEXT2:
5156 case Q3DEFORM_TEXT3:
5157 case Q3DEFORM_TEXT4:
5158 case Q3DEFORM_TEXT5:
5159 case Q3DEFORM_TEXT6:
5160 case Q3DEFORM_TEXT7:
5163 case Q3DEFORM_AUTOSPRITE:
5164 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5165 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5166 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5167 VectorNormalize(newforward);
5168 VectorNormalize(newright);
5169 VectorNormalize(newup);
5170 // make deformed versions of only the model vertices used by the specified surfaces
5171 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5173 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5174 // a single autosprite surface can contain multiple sprites...
5175 for (j = 0;j < surface->num_vertices - 3;j += 4)
5177 VectorClear(center);
5178 for (i = 0;i < 4;i++)
5179 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5180 VectorScale(center, 0.25f, center);
5181 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5182 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5183 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5184 for (i = 0;i < 4;i++)
5186 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5187 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5190 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);
5191 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);
5193 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5194 rsurface.vertex3f_bufferobject = 0;
5195 rsurface.vertex3f_bufferoffset = 0;
5196 rsurface.svector3f = rsurface.array_deformedsvector3f;
5197 rsurface.svector3f_bufferobject = 0;
5198 rsurface.svector3f_bufferoffset = 0;
5199 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5200 rsurface.tvector3f_bufferobject = 0;
5201 rsurface.tvector3f_bufferoffset = 0;
5202 rsurface.normal3f = rsurface.array_deformednormal3f;
5203 rsurface.normal3f_bufferobject = 0;
5204 rsurface.normal3f_bufferoffset = 0;
5206 case Q3DEFORM_AUTOSPRITE2:
5207 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5208 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5209 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5210 VectorNormalize(newforward);
5211 VectorNormalize(newright);
5212 VectorNormalize(newup);
5213 // make deformed versions of only the model vertices used by the specified surfaces
5214 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5216 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5217 const float *v1, *v2;
5227 memset(shortest, 0, sizeof(shortest));
5228 // a single autosprite surface can contain multiple sprites...
5229 for (j = 0;j < surface->num_vertices - 3;j += 4)
5231 VectorClear(center);
5232 for (i = 0;i < 4;i++)
5233 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5234 VectorScale(center, 0.25f, center);
5235 // find the two shortest edges, then use them to define the
5236 // axis vectors for rotating around the central axis
5237 for (i = 0;i < 6;i++)
5239 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5240 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5242 Debug_PolygonBegin(NULL, 0);
5243 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5244 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);
5245 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5248 l = VectorDistance2(v1, v2);
5249 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5251 l += (1.0f / 1024.0f);
5252 if (shortest[0].length2 > l || i == 0)
5254 shortest[1] = shortest[0];
5255 shortest[0].length2 = l;
5256 shortest[0].v1 = v1;
5257 shortest[0].v2 = v2;
5259 else if (shortest[1].length2 > l || i == 1)
5261 shortest[1].length2 = l;
5262 shortest[1].v1 = v1;
5263 shortest[1].v2 = v2;
5266 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5267 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5269 Debug_PolygonBegin(NULL, 0);
5270 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5271 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);
5272 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5275 // this calculates the right vector from the shortest edge
5276 // and the up vector from the edge midpoints
5277 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5278 VectorNormalize(right);
5279 VectorSubtract(end, start, up);
5280 VectorNormalize(up);
5281 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5282 //VectorSubtract(rsurface.modelorg, center, forward);
5283 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5284 VectorNegate(forward, forward);
5285 VectorReflect(forward, 0, up, forward);
5286 VectorNormalize(forward);
5287 CrossProduct(up, forward, newright);
5288 VectorNormalize(newright);
5290 Debug_PolygonBegin(NULL, 0);
5291 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);
5292 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5293 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5297 Debug_PolygonBegin(NULL, 0);
5298 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5299 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5300 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5303 // rotate the quad around the up axis vector, this is made
5304 // especially easy by the fact we know the quad is flat,
5305 // so we only have to subtract the center position and
5306 // measure distance along the right vector, and then
5307 // multiply that by the newright vector and add back the
5309 // we also need to subtract the old position to undo the
5310 // displacement from the center, which we do with a
5311 // DotProduct, the subtraction/addition of center is also
5312 // optimized into DotProducts here
5313 l = DotProduct(right, center);
5314 for (i = 0;i < 4;i++)
5316 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5317 f = DotProduct(right, v1) - l;
5318 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5321 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);
5322 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);
5324 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5325 rsurface.vertex3f_bufferobject = 0;
5326 rsurface.vertex3f_bufferoffset = 0;
5327 rsurface.svector3f = rsurface.array_deformedsvector3f;
5328 rsurface.svector3f_bufferobject = 0;
5329 rsurface.svector3f_bufferoffset = 0;
5330 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5331 rsurface.tvector3f_bufferobject = 0;
5332 rsurface.tvector3f_bufferoffset = 0;
5333 rsurface.normal3f = rsurface.array_deformednormal3f;
5334 rsurface.normal3f_bufferobject = 0;
5335 rsurface.normal3f_bufferoffset = 0;
5337 case Q3DEFORM_NORMAL:
5338 // deform the normals to make reflections wavey
5339 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5341 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5342 for (j = 0;j < surface->num_vertices;j++)
