2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
851 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
854 "#ifdef USEDIFFUSE\n"
855 " // get the surface normal and the gloss color\n"
856 "# ifdef USEVERTEXTEXTUREBLEND\n"
857 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
858 "# ifdef USESPECULAR\n"
859 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
862 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
863 "# ifdef USESPECULAR\n"
864 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
874 " // calculate surface normal, light normal, and specular normal\n"
875 " // compute color intensity for the two textures (colormap and glossmap)\n"
876 " // scale by light color and attenuation as efficiently as possible\n"
877 " // (do as much scalar math as possible rather than vector math)\n"
878 "# ifdef USEDIFFUSE\n"
879 " // get the light normal\n"
880 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
882 "# ifdef USESPECULAR\n"
883 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
885 " // calculate directional shading\n"
886 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
888 "# ifdef USEDIFFUSE\n"
889 " // calculate directional shading\n"
890 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
892 " // calculate directionless shading\n"
893 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
897 "# ifdef USECUBEFILTER\n"
898 " // apply light cubemap filter\n"
899 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
900 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
902 "#endif // MODE_LIGHTSOURCE\n"
907 "#ifdef MODE_LIGHTDIRECTION\n"
908 " // directional model lighting\n"
909 "# ifdef USEDIFFUSE\n"
910 " // get the light normal\n"
911 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
913 "# ifdef USESPECULAR\n"
914 " // calculate directional shading\n"
915 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
916 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
917 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
919 "# ifdef USEDIFFUSE\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
924 " color.rgb *= AmbientColor;\n"
927 "#endif // MODE_LIGHTDIRECTION\n"
932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
933 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
935 " // get the light normal\n"
936 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
937 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
938 " // calculate directional shading\n"
939 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
940 "# ifdef USESPECULAR\n"
941 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
942 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 " // apply lightmap color\n"
946 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
955 " // get the light normal\n"
956 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
957 " // calculate directional shading\n"
958 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
961 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
964 " // apply lightmap color\n"
965 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
966 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 "#ifdef MODE_LIGHTMAP\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
974 "#endif // MODE_LIGHTMAP\n"
979 "#ifdef MODE_VERTEXCOLOR\n"
980 " // apply lightmap color\n"
981 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
982 "#endif // MODE_VERTEXCOLOR\n"
987 "#ifdef MODE_FLATCOLOR\n"
988 "#endif // MODE_FLATCOLOR\n"
996 " color *= TintColor;\n"
999 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1002 "#ifdef USECONTRASTBOOST\n"
1003 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1006 " color.rgb *= SceneBrightness;\n"
1008 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1010 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1013 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1014 "#ifdef USEREFLECTION\n"
1015 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1016 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1017 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1018 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1021 " gl_FragColor = vec4(color);\n"
1023 "#endif // !MODE_REFRACTION\n"
1024 "#endif // !MODE_WATER\n"
1026 "#endif // FRAGMENT_SHADER\n"
1028 "#endif // !MODE_GENERIC\n"
1029 "#endif // !MODE_POSTPROCESS\n"
1030 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1033 typedef struct shaderpermutationinfo_s
1035 const char *pretext;
1038 shaderpermutationinfo_t;
1040 typedef struct shadermodeinfo_s
1042 const char *vertexfilename;
1043 const char *geometryfilename;
1044 const char *fragmentfilename;
1045 const char *pretext;
1050 typedef enum shaderpermutation_e
1052 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1053 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1054 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1055 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1056 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1057 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1058 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1059 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1060 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1061 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1062 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1063 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1064 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1065 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1066 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1068 shaderpermutation_t;
1070 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1071 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1073 {"#define USEDIFFUSE\n", " diffuse"},
1074 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1075 {"#define USECOLORMAPPING\n", " colormapping"},
1076 {"#define USECONTRASTBOOST\n", " contrastboost"},
1077 {"#define USEFOG\n", " fog"},
1078 {"#define USECUBEFILTER\n", " cubefilter"},
1079 {"#define USEGLOW\n", " glow"},
1080 {"#define USESPECULAR\n", " specular"},
1081 {"#define USEREFLECTION\n", " reflection"},
1082 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1083 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1084 {"#define USEGAMMARAMPS\n", " gammaramps"},
1085 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1088 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1089 typedef enum shadermode_e
1091 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1092 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1093 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1094 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1095 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1096 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1097 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1099 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1100 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1101 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1102 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1107 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1108 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1112 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1121 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1124 typedef struct r_glsl_permutation_s
1126 // indicates if we have tried compiling this permutation already
1128 // 0 if compilation failed
1130 // locations of detected uniforms in program object, or -1 if not found
1131 int loc_Texture_First;
1132 int loc_Texture_Second;
1133 int loc_Texture_GammaRamps;
1134 int loc_Texture_Normal;
1135 int loc_Texture_Color;
1136 int loc_Texture_Gloss;
1137 int loc_Texture_Glow;
1138 int loc_Texture_SecondaryNormal;
1139 int loc_Texture_SecondaryColor;
1140 int loc_Texture_SecondaryGloss;