5345 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5346 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5347 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5348 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5349 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5350 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5351 VectorNormalize(normal);
5353 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);
5355 rsurface.svector3f = rsurface.array_deformedsvector3f;
5356 rsurface.svector3f_bufferobject = 0;
5357 rsurface.svector3f_bufferoffset = 0;
5358 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5359 rsurface.tvector3f_bufferobject = 0;
5360 rsurface.tvector3f_bufferoffset = 0;
5361 rsurface.normal3f = rsurface.array_deformednormal3f;
5362 rsurface.normal3f_bufferobject = 0;
5363 rsurface.normal3f_bufferoffset = 0;
5366 // deform vertex array to make wavey water and flags and such
5367 waveparms[0] = deform->waveparms[0];
5368 waveparms[1] = deform->waveparms[1];
5369 waveparms[2] = deform->waveparms[2];
5370 waveparms[3] = deform->waveparms[3];
5371 // this is how a divisor of vertex influence on deformation
5372 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5373 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5374 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5376 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5377 for (j = 0;j < surface->num_vertices;j++)
5379 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5380 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5381 // if the wavefunc depends on time, evaluate it per-vertex
5384 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5385 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5387 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5390 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5391 rsurface.vertex3f_bufferobject = 0;
5392 rsurface.vertex3f_bufferoffset = 0;
5394 case Q3DEFORM_BULGE:
5395 // deform vertex array to make the surface have moving bulges
5396 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5398 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5399 for (j = 0;j < surface->num_vertices;j++)
5401 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5402 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5405 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5406 rsurface.vertex3f_bufferobject = 0;
5407 rsurface.vertex3f_bufferoffset = 0;
5410 // deform vertex array
5411 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5412 VectorScale(deform->parms, scale, waveparms);
5413 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5416 for (j = 0;j < surface->num_vertices;j++)
5417 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5419 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5420 rsurface.vertex3f_bufferobject = 0;
5421 rsurface.vertex3f_bufferoffset = 0;
5425 // generate texcoords based on the chosen texcoord source
5426 switch(rsurface.texture->tcgen.tcgen)
5429 case Q3TCGEN_TEXTURE:
5430 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5431 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5432 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5434 case Q3TCGEN_LIGHTMAP:
5435 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5436 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5437 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5439 case Q3TCGEN_VECTOR:
5440 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5442 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5443 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)
5445 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5446 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5449 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5450 rsurface.texcoordtexture2f_bufferobject = 0;
5451 rsurface.texcoordtexture2f_bufferoffset = 0;
5453 case Q3TCGEN_ENVIRONMENT:
5454 // make environment reflections using a spheremap
5455 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5457 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5458 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5459 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5460 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5461 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5463 float l, d, eyedir[3];
5464 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5465 l = 0.5f / VectorLength(eyedir);
5466 d = DotProduct(normal, eyedir)*2;
5467 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5468 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5471 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5472 rsurface.texcoordtexture2f_bufferobject = 0;
5473 rsurface.texcoordtexture2f_bufferoffset = 0;
5476 // the only tcmod that needs software vertex processing is turbulent, so
5477 // check for it here and apply the changes if needed
5478 // and we only support that as the first one
5479 // (handling a mixture of turbulent and other tcmods would be problematic
5480 // without punting it entirely to a software path)
5481 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5483 amplitude = rsurface.texture->tcmods[0].parms[1];
5484 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5485 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5487 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5488 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)
5490 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5491 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5494 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5495 rsurface.texcoordtexture2f_bufferobject = 0;
5496 rsurface.texcoordtexture2f_bufferoffset = 0;
5498 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5499 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5500 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5501 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5504 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5507 const msurface_t *surface = texturesurfacelist[0];
5508 const msurface_t *surface2;
5513 // TODO: lock all array ranges before render, rather than on each surface
5514 if (texturenumsurfaces == 1)
5516 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5517 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5519 else if (r_batchmode.integer == 2)
5521 #define MAXBATCHTRIANGLES 4096
5522 int batchtriangles = 0;
5523 int batchelements[MAXBATCHTRIANGLES*3];
5524 for (i = 0;i < texturenumsurfaces;i = j)
5526 surface = texturesurfacelist[i];
5528 if (surface->num_triangles > MAXBATCHTRIANGLES)
5530 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5533 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5534 batchtriangles = surface->num_triangles;
5535 firstvertex = surface->num_firstvertex;
5536 endvertex = surface->num_firstvertex + surface->num_vertices;
5537 for (;j < texturenumsurfaces;j++)
5539 surface2 = texturesurfacelist[j];
5540 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5542 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5543 batchtriangles += surface2->num_triangles;
5544 firstvertex = min(firstvertex, surface2->num_firstvertex);
5545 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5547 surface2 = texturesurfacelist[j-1];
5548 numvertices = endvertex - firstvertex;
5549 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5552 else if (r_batchmode.integer == 1)
5554 for (i = 0;i < texturenumsurfaces;i = j)
5556 surface = texturesurfacelist[i];
5557 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5558 if (texturesurfacelist[j] != surface2)
5560 surface2 = texturesurfacelist[j-1];
5561 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5562 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5563 GL_LockArrays(surface->num_firstvertex, numvertices);
5564 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5569 for (i = 0;i < texturenumsurfaces;i++)
5571 surface = texturesurfacelist[i];
5572 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5573 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5578 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5580 int i, planeindex, vertexindex;
5584 r_waterstate_waterplane_t *p, *bestp;
5585 msurface_t *surface;
5586 if (r_waterstate.renderingscene)
5588 for (i = 0;i < texturenumsurfaces;i++)
5590 surface = texturesurfacelist[i];
5591 if (lightmaptexunit >= 0)
5592 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5593 if (deluxemaptexunit >= 0)
5594 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5595 // pick the closest matching water plane
5598 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5601 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5603 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5604 d += fabs(PlaneDiff(vert, &p->plane));
5606 if (bestd > d || !bestp)
5614 if (refractiontexunit >= 0)
5615 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5616 if (reflectiontexunit >= 0)
5617 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5621 if (refractiontexunit >= 0)
5622 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5623 if (reflectiontexunit >= 0)
5624 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5626 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5627 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5631 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5635 const msurface_t *surface = texturesurfacelist[0];
5636 const msurface_t *surface2;
5641 // TODO: lock all array ranges before render, rather than on each surface
5642 if (texturenumsurfaces == 1)
5644 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5645 if (deluxemaptexunit >= 0)
5646 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5647 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5648 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5650 else if (r_batchmode.integer == 2)
5652 #define MAXBATCHTRIANGLES 4096
5653 int batchtriangles = 0;
5654 int batchelements[MAXBATCHTRIANGLES*3];
5655 for (i = 0;i < texturenumsurfaces;i = j)
5657 surface = texturesurfacelist[i];
5658 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5659 if (deluxemaptexunit >= 0)
5660 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5662 if (surface->num_triangles > MAXBATCHTRIANGLES)
5664 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5667 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5668 batchtriangles = surface->num_triangles;
5669 firstvertex = surface->num_firstvertex;
5670 endvertex = surface->num_firstvertex + surface->num_vertices;
5671 for (;j < texturenumsurfaces;j++)
5673 surface2 = texturesurfacelist[j];
5674 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5676 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5677 batchtriangles += surface2->num_triangles;
5678 firstvertex = min(firstvertex, surface2->num_firstvertex);
5679 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5681 surface2 = texturesurfacelist[j-1];
5682 numvertices = endvertex - firstvertex;
5683 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5686 else if (r_batchmode.integer == 1)
5689 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5690 for (i = 0;i < texturenumsurfaces;i = j)
5692 surface = texturesurfacelist[i];
5693 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5694 if (texturesurfacelist[j] != surface2)
5696 Con_Printf(" %i", j - i);
5699 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5701 for (i = 0;i < texturenumsurfaces;i = j)
5703 surface = texturesurfacelist[i];
5704 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5705 if (deluxemaptexunit >= 0)
5706 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5707 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5708 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5711 Con_Printf(" %i", j - i);
5713 surface2 = texturesurfacelist[j-1];
5714 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5715 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5716 GL_LockArrays(surface->num_firstvertex, numvertices);
5717 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5725 for (i = 0;i < texturenumsurfaces;i++)
5727 surface = texturesurfacelist[i];
5728 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5729 if (deluxemaptexunit >= 0)
5730 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5731 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5732 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5737 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5740 int texturesurfaceindex;
5741 if (r_showsurfaces.integer == 2)
5743 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5745 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5746 for (j = 0;j < surface->num_triangles;j++)
5748 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5749 GL_Color(f, f, f, 1);
5750 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5756 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5758 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5759 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5760 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5761 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5762 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5767 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5769 int texturesurfaceindex;
5773 if (rsurface.lightmapcolor4f)
5775 // generate color arrays for the surfaces in this list