1141 int loc_Texture_SecondaryGlow;
1142 int loc_Texture_Pants;
1143 int loc_Texture_Shirt;
1144 int loc_Texture_FogMask;
1145 int loc_Texture_Lightmap;
1146 int loc_Texture_Deluxemap;
1147 int loc_Texture_Attenuation;
1148 int loc_Texture_Cube;
1149 int loc_Texture_Refraction;
1150 int loc_Texture_Reflection;
1152 int loc_LightPosition;
1153 int loc_EyePosition;
1154 int loc_Color_Pants;
1155 int loc_Color_Shirt;
1156 int loc_FogRangeRecip;
1157 int loc_AmbientScale;
1158 int loc_DiffuseScale;
1159 int loc_SpecularScale;
1160 int loc_SpecularPower;
1162 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1163 int loc_OffsetMapping_Scale;
1165 int loc_AmbientColor;
1166 int loc_DiffuseColor;
1167 int loc_SpecularColor;
1169 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1170 int loc_GammaCoeff; // 1 / gamma
1171 int loc_DistortScaleRefractReflect;
1172 int loc_ScreenScaleRefractReflect;
1173 int loc_ScreenCenterRefractReflect;
1174 int loc_RefractColor;
1175 int loc_ReflectColor;
1176 int loc_ReflectFactor;
1177 int loc_ReflectOffset;
1185 r_glsl_permutation_t;
1187 // information about each possible shader permutation
1188 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1189 // currently selected permutation
1190 r_glsl_permutation_t *r_glsl_permutation;
1192 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1195 if (!filename || !filename[0])
1197 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1200 if (printfromdisknotice)
1201 Con_DPrint("from disk... ");
1202 return shaderstring;
1204 else if (!strcmp(filename, "glsl/default.glsl"))
1206 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1207 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1209 return shaderstring;
1212 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1215 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1216 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1217 int vertstrings_count = 0;
1218 int geomstrings_count = 0;
1219 int fragstrings_count = 0;
1220 char *vertexstring, *geometrystring, *fragmentstring;
1221 const char *vertstrings_list[32+3];
1222 const char *geomstrings_list[32+3];
1223 const char *fragstrings_list[32+3];
1224 char permutationname[256];
1231 permutationname[0] = 0;
1232 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1233 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1234 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1236 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1238 // the first pretext is which type of shader to compile as
1239 // (later these will all be bound together as a program object)
1240 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1241 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1242 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1244 // the second pretext is the mode (for example a light source)
1245 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1246 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1247 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1248 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1250 // now add all the permutation pretexts
1251 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1253 if (permutation & (1<<i))
1255 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1256 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1257 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1258 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1262 // keep line numbers correct
1263 vertstrings_list[vertstrings_count++] = "\n";
1264 geomstrings_list[geomstrings_count++] = "\n";
1265 fragstrings_list[fragstrings_count++] = "\n";
1269 // now append the shader text itself
1270 vertstrings_list[vertstrings_count++] = vertexstring;
1271 geomstrings_list[geomstrings_count++] = geometrystring;
1272 fragstrings_list[fragstrings_count++] = fragmentstring;
1274 // if any sources were NULL, clear the respective list
1276 vertstrings_count = 0;
1277 if (!geometrystring)
1278 geomstrings_count = 0;
1279 if (!fragmentstring)
1280 fragstrings_count = 0;
1282 // compile the shader program
1283 if (vertstrings_count + geomstrings_count + fragstrings_count)
1284 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1288 qglUseProgramObjectARB(p->program);CHECKGLERROR
1289 // look up all the uniform variable names we care about, so we don't
1290 // have to look them up every time we set them
1291 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1292 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1293 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1294 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1295 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1296 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1297 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1298 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1299 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1300 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1301 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1302 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1303 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1304 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1305 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1306 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1307 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1308 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1309 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1310 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1311 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1312 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1313 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1314 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1315 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1316 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1317 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1318 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1319 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1320 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1321 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1322 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1323 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1324 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1325 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1326 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1327 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1328 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1329 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1330 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1331 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1332 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1333 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1334 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1335 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1336 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1337 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1338 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1339 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1340 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1341 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1342 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1343 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1344 // initialize the samplers to refer to the texture units we use