5776 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5778 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5779 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)
5781 f = FogPoint_Model(v);
5791 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5793 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5794 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)
5796 f = FogPoint_Model(v);
5804 rsurface.lightmapcolor4f = rsurface.array_color4f;
5805 rsurface.lightmapcolor4f_bufferobject = 0;
5806 rsurface.lightmapcolor4f_bufferoffset = 0;
5809 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5811 int texturesurfaceindex;
5814 if (!rsurface.lightmapcolor4f)
5816 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5818 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5819 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)
5827 rsurface.lightmapcolor4f = rsurface.array_color4f;
5828 rsurface.lightmapcolor4f_bufferobject = 0;
5829 rsurface.lightmapcolor4f_bufferoffset = 0;
5832 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5835 rsurface.lightmapcolor4f = NULL;
5836 rsurface.lightmapcolor4f_bufferobject = 0;
5837 rsurface.lightmapcolor4f_bufferoffset = 0;
5838 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5839 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5840 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5841 GL_Color(r, g, b, a);
5842 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5845 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5847 // TODO: optimize applyfog && applycolor case
5848 // just apply fog if necessary, and tint the fog color array if necessary
5849 rsurface.lightmapcolor4f = NULL;
5850 rsurface.lightmapcolor4f_bufferobject = 0;
5851 rsurface.lightmapcolor4f_bufferoffset = 0;
5852 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5853 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5854 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5855 GL_Color(r, g, b, a);
5856 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5859 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5861 int texturesurfaceindex;
5865 if (texturesurfacelist[0]->lightmapinfo)
5867 // generate color arrays for the surfaces in this list
5868 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5870 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5871 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5873 if (surface->lightmapinfo->samples)
5875 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5876 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5877 VectorScale(lm, scale, c);
5878 if (surface->lightmapinfo->styles[1] != 255)
5880 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5882 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5883 VectorMA(c, scale, lm, c);
5884 if (surface->lightmapinfo->styles[2] != 255)
5887 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5888 VectorMA(c, scale, lm, c);
5889 if (surface->lightmapinfo->styles[3] != 255)
5892 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5893 VectorMA(c, scale, lm, c);
5903 rsurface.lightmapcolor4f = rsurface.array_color4f;
5904 rsurface.lightmapcolor4f_bufferobject = 0;
5905 rsurface.lightmapcolor4f_bufferoffset = 0;
5909 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5910 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5911 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5913 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5914 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5915 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5916 GL_Color(r, g, b, a);
5917 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5920 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5922 int texturesurfaceindex;
5926 vec3_t ambientcolor;
5927 vec3_t diffusecolor;
5931 VectorCopy(rsurface.modellight_lightdir, lightdir);
5932 f = 0.5f * r_refdef.lightmapintensity;
5933 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5934 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5935 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5936 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5937 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5938 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5939 if (VectorLength2(diffusecolor) > 0)
5941 // generate color arrays for the surfaces in this list
5942 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5944 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5945 int numverts = surface->num_vertices;
5946 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5947 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5948 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5949 // q3-style directional shading
5950 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5952 if ((f = DotProduct(c2, lightdir)) > 0)
5953 VectorMA(ambientcolor, f, diffusecolor, c);
5955 VectorCopy(ambientcolor, c);
5964 rsurface.lightmapcolor4f = rsurface.array_color4f;
5965 rsurface.lightmapcolor4f_bufferobject = 0;
5966 rsurface.lightmapcolor4f_bufferoffset = 0;
5970 r = ambientcolor[0];
5971 g = ambientcolor[1];
5972 b = ambientcolor[2];
5973 rsurface.lightmapcolor4f = NULL;
5974 rsurface.lightmapcolor4f_bufferobject = 0;
5975 rsurface.lightmapcolor4f_bufferoffset = 0;
5977 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5978 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5979 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5980 GL_Color(r, g, b, a);
5981 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5984 void RSurf_SetupDepthAndCulling(void)
5986 // submodels are biased to avoid z-fighting with world surfaces that they
5987 // may be exactly overlapping (avoids z-fighting artifacts on certain
5988 // doors and things in Quake maps)
5989 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5990 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5991 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5992 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5995 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5997 // transparent sky would be ridiculous
5998 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6000 R_SetupGenericShader(false);
6003 skyrendernow = false;
6004 // we have to force off the water clipping plane while rendering sky
6008 // restore entity matrix
6009 R_Mesh_Matrix(&rsurface.matrix);
6011 RSurf_SetupDepthAndCulling();
6013 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6014 // skymasking on them, and Quake3 never did sky masking (unlike
6015 // software Quake and software Quake2), so disable the sky masking
6016 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6017 // and skymasking also looks very bad when noclipping outside the
6018 // level, so don't use it then either.