1345 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1346 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1347 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1348 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1349 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1350 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1351 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1352 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1353 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1354 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1355 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1356 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1357 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1358 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1359 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1360 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1361 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1362 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1363 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1364 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1366 if (developer.integer)
1367 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1370 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1374 Mem_Free(vertexstring);
1376 Mem_Free(geometrystring);
1378 Mem_Free(fragmentstring);
1381 void R_GLSL_Restart_f(void)
1384 shaderpermutation_t permutation;
1385 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1386 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1387 if (r_glsl_permutations[mode][permutation].program)
1388 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1389 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1392 void R_GLSL_DumpShader_f(void)
1396 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1399 Con_Printf("failed to write to glsl/default.glsl\n");
1403 FS_Print(file, "// The engine may define the following macros:\n");
1404 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1405 for (i = 0;i < SHADERMODE_COUNT;i++)
1406 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1407 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1408 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1409 FS_Print(file, "\n");
1410 FS_Print(file, builtinshaderstring);
1413 Con_Printf("glsl/default.glsl written\n");
1416 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1418 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1419 if (r_glsl_permutation != perm)
1421 r_glsl_permutation = perm;
1422 if (!r_glsl_permutation->program)
1424 if (!r_glsl_permutation->compiled)
1425 R_GLSL_CompilePermutation(mode, permutation);
1426 if (!r_glsl_permutation->program)
1428 // remove features until we find a valid permutation
1430 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 // reduce i more quickly whenever it would not remove any bits
1433 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1434 if (!(permutation & j))
1437 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1438 if (!r_glsl_permutation->compiled)
1439 R_GLSL_CompilePermutation(mode, permutation);
1440 if (r_glsl_permutation->program)
1443 if (i >= SHADERPERMUTATION_COUNT)
1445 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1446 Cvar_SetValueQuick(&r_glsl, 0);
1447 R_GLSL_Restart_f(); // unload shaders
1448 return; // no bit left to clear
1453 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1457 void R_SetupGenericShader(qboolean usetexture)
1459 if (gl_support_fragment_shader)
1461 if (r_glsl.integer && r_glsl_usegeneric.integer)
1462 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1463 else if (r_glsl_permutation)
1465 r_glsl_permutation = NULL;
1466 qglUseProgramObjectARB(0);CHECKGLERROR
1471 void R_SetupGenericTwoTextureShader(int texturemode)
1473 if (gl_support_fragment_shader)
1475 if (r_glsl.integer && r_glsl_usegeneric.integer)
1476 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1477 else if (r_glsl_permutation)
1479 r_glsl_permutation = NULL;
1480 qglUseProgramObjectARB(0);CHECKGLERROR
1483 if (!r_glsl_permutation)
1485 if (texturemode == GL_DECAL && gl_combine.integer)
1486 texturemode = GL_INTERPOLATE_ARB;
1487 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1491 void R_SetupDepthOrShadowShader(void)
1493 if (gl_support_fragment_shader)
1495 if (r_glsl.integer && r_glsl_usegeneric.integer)
1496 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1497 else if (r_glsl_permutation)
1499 r_glsl_permutation = NULL;
1500 qglUseProgramObjectARB(0);CHECKGLERROR
1505 extern rtexture_t *r_shadow_attenuationgradienttexture;
1506 extern rtexture_t *r_shadow_attenuation2dtexture;
1507 extern rtexture_t *r_shadow_attenuation3dtexture;
1508 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1510 // select a permutation of the lighting shader appropriate to this
1511 // combination of texture, entity, light source, and fogging, only use the
1512 // minimum features necessary to avoid wasting rendering time in the
1513 // fragment shader on features that are not being used
1514 unsigned int permutation = 0;
1515 shadermode_t mode = 0;
1516 // TODO: implement geometry-shader based shadow volumes someday
1517 if (r_glsl_offsetmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1520 if (r_glsl_offsetmapping_reliefmapping.integer)
1521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1523 if (rsurfacepass == RSURFPASS_BACKGROUND)
1525 // distorted background
1526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1527 mode = SHADERMODE_WATER;
1529 mode = SHADERMODE_REFRACTION;
1531 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1534 mode = SHADERMODE_LIGHTSOURCE;
1535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1537 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1538 permutation |= SHADERPERMUTATION_CUBEFILTER;
1539 if (diffusescale > 0)
1540 permutation |= SHADERPERMUTATION_DIFFUSE;
1541 if (specularscale > 0)
1542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1543 if (r_refdef.fogenabled)
1544 permutation |= SHADERPERMUTATION_FOG;
1545 if (rsurface.texture->colormapping)
1546 permutation |= SHADERPERMUTATION_COLORMAPPING;
1547 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1548 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1550 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1552 // unshaded geometry (fullbright or ambient model lighting)
1553 mode = SHADERMODE_FLATCOLOR;
1554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1555 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1556 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1557 permutation |= SHADERPERMUTATION_GLOW;
1558 if (r_refdef.fogenabled)
1559 permutation |= SHADERPERMUTATION_FOG;
1560 if (rsurface.texture->colormapping)
1561 permutation |= SHADERPERMUTATION_COLORMAPPING;
1562 if (r_glsl_offsetmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1565 if (r_glsl_offsetmapping_reliefmapping.integer)
1566 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1568 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1569 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1571 permutation |= SHADERPERMUTATION_REFLECTION;
1573 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1575 // directional model lighting
1576 mode = SHADERMODE_LIGHTDIRECTION;
1577 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1578 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1579 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1580 permutation |= SHADERPERMUTATION_GLOW;
1581 permutation |= SHADERPERMUTATION_DIFFUSE;
1582 if (specularscale > 0)
1583 permutation |= SHADERPERMUTATION_SPECULAR;
1584 if (r_refdef.fogenabled)
1585 permutation |= SHADERPERMUTATION_FOG;
1586 if (rsurface.texture->colormapping)
1587 permutation |= SHADERPERMUTATION_COLORMAPPING;
1588 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1589 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1591 permutation |= SHADERPERMUTATION_REFLECTION;
1593 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1595 // ambient model lighting
1596 mode = SHADERMODE_LIGHTDIRECTION;
1597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1598 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1599 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1600 permutation |= SHADERPERMUTATION_GLOW;
1601 if (r_refdef.fogenabled)
1602 permutation |= SHADERPERMUTATION_FOG;
1603 if (rsurface.texture->colormapping)
1604 permutation |= SHADERPERMUTATION_COLORMAPPING;
1605 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1606 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1607 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1608 permutation |= SHADERPERMUTATION_REFLECTION;
1613 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1615 // deluxemapping (light direction texture)
1616 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1619 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1620 permutation |= SHADERPERMUTATION_DIFFUSE;
1621 if (specularscale > 0)
1622 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624 else if (r_glsl_deluxemapping.integer >= 2)
1626 // fake deluxemapping (uniform light direction in tangentspace)
1627 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1628 permutation |= SHADERPERMUTATION_DIFFUSE;
1629 if (specularscale > 0)
1630 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1632 else if (rsurface.uselightmaptexture)
1634 // ordinary lightmapping (q1bsp, q3bsp)
1635 mode = SHADERMODE_LIGHTMAP;
1639 // ordinary vertex coloring (q3bsp)
1640 mode = SHADERMODE_VERTEXCOLOR;
1642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1643 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1644 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1645 permutation |= SHADERPERMUTATION_GLOW;
1646 if (r_refdef.fogenabled)
1647 permutation |= SHADERPERMUTATION_FOG;
1648 if (rsurface.texture->colormapping)
1649 permutation |= SHADERPERMUTATION_COLORMAPPING;
1650 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653 permutation |= SHADERPERMUTATION_REFLECTION;
1655 R_SetupShader_SetPermutation(mode, permutation);
1656 if (mode == SHADERMODE_LIGHTSOURCE)
1658 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1659 if (permutation & SHADERPERMUTATION_DIFFUSE)
1661 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1662 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1663 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1664 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1668 // ambient only is simpler
1669 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1670 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1671 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1672 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1674 // additive passes are only darkened by fog, not tinted
1675 if (r_glsl_permutation->loc_FogColor >= 0)
1676 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1680 if (mode == SHADERMODE_LIGHTDIRECTION)
1682 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1683 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1684 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1685 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1693 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1694 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1695 // additive passes are only darkened by fog, not tinted
1696 if (r_glsl_permutation->loc_FogColor >= 0)
1698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1703 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1704 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1705 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1706 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1707 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1708 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1711 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1713 // The formula used is actually:
1714 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1715 // color.rgb *= SceneBrightness;
1717 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1718 // and do [[calculations]] here in the engine
1719 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1720 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1723 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1724 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1725 if (r_glsl_permutation->loc_Color_Pants >= 0)
1727 if (rsurface.texture->currentskinframe->pants)
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1730 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1732 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1734 if (rsurface.texture->currentskinframe->shirt)
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1737 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1739 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1741 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1745 #define SKINFRAME_HASH 1024
1749 int loadsequence; // incremented each level change
1750 memexpandablearray_t array;
1751 skinframe_t *hash[SKINFRAME_HASH];
1755 void R_SkinFrame_PrepareForPurge(void)
1757 r_skinframe.loadsequence++;
1758 // wrap it without hitting zero
1759 if (r_skinframe.loadsequence >= 200)
1760 r_skinframe.loadsequence = 1;
1763 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1767 // mark the skinframe as used for the purging code
1768 skinframe->loadsequence = r_skinframe.loadsequence;
1771 void R_SkinFrame_Purge(void)
1775 for (i = 0;i < SKINFRAME_HASH;i++)
1777 for (s = r_skinframe.hash[i];s;s = s->next)
1779 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1781 if (s->merged == s->base)
1783 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1784 R_PurgeTexture(s->stain );s->stain = NULL;
1785 R_PurgeTexture(s->merged);s->merged = NULL;
1786 R_PurgeTexture(s->base );s->base = NULL;
1787 R_PurgeTexture(s->pants );s->pants = NULL;
1788 R_PurgeTexture(s->shirt );s->shirt = NULL;
1789 R_PurgeTexture(s->nmap );s->nmap = NULL;
1790 R_PurgeTexture(s->gloss );s->gloss = NULL;
1791 R_PurgeTexture(s->glow );s->glow = NULL;
1792 R_PurgeTexture(s->fog );s->fog = NULL;
1793 s->loadsequence = 0;
1799 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1801 char basename[MAX_QPATH];
1803 Image_StripImageExtension(name, basename, sizeof(basename));
1805 if( last == NULL ) {
1807 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1808 item = r_skinframe.hash[hashindex];
1813 // linearly search through the hash bucket
1814 for( ; item ; item = item->next ) {
1815 if( !strcmp( item->basename, basename ) ) {
1822 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1831 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1832 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1836 rtexture_t *dyntexture;
1837 // check whether its a dynamic texture
1838 dyntexture = CL_GetDynTexture( basename );
1839 if (!add && !dyntexture)
1841 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1842 memset(item, 0, sizeof(*item));
1843 strlcpy(item->basename, basename, sizeof(item->basename));
1844 item->base = dyntexture; // either NULL or dyntexture handle
1845 item->textureflags = textureflags;
1846 item->comparewidth = comparewidth;
1847 item->compareheight = compareheight;
1848 item->comparecrc = comparecrc;
1849 item->next = r_skinframe.hash[hashindex];
1850 r_skinframe.hash[hashindex] = item;
1852 else if( item->base == NULL )
1854 rtexture_t *dyntexture;
1855 // check whether its a dynamic texture
1856 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1857 dyntexture = CL_GetDynTexture( basename );
1858 item->base = dyntexture; // either NULL or dyntexture handle
1861 R_SkinFrame_MarkUsed(item);
1865 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1867 // FIXME: it should be possible to disable loading various layers using
1868 // cvars, to prevent wasted loading time and memory usage if the user does
1870 qboolean loadnormalmap = true;
1871 qboolean loadgloss = true;
1872 qboolean loadpantsandshirt = true;
1873 qboolean loadglow = true;
1875 unsigned char *pixels;
1876 unsigned char *bumppixels;