6019 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6021 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6022 R_Mesh_ColorPointer(NULL, 0, 0);
6023 R_Mesh_ResetTextureState();
6024 if (skyrendermasked)
6026 R_SetupDepthOrShadowShader();
6027 // depth-only (masking)
6028 GL_ColorMask(0,0,0,0);
6029 // just to make sure that braindead drivers don't draw
6030 // anything despite that colormask...
6031 GL_BlendFunc(GL_ZERO, GL_ONE);
6035 R_SetupGenericShader(false);
6037 GL_BlendFunc(GL_ONE, GL_ZERO);
6039 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6040 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6041 if (skyrendermasked)
6042 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6044 R_Mesh_ResetTextureState();
6045 GL_Color(1, 1, 1, 1);
6048 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6050 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6053 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6054 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6055 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6056 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6057 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6058 if (rsurface.texture->backgroundcurrentskinframe)
6060 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6061 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6062 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6063 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6065 if(rsurface.texture->colormapping)
6067 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6068 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6070 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6071 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6072 R_Mesh_ColorPointer(NULL, 0, 0);
6074 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6076 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6078 // render background
6079 GL_BlendFunc(GL_ONE, GL_ZERO);
6081 GL_AlphaTest(false);
6083 GL_Color(1, 1, 1, 1);
6084 R_Mesh_ColorPointer(NULL, 0, 0);
6086 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6087 if (r_glsl_permutation)
6089 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6090 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6091 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6092 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6093 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6094 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6095 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6097 GL_LockArrays(0, 0);
6099 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6100 GL_DepthMask(false);
6101 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6102 R_Mesh_ColorPointer(NULL, 0, 0);
6104 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6105 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6106 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6109 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6110 if (!r_glsl_permutation)
6113 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6114 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6115 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6116 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6117 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6118 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6120 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6122 GL_BlendFunc(GL_ONE, GL_ZERO);
6124 GL_AlphaTest(false);
6128 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6129 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6130 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6133 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6135 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6136 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6138 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6142 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6143 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6145 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6147 GL_LockArrays(0, 0);
6150 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6152 // OpenGL 1.3 path - anything not completely ancient
6153 int texturesurfaceindex;
6154 qboolean applycolor;
6158 const texturelayer_t *layer;
6159 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6161 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6164 int layertexrgbscale;
6165 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6167 if (layerindex == 0)
6171 GL_AlphaTest(false);
6172 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6175 GL_DepthMask(layer->depthmask && writedepth);
6176 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6177 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6179 layertexrgbscale = 4;
6180 VectorScale(layer->color, 0.25f, layercolor);
6182 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6184 layertexrgbscale = 2;
6185 VectorScale(layer->color, 0.5f, layercolor);
6189 layertexrgbscale = 1;
6190 VectorScale(layer->color, 1.0f, layercolor);
6192 layercolor[3] = layer->color[3];
6193 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6194 R_Mesh_ColorPointer(NULL, 0, 0);
6195 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6196 switch (layer->type)
6198 case TEXTURELAYERTYPE_LITTEXTURE:
6199 memset(&m, 0, sizeof(m));
6200 m.tex[0] = R_GetTexture(r_texture_white);
6201 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6202 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6203 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6204 m.tex[1] = R_GetTexture(layer->texture);
6205 m.texmatrix[1] = layer->texmatrix;
6206 m.texrgbscale[1] = layertexrgbscale;
6207 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6208 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6209 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6210 R_Mesh_TextureState(&m);
6211 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6212 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6213 else if (rsurface.uselightmaptexture)
6214 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6216 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6218 case TEXTURELAYERTYPE_TEXTURE:
6219 memset(&m, 0, sizeof(m));
6220 m.tex[0] = R_GetTexture(layer->texture);
6221 m.texmatrix[0] = layer->texmatrix;
6222 m.texrgbscale[0] = layertexrgbscale;
6223 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6224 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6225 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6226 R_Mesh_TextureState(&m);
6227 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6229 case TEXTURELAYERTYPE_FOG:
6230 memset(&m, 0, sizeof(m));
6231 m.texrgbscale[0] = layertexrgbscale;
6234 m.tex[0] = R_GetTexture(layer->texture);
6235 m.texmatrix[0] = layer->texmatrix;
6236 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6237 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6238 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6240 R_Mesh_TextureState(&m);
6241 // generate a color array for the fog pass
6242 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6243 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6247 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6248 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)
6250 f = 1 - FogPoint_Model(v);
6251 c[0] = layercolor[0];