1877 unsigned char *basepixels = NULL;
1878 int basepixels_width;
1879 int basepixels_height;
1880 skinframe_t *skinframe;
1882 if (cls.state == ca_dedicated)
1885 // return an existing skinframe if already loaded
1886 // if loading of the first image fails, don't make a new skinframe as it
1887 // would cause all future lookups of this to be missing
1888 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1889 if (skinframe && skinframe->base)
1892 basepixels = loadimagepixelsbgra(name, complain, true);
1893 if (basepixels == NULL)
1896 if (developer_loading.integer)
1897 Con_Printf("loading skin \"%s\"\n", name);
1899 // we've got some pixels to store, so really allocate this new texture now
1901 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1902 skinframe->stain = NULL;
1903 skinframe->merged = NULL;
1904 skinframe->base = r_texture_notexture;
1905 skinframe->pants = NULL;
1906 skinframe->shirt = NULL;
1907 skinframe->nmap = r_texture_blanknormalmap;
1908 skinframe->gloss = NULL;
1909 skinframe->glow = NULL;
1910 skinframe->fog = NULL;
1912 basepixels_width = image_width;
1913 basepixels_height = image_height;
1914 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1916 if (textureflags & TEXF_ALPHA)
1918 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1919 if (basepixels[j] < 255)
1921 if (j < basepixels_width * basepixels_height * 4)
1923 // has transparent pixels
1924 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1925 for (j = 0;j < image_width * image_height * 4;j += 4)
1930 pixels[j+3] = basepixels[j+3];
1932 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1937 // _norm is the name used by tenebrae and has been adopted as standard
1940 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1942 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1946 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1948 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1950 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1952 Mem_Free(bumppixels);
1954 else if (r_shadow_bumpscale_basetexture.value > 0)
1956 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1957 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1958 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962 // _luma is supported for tenebrae compatibility
1963 // (I think it's a very stupid name, but oh well)
1964 // _glow is the preferred name
1965 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1966 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1967 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1968 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1971 Mem_Free(basepixels);
1976 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1981 for (i = 0;i < width*height;i++)
1982 if (((unsigned char *)&palette[in[i]])[3] > 0)
1984 if (i == width*height)
1987 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1990 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1991 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1994 unsigned char *temp1, *temp2;
1995 skinframe_t *skinframe;
1997 if (cls.state == ca_dedicated)
2000 // if already loaded just return it, otherwise make a new skinframe
2001 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2002 if (skinframe && skinframe->base)
2005 skinframe->stain = NULL;
2006 skinframe->merged = NULL;
2007 skinframe->base = r_texture_notexture;
2008 skinframe->pants = NULL;
2009 skinframe->shirt = NULL;
2010 skinframe->nmap = r_texture_blanknormalmap;
2011 skinframe->gloss = NULL;
2012 skinframe->glow = NULL;
2013 skinframe->fog = NULL;
2015 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2019 if (developer_loading.integer)
2020 Con_Printf("loading 32bit skin \"%s\"\n", name);
2022 if (r_shadow_bumpscale_basetexture.value > 0)
2024 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2025 temp2 = temp1 + width * height * 4;
2026 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2027 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2030 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2031 if (textureflags & TEXF_ALPHA)
2033 for (i = 3;i < width * height * 4;i += 4)
2034 if (skindata[i] < 255)
2036 if (i < width * height * 4)
2038 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2039 memcpy(fogpixels, skindata, width * height * 4);
2040 for (i = 0;i < width * height * 4;i += 4)
2041 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2042 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2043 Mem_Free(fogpixels);
2050 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2053 unsigned char *temp1, *temp2;
2054 skinframe_t *skinframe;
2056 if (cls.state == ca_dedicated)
2059 // if already loaded just return it, otherwise make a new skinframe
2060 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2061 if (skinframe && skinframe->base)
2064 skinframe->stain = NULL;
2065 skinframe->merged = NULL;
2066 skinframe->base = r_texture_notexture;
2067 skinframe->pants = NULL;
2068 skinframe->shirt = NULL;
2069 skinframe->nmap = r_texture_blanknormalmap;
2070 skinframe->gloss = NULL;
2071 skinframe->glow = NULL;
2072 skinframe->fog = NULL;
2074 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2078 if (developer_loading.integer)
2079 Con_Printf("loading quake skin \"%s\"\n", name);
2081 if (r_shadow_bumpscale_basetexture.value > 0)
2083 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2084 temp2 = temp1 + width * height * 4;
2085 // use either a custom palette or the quake palette
2086 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2087 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2088 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2091 // use either a custom palette, or the quake palette
2092 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2093 if (loadglowtexture)
2094 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2095 if (loadpantsandshirt)
2097 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2098 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2100 if (skinframe->pants || skinframe->shirt)
2101 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2102 if (textureflags & TEXF_ALPHA)
2104 for (i = 0;i < width * height;i++)
2105 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2107 if (i < width * height)
2108 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2114 skinframe_t *R_SkinFrame_LoadMissing(void)
2116 skinframe_t *skinframe;
2118 if (cls.state == ca_dedicated)
2121 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2122 skinframe->stain = NULL;
2123 skinframe->merged = NULL;
2124 skinframe->base = r_texture_notexture;
2125 skinframe->pants = NULL;
2126 skinframe->shirt = NULL;
2127 skinframe->nmap = r_texture_blanknormalmap;
2128 skinframe->gloss = NULL;
2129 skinframe->glow = NULL;
2130 skinframe->fog = NULL;
2135 void gl_main_start(void)
2137 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2138 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2140 // set up r_skinframe loading system for textures
2141 memset(&r_skinframe, 0, sizeof(r_skinframe));
2142 r_skinframe.loadsequence = 1;
2143 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2145 r_main_texturepool = R_AllocTexturePool();
2146 R_BuildBlankTextures();
2148 if (gl_texturecubemap)
2151 R_BuildNormalizationCube();
2153 r_texture_fogattenuation = NULL;
2154 r_texture_gammaramps = NULL;
2155 //r_texture_fogintensity = NULL;
2156 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2157 memset(&r_waterstate, 0, sizeof(r_waterstate));
2158 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2159 memset(&r_svbsp, 0, sizeof (r_svbsp));
2161 r_refdef.fogmasktable_density = 0;
2164 void gl_main_shutdown(void)
2166 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2167 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2169 // clear out the r_skinframe state
2170 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2171 memset(&r_skinframe, 0, sizeof(r_skinframe));
2174 Mem_Free(r_svbsp.nodes);
2175 memset(&r_svbsp, 0, sizeof (r_svbsp));
2176 R_FreeTexturePool(&r_main_texturepool);
2177 r_texture_blanknormalmap = NULL;
2178 r_texture_white = NULL;
2179 r_texture_grey128 = NULL;
2180 r_texture_black = NULL;
2181 r_texture_whitecube = NULL;
2182 r_texture_normalizationcube = NULL;
2183 r_texture_fogattenuation = NULL;
2184 r_texture_gammaramps = NULL;
2185 //r_texture_fogintensity = NULL;
2186 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2187 memset(&r_waterstate, 0, sizeof(r_waterstate));
2191 extern void CL_ParseEntityLump(char *entitystring);
2192 void gl_main_newmap(void)
2194 // FIXME: move this code to client
2196 char *entities, entname[MAX_QPATH];
2199 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2200 l = (int)strlen(entname) - 4;
2201 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2203 memcpy(entname + l, ".ent", 5);
2204 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2206 CL_ParseEntityLump(entities);
2211 if (cl.worldmodel->brush.entities)
2212 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2216 void GL_Main_Init(void)
2218 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2220 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2221 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2222 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2223 if (gamemode == GAME_NEHAHRA)
2225 Cvar_RegisterVariable (&gl_fogenable);
2226 Cvar_RegisterVariable (&gl_fogdensity);
2227 Cvar_RegisterVariable (&gl_fogred);
2228 Cvar_RegisterVariable (&gl_foggreen);
2229 Cvar_RegisterVariable (&gl_fogblue);
2230 Cvar_RegisterVariable (&gl_fogstart);
2231 Cvar_RegisterVariable (&gl_fogend);
2232 Cvar_RegisterVariable (&gl_skyclip);
2234 Cvar_RegisterVariable(&r_depthfirst);
2235 Cvar_RegisterVariable(&r_useinfinitefarclip);
2236 Cvar_RegisterVariable(&r_nearclip);
2237 Cvar_RegisterVariable(&r_showbboxes);
2238 Cvar_RegisterVariable(&r_showsurfaces);
2239 Cvar_RegisterVariable(&r_showtris);
2240 Cvar_RegisterVariable(&r_shownormals);
2241 Cvar_RegisterVariable(&r_showlighting);
2242 Cvar_RegisterVariable(&r_showshadowvolumes);
2243 Cvar_RegisterVariable(&r_showcollisionbrushes);
2244 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2245 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2246 Cvar_RegisterVariable(&r_showdisabledepthtest);
2247 Cvar_RegisterVariable(&r_drawportals);
2248 Cvar_RegisterVariable(&r_drawentities);
2249 Cvar_RegisterVariable(&r_cullentities_trace);
2250 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2251 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2252 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2253 Cvar_RegisterVariable(&r_drawviewmodel);
2254 Cvar_RegisterVariable(&r_speeds);
2255 Cvar_RegisterVariable(&r_fullbrights);
2256 Cvar_RegisterVariable(&r_wateralpha);
2257 Cvar_RegisterVariable(&r_dynamic);
2258 Cvar_RegisterVariable(&r_fullbright);
2259 Cvar_RegisterVariable(&r_shadows);
2260 Cvar_RegisterVariable(&r_shadows_throwdistance);
2261 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2262 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2263 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2264 Cvar_RegisterVariable(&r_fog_exp2);
2265 Cvar_RegisterVariable(&r_drawfog);
2266 Cvar_RegisterVariable(&r_textureunits);
2267 Cvar_RegisterVariable(&r_glsl);
2268 Cvar_RegisterVariable(&r_glsl_contrastboost);
2269 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2270 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2271 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2272 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2273 Cvar_RegisterVariable(&r_glsl_postprocess);
2274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2277 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2278 Cvar_RegisterVariable(&r_glsl_usegeneric);
2279 Cvar_RegisterVariable(&r_water);
2280 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2281 Cvar_RegisterVariable(&r_water_clippingplanebias);
2282 Cvar_RegisterVariable(&r_water_refractdistort);
2283 Cvar_RegisterVariable(&r_water_reflectdistort);
2284 Cvar_RegisterVariable(&r_lerpsprites);
2285 Cvar_RegisterVariable(&r_lerpmodels);
2286 Cvar_RegisterVariable(&r_lerplightstyles);
2287 Cvar_RegisterVariable(&r_waterscroll);
2288 Cvar_RegisterVariable(&r_bloom);
2289 Cvar_RegisterVariable(&r_bloom_colorscale);
2290 Cvar_RegisterVariable(&r_bloom_brighten);
2291 Cvar_RegisterVariable(&r_bloom_blur);
2292 Cvar_RegisterVariable(&r_bloom_resolution);
2293 Cvar_RegisterVariable(&r_bloom_colorexponent);
2294 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2295 Cvar_RegisterVariable(&r_hdr);
2296 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2297 Cvar_RegisterVariable(&r_hdr_glowintensity);
2298 Cvar_RegisterVariable(&r_hdr_range);
2299 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2300 Cvar_RegisterVariable(&developer_texturelogging);
2301 Cvar_RegisterVariable(&gl_lightmaps);
2302 Cvar_RegisterVariable(&r_test);
2303 Cvar_RegisterVariable(&r_batchmode);
2304 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2305 Cvar_SetValue("r_fullbrights", 0);
2306 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2308 Cvar_RegisterVariable(&r_track_sprites);
2309 Cvar_RegisterVariable(&r_track_sprites_flags);
2310 Cvar_RegisterVariable(&r_track_sprites_scalew);
2311 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2314 extern void R_Textures_Init(void);
2315 extern void GL_Draw_Init(void);
2316 extern void GL_Main_Init(void);
2317 extern void R_Shadow_Init(void);
2318 extern void R_Sky_Init(void);
2319 extern void GL_Surf_Init(void);
2320 extern void R_Particles_Init(void);
2321 extern void R_Explosion_Init(void);
2322 extern void gl_backend_init(void);
2323 extern void Sbar_Init(void);
2324 extern void R_LightningBeams_Init(void);
2325 extern void Mod_RenderInit(void);
2327 void Render_Init(void)
2339 R_LightningBeams_Init();
2348 extern char *ENGINE_EXTENSIONS;
2351 VID_CheckExtensions();
2353 // LordHavoc: report supported extensions
2354 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2356 // clear to black (loading plaque will be seen over this)
2358 qglClearColor(0,0,0,1);CHECKGLERROR
2359 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2362 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2366 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2368 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2371 p = r_refdef.view.frustum + i;
2376 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2380 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2384 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2388 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2392 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2396 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2400 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2404 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2412 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2416 for (i = 0;i < numplanes;i++)
2423 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2427 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2431 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2435 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2439 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2443 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2447 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2451 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2459 //==================================================================================
2461 static void R_View_UpdateEntityVisible (void)
2464 entity_render_t *ent;
2466 if (!r_drawentities.integer)
2469 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2470 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2472 // worldmodel can check visibility