6252 c[1] = layercolor[1];
6253 c[2] = layercolor[2];
6254 c[3] = f * layercolor[3];
6257 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6260 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6262 GL_LockArrays(0, 0);
6265 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6267 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6268 GL_AlphaTest(false);
6272 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6274 // OpenGL 1.1 - crusty old voodoo path
6275 int texturesurfaceindex;
6279 const texturelayer_t *layer;
6280 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6282 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6284 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6286 if (layerindex == 0)
6290 GL_AlphaTest(false);
6291 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6294 GL_DepthMask(layer->depthmask && writedepth);
6295 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6296 R_Mesh_ColorPointer(NULL, 0, 0);
6297 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6298 switch (layer->type)
6300 case TEXTURELAYERTYPE_LITTEXTURE:
6301 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6303 // two-pass lit texture with 2x rgbscale
6304 // first the lightmap pass
6305 memset(&m, 0, sizeof(m));
6306 m.tex[0] = R_GetTexture(r_texture_white);
6307 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6308 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6309 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6310 R_Mesh_TextureState(&m);
6311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6312 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6313 else if (rsurface.uselightmaptexture)
6314 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6316 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6317 GL_LockArrays(0, 0);
6318 // then apply the texture to it
6319 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6320 memset(&m, 0, sizeof(m));
6321 m.tex[0] = R_GetTexture(layer->texture);
6322 m.texmatrix[0] = layer->texmatrix;
6323 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6324 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6325 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6326 R_Mesh_TextureState(&m);
6327 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);
6331 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6332 memset(&m, 0, sizeof(m));
6333 m.tex[0] = R_GetTexture(layer->texture);
6334 m.texmatrix[0] = layer->texmatrix;
6335 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6336 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6337 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6338 R_Mesh_TextureState(&m);
6339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6340 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);
6342 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);
6345 case TEXTURELAYERTYPE_TEXTURE:
6346 // singletexture unlit texture with transparency support
6347 memset(&m, 0, sizeof(m));
6348 m.tex[0] = R_GetTexture(layer->texture);
6349 m.texmatrix[0] = layer->texmatrix;
6350 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6351 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6352 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6353 R_Mesh_TextureState(&m);
6354 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);
6356 case TEXTURELAYERTYPE_FOG:
6357 // singletexture fogging
6358 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6361 memset(&m, 0, sizeof(m));
6362 m.tex[0] = R_GetTexture(layer->texture);
6363 m.texmatrix[0] = layer->texmatrix;
6364 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6365 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6366 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6367 R_Mesh_TextureState(&m);
6370 R_Mesh_ResetTextureState();
6371 // generate a color array for the fog pass
6372 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6376 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6377 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)
6379 f = 1 - FogPoint_Model(v);
6380 c[0] = layer->color[0];
6381 c[1] = layer->color[1];
6382 c[2] = layer->color[2];
6383 c[3] = f * layer->color[3];
6386 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6389 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6391 GL_LockArrays(0, 0);
6394 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6396 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6397 GL_AlphaTest(false);
6401 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6404 RSurf_SetupDepthAndCulling();
6405 if (r_glsl.integer && gl_support_fragment_shader)
6406 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6407 else if (gl_combine.integer && r_textureunits.integer >= 2)
6408 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6410 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6414 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6417 int texturenumsurfaces, endsurface;
6419 msurface_t *surface;
6420 msurface_t *texturesurfacelist[1024];
6422 // if the model is static it doesn't matter what value we give for
6423 // wantnormals and wanttangents, so this logic uses only rules applicable
6424 // to a model, knowing that they are meaningless otherwise
6425 if (ent == r_refdef.scene.worldentity)
6426 RSurf_ActiveWorldEntity();
6427 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6428 RSurf_ActiveModelEntity(ent, false, false);
6430 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6432 for (i = 0;i < numsurfaces;i = j)
6435 surface = rsurface.modelsurfaces + surfacelist[i];
6436 texture = surface->texture;
6437 R_UpdateTextureInfo(ent, texture);
6438 rsurface.texture = texture->currentframe;
6439 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6440 // scan ahead until we find a different texture
6441 endsurface = min(i + 1024, numsurfaces);
6442 texturenumsurfaces = 0;
6443 texturesurfacelist[texturenumsurfaces++] = surface;
6444 for (;j < endsurface;j++)
6446 surface = rsurface.modelsurfaces + surfacelist[j];
6447 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6449 texturesurfacelist[texturenumsurfaces++] = surface;
6451 // render the range of surfaces
6452 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6454 GL_AlphaTest(false);
6457 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6462 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6464 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6466 RSurf_SetupDepthAndCulling();
6467 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6468 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6470 else if (r_showsurfaces.integer)
6472 RSurf_SetupDepthAndCulling();
6474 GL_BlendFunc(GL_ONE, GL_ZERO);
6476 GL_AlphaTest(false);
6477 R_Mesh_ColorPointer(NULL, 0, 0);
6478 R_Mesh_ResetTextureState();
6479 R_SetupGenericShader(false);
6480 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6481 if (!r_refdef.view.showdebug)
6483 GL_Color(0, 0, 0, 1);
6484 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6486 else if (r_showsurfaces.integer == 3)
6488 const float cbase[4] = {1, 0, 1, 1};
6489 const float *c = cbase;
6490 if(rsurface.texture && rsurface.texture->currentskinframe)
6491 c = rsurface.texture->currentskinframe->avgcolor;
6492 GL_Color(c[0], c[1], c[2], c[3]);
6493 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6494 // TODO how to apply vertex light here?
6497 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6499 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6500 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6501 else if (!rsurface.texture->currentnumlayers)
6503 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6505 // transparent surfaces get pushed off into the transparent queue
6506 int surfacelistindex;
6507 const msurface_t *surface;
6508 vec3_t tempcenter, center;
6509 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6511 surface = texturesurfacelist[surfacelistindex];
6512 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6513 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6514 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6515 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6516 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6521 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6522 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6527 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6531 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6534 for (i = 0;i < numsurfaces;i++)
6535 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6536 R_Water_AddWaterPlane(surfacelist[i]);
6539 // break the surface list down into batches by texture and use of lightmapping
6540 for (i = 0;i < numsurfaces;i = j)
6543 // texture is the base texture pointer, rsurface.texture is the
6544 // current frame/skin the texture is directing us to use (for example
6545 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6546 // use skin 1 instead)
6547 texture = surfacelist[i]->texture;
6548 rsurface.texture = texture->currentframe;
6549 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6550 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6552 // if this texture is not the kind we want, skip ahead to the next one
6553 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6557 // simply scan ahead until we find a different texture or lightmap state
6558 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6560 // render the range of surfaces
6561 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6565 float locboxvertex3f[6*4*3] =
6567 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6568 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6569 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6570 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6571 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6572 1,0,0, 0,0,0, 0,1,0, 1,1,0
6575 unsigned short locboxelements[6*2*3] =
6585 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6588 cl_locnode_t *loc = (cl_locnode_t *)ent;
6590 float vertex3f[6*4*3];
6592 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6593 GL_DepthMask(false);
6594 GL_DepthRange(0, 1);
6595 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6597 GL_CullFace(GL_NONE);
6598 R_Mesh_Matrix(&identitymatrix);
6600 R_Mesh_VertexPointer(vertex3f, 0, 0);
6601 R_Mesh_ColorPointer(NULL, 0, 0);
6602 R_Mesh_ResetTextureState();
6603 R_SetupGenericShader(false);
6606 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6607 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6608 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6609 surfacelist[0] < 0 ? 0.5f : 0.125f);
6611 if (VectorCompare(loc->mins, loc->maxs))
6613 VectorSet(size, 2, 2, 2);
6614 VectorMA(loc->mins, -0.5f, size, mins);
6618 VectorCopy(loc->mins, mins);
6619 VectorSubtract(loc->maxs, loc->mins, size);
6622 for (i = 0;i < 6*4*3;)
6623 for (j = 0;j < 3;j++, i++)
6624 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6626 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6629 void R_DrawLocs(void)
6632 cl_locnode_t *loc, *nearestloc;
6634 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6635 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6637 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6638 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6642 void R_DrawDebugModel(entity_render_t *ent)
6644 int i, j, k, l, flagsmask;
6645 const int *elements;
6647 msurface_t *surface;
6648 dp_model_t *model = ent->model;
6651 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6653 R_Mesh_ColorPointer(NULL, 0, 0);
6654 R_Mesh_ResetTextureState();
6655 R_SetupGenericShader(false);
6656 GL_DepthRange(0, 1);
6657 GL_DepthTest(!r_showdisabledepthtest.integer);
6658 GL_DepthMask(false);
6659 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6661 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6663 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6664 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6666 if (brush->colbrushf && brush->colbrushf->numtriangles)
6668 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6669 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6670 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6673 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6675 if (surface->num_collisiontriangles)
6677 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6678 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6679 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6684 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6686 if (r_showtris.integer || r_shownormals.integer)
6688 if (r_showdisabledepthtest.integer)
6690 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6691 GL_DepthMask(false);
6695 GL_BlendFunc(GL_ONE, GL_ZERO);
6698 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6700 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6702 rsurface.texture = surface->texture->currentframe;
6703 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6705 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6706 if (r_showtris.value > 0)
6708 if (!rsurface.texture->currentlayers->depthmask)
6709 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6710 else if (ent == r_refdef.scene.worldentity)