2473 for (i = 0;i < r_refdef.scene.numentities;i++)
2475 ent = r_refdef.scene.entities[i];
2476 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2479 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2481 for (i = 0;i < r_refdef.scene.numentities;i++)
2483 ent = r_refdef.scene.entities[i];
2484 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2486 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2487 ent->last_trace_visibility = realtime;
2488 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2489 r_refdef.viewcache.entityvisible[i] = 0;
2496 // no worldmodel or it can't check visibility
2497 for (i = 0;i < r_refdef.scene.numentities;i++)
2499 ent = r_refdef.scene.entities[i];
2500 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2505 // only used if skyrendermasked, and normally returns false
2506 int R_DrawBrushModelsSky (void)
2509 entity_render_t *ent;
2511 if (!r_drawentities.integer)
2515 for (i = 0;i < r_refdef.scene.numentities;i++)
2517 if (!r_refdef.viewcache.entityvisible[i])
2519 ent = r_refdef.scene.entities[i];
2520 if (!ent->model || !ent->model->DrawSky)
2522 ent->model->DrawSky(ent);
2528 static void R_DrawNoModel(entity_render_t *ent);
2529 static void R_DrawModels(void)
2532 entity_render_t *ent;
2534 if (!r_drawentities.integer)
2537 for (i = 0;i < r_refdef.scene.numentities;i++)
2539 if (!r_refdef.viewcache.entityvisible[i])
2541 ent = r_refdef.scene.entities[i];
2542 r_refdef.stats.entities++;
2543 if (ent->model && ent->model->Draw != NULL)
2544 ent->model->Draw(ent);
2550 static void R_DrawModelsDepth(void)
2553 entity_render_t *ent;
2555 if (!r_drawentities.integer)
2558 for (i = 0;i < r_refdef.scene.numentities;i++)
2560 if (!r_refdef.viewcache.entityvisible[i])
2562 ent = r_refdef.scene.entities[i];
2563 if (ent->model && ent->model->DrawDepth != NULL)
2564 ent->model->DrawDepth(ent);
2568 static void R_DrawModelsDebug(void)
2571 entity_render_t *ent;
2573 if (!r_drawentities.integer)
2576 for (i = 0;i < r_refdef.scene.numentities;i++)
2578 if (!r_refdef.viewcache.entityvisible[i])
2580 ent = r_refdef.scene.entities[i];
2581 if (ent->model && ent->model->DrawDebug != NULL)
2582 ent->model->DrawDebug(ent);
2586 static void R_DrawModelsAddWaterPlanes(void)
2589 entity_render_t *ent;
2591 if (!r_drawentities.integer)
2594 for (i = 0;i < r_refdef.scene.numentities;i++)
2596 if (!r_refdef.viewcache.entityvisible[i])
2598 ent = r_refdef.scene.entities[i];
2599 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2600 ent->model->DrawAddWaterPlanes(ent);
2604 static void R_View_SetFrustum(void)
2607 double slopex, slopey;
2608 vec3_t forward, left, up, origin;
2610 // we can't trust r_refdef.view.forward and friends in reflected scenes
2611 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2614 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2615 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2616 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2617 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2618 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2619 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2620 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2621 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2622 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2623 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2624 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2625 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2629 zNear = r_refdef.nearclip;
2630 nudge = 1.0 - 1.0 / (1<<23);
2631 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2632 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2633 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2634 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2635 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2636 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2637 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2638 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2644 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2645 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2646 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2647 r_refdef.view.frustum[0].dist = m[15] - m[12];
2649 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2650 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2651 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2652 r_refdef.view.frustum[1].dist = m[15] + m[12];
2654 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2655 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2656 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2657 r_refdef.view.frustum[2].dist = m[15] - m[13];
2659 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2660 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2661 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2662 r_refdef.view.frustum[3].dist = m[15] + m[13];
2664 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2665 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2666 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2667 r_refdef.view.frustum[4].dist = m[15] - m[14];
2669 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2670 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2671 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2672 r_refdef.view.frustum[5].dist = m[15] + m[14];
2675 if (r_refdef.view.useperspective)
2677 slopex = 1.0 / r_refdef.view.frustum_x;
2678 slopey = 1.0 / r_refdef.view.frustum_y;
2679 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2680 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2681 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2682 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2683 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2685 // Leaving those out was a mistake, those were in the old code, and they
2686 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2687 // I couldn't reproduce it after adding those normalizations. --blub
2688 VectorNormalize(r_refdef.view.frustum[0].normal);
2689 VectorNormalize(r_refdef.view.frustum[1].normal);
2690 VectorNormalize(r_refdef.view.frustum[2].normal);
2691 VectorNormalize(r_refdef.view.frustum[3].normal);
2693 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2694 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2695 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2696 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2697 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2699 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2700 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2701 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2702 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2703 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2707 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2708 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2709 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2710 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2711 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2712 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2713 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2714 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2715 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2716 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2718 r_refdef.view.numfrustumplanes = 5;
2720 if (r_refdef.view.useclipplane)
2722 r_refdef.view.numfrustumplanes = 6;
2723 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2726 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2727 PlaneClassify(r_refdef.view.frustum + i);
2729 // LordHavoc: note to all quake engine coders, Quake had a special case
2730 // for 90 degrees which assumed a square view (wrong), so I removed it,
2731 // Quake2 has it disabled as well.