6711 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6713 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6714 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6717 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6719 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6720 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6721 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6722 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6727 if (r_shownormals.value > 0)
6730 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6732 VectorCopy(rsurface.vertex3f + l * 3, v);
6733 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6734 qglVertex3f(v[0], v[1], v[2]);
6735 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6736 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6737 qglVertex3f(v[0], v[1], v[2]);
6742 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6744 VectorCopy(rsurface.vertex3f + l * 3, v);
6745 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6746 qglVertex3f(v[0], v[1], v[2]);
6747 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6748 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6749 qglVertex3f(v[0], v[1], v[2]);
6754 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6756 VectorCopy(rsurface.vertex3f + l * 3, v);
6757 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6758 qglVertex3f(v[0], v[1], v[2]);
6759 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6760 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6761 qglVertex3f(v[0], v[1], v[2]);
6768 rsurface.texture = NULL;
6772 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6773 int r_maxsurfacelist = 0;
6774 msurface_t **r_surfacelist = NULL;
6775 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6777 int i, j, endj, f, flagsmask;
6779 dp_model_t *model = r_refdef.scene.worldmodel;
6780 msurface_t *surfaces;
6781 unsigned char *update;
6782 int numsurfacelist = 0;
6786 if (r_maxsurfacelist < model->num_surfaces)
6788 r_maxsurfacelist = model->num_surfaces;
6790 Mem_Free(r_surfacelist);
6791 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6794 RSurf_ActiveWorldEntity();
6796 surfaces = model->data_surfaces;
6797 update = model->brushq1.lightmapupdateflags;
6799 // update light styles on this submodel
6800 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6802 model_brush_lightstyleinfo_t *style;
6803 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6805 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6807 int *list = style->surfacelist;
6808 style->value = r_refdef.scene.lightstylevalue[style->style];
6809 for (j = 0;j < style->numsurfaces;j++)
6810 update[list[j]] = true;
6815 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6816 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6820 R_DrawDebugModel(r_refdef.scene.worldentity);
6826 rsurface.uselightmaptexture = false;
6827 rsurface.texture = NULL;
6828 rsurface.rtlight = NULL;
6830 // add visible surfaces to draw list
6831 j = model->firstmodelsurface;
6832 endj = j + model->nummodelsurfaces;
6837 if (r_refdef.viewcache.world_surfacevisible[j])
6839 r_surfacelist[numsurfacelist++] = surfaces + j;
6840 // update lightmap if needed
6842 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6848 if (r_refdef.viewcache.world_surfacevisible[j])
6849 r_surfacelist[numsurfacelist++] = surfaces + j;
6850 // don't do anything if there were no surfaces
6851 if (!numsurfacelist)
6853 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6854 GL_AlphaTest(false);
6856 // add to stats if desired
6857 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6859 r_refdef.stats.world_surfaces += numsurfacelist;
6860 for (j = 0;j < numsurfacelist;j++)
6861 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6865 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6867 int i, j, endj, f, flagsmask;
6869 dp_model_t *model = ent->model;
6870 msurface_t *surfaces;
6871 unsigned char *update;
6872 int numsurfacelist = 0;
6876 if (r_maxsurfacelist < model->num_surfaces)
6878 r_maxsurfacelist = model->num_surfaces;
6880 Mem_Free(r_surfacelist);
6881 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6884 // if the model is static it doesn't matter what value we give for
6885 // wantnormals and wanttangents, so this logic uses only rules applicable
6886 // to a model, knowing that they are meaningless otherwise
6887 if (ent == r_refdef.scene.worldentity)
6888 RSurf_ActiveWorldEntity();
6889 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6890 RSurf_ActiveModelEntity(ent, false, false);
6892 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6894 surfaces = model->data_surfaces;
6895 update = model->brushq1.lightmapupdateflags;
6897 // update light styles
6898 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6900 model_brush_lightstyleinfo_t *style;
6901 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6903 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6905 int *list = style->surfacelist;
6906 style->value = r_refdef.scene.lightstylevalue[style->style];
6907 for (j = 0;j < style->numsurfaces;j++)
6908 update[list[j]] = true;
6913 R_UpdateAllTextureInfo(ent);
6914 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6918 R_DrawDebugModel(ent);
6924 rsurface.uselightmaptexture = false;
6925 rsurface.texture = NULL;
6926 rsurface.rtlight = NULL;
6928 // add visible surfaces to draw list
6929 j = model->firstmodelsurface;
6930 endj = j + model->nummodelsurfaces;
6932 r_surfacelist[numsurfacelist++] = surfaces + j;
6933 // don't do anything if there were no surfaces
6934 if (!numsurfacelist)
6936 // update lightmaps if needed
6938 for (j = model->firstmodelsurface;j < endj;j++)
6940 R_BuildLightMap(ent, surfaces + j);
6941 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6942 GL_AlphaTest(false);
6944 // add to stats if desired
6945 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6947 r_refdef.stats.entities++;
6948 r_refdef.stats.entities_surfaces += numsurfacelist;
6949 for (j = 0;j < numsurfacelist;j++)
6950 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;