2733 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2734 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2735 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2736 //PlaneClassify(&frustum[0]);
2738 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2739 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2740 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2741 //PlaneClassify(&frustum[1]);
2743 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2744 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2745 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2746 //PlaneClassify(&frustum[2]);
2748 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2749 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2750 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2751 //PlaneClassify(&frustum[3]);
2754 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2755 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2756 //PlaneClassify(&frustum[4]);
2759 void R_View_Update(void)
2761 R_View_SetFrustum();
2762 R_View_WorldVisibility(r_refdef.view.useclipplane);
2763 R_View_UpdateEntityVisible();
2766 void R_SetupView(qboolean allowwaterclippingplane)
2768 if (!r_refdef.view.useperspective)
2769 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2770 else if (gl_stencil && r_useinfinitefarclip.integer)
2771 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2773 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2775 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2777 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2779 // LordHavoc: couldn't figure out how to make this approach the
2780 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2781 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2782 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2783 dist = r_refdef.view.clipplane.dist;
2784 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2788 void R_ResetViewRendering2D(void)
2792 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2793 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2794 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2795 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2796 GL_Color(1, 1, 1, 1);
2797 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2798 GL_BlendFunc(GL_ONE, GL_ZERO);
2799 GL_AlphaTest(false);
2800 GL_ScissorTest(false);
2801 GL_DepthMask(false);
2802 GL_DepthRange(0, 1);
2803 GL_DepthTest(false);
2804 R_Mesh_Matrix(&identitymatrix);
2805 R_Mesh_ResetTextureState();
2806 GL_PolygonOffset(0, 0);
2807 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2808 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2809 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2810 qglStencilMask(~0);CHECKGLERROR
2811 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2812 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2813 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2814 R_SetupGenericShader(true);
2817 void R_ResetViewRendering3D(void)
2821 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2822 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2824 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2825 GL_Color(1, 1, 1, 1);
2826 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2827 GL_BlendFunc(GL_ONE, GL_ZERO);
2828 GL_AlphaTest(false);
2829 GL_ScissorTest(true);
2831 GL_DepthRange(0, 1);
2833 R_Mesh_Matrix(&identitymatrix);
2834 R_Mesh_ResetTextureState();
2835 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2836 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2837 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2838 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2839 qglStencilMask(~0);CHECKGLERROR
2840 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2841 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2842 GL_CullFace(r_refdef.view.cullface_back);
2843 R_SetupGenericShader(true);
2846 void R_RenderScene(qboolean addwaterplanes);
2848 static void R_Water_StartFrame(void)
2851 int waterwidth, waterheight, texturewidth, textureheight;
2852 r_waterstate_waterplane_t *p;
2854 // set waterwidth and waterheight to the water resolution that will be
2855 // used (often less than the screen resolution for faster rendering)
2856 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2857 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2859 // calculate desired texture sizes
2860 // can't use water if the card does not support the texture size
2861 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2862 texturewidth = textureheight = waterwidth = waterheight = 0;
2863 else if (gl_support_arb_texture_non_power_of_two)
2865 texturewidth = waterwidth;
2866 textureheight = waterheight;
2870 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2871 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2874 // allocate textures as needed
2875 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2877 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2878 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2880 if (p->texture_refraction)
2881 R_FreeTexture(p->texture_refraction);
2882 p->texture_refraction = NULL;
2883 if (p->texture_reflection)
2884 R_FreeTexture(p->texture_reflection);
2885 p->texture_reflection = NULL;
2887 memset(&r_waterstate, 0, sizeof(r_waterstate));
2888 r_waterstate.waterwidth = waterwidth;
2889 r_waterstate.waterheight = waterheight;
2890 r_waterstate.texturewidth = texturewidth;
2891 r_waterstate.textureheight = textureheight;
2894 if (r_waterstate.waterwidth)
2896 r_waterstate.enabled = true;
2898 // set up variables that will be used in shader setup
2899 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2900 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2901 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2902 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2905 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2906 r_waterstate.numwaterplanes = 0;
2909 static void R_Water_AddWaterPlane(msurface_t *surface)
2911 int triangleindex, planeindex;
2917 r_waterstate_waterplane_t *p;
2918 // just use the first triangle with a valid normal for any decisions
2919 VectorClear(normal);
2920 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2922 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2923 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2924 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2925 TriangleNormal(vert[0], vert[1], vert[2], normal);
2926 if (VectorLength2(normal) >= 0.001)
2930 VectorCopy(normal, plane.normal);
2931 VectorNormalize(plane.normal);
2932 plane.dist = DotProduct(vert[0], plane.normal);
2933 PlaneClassify(&plane);
2934 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2936 // skip backfaces (except if nocullface is set)
2937 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2939 VectorNegate(plane.normal, plane.normal);
2941 PlaneClassify(&plane);
2945 // find a matching plane if there is one
2946 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2947 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2949 if (planeindex >= r_waterstate.maxwaterplanes)
2950 return; // nothing we can do, out of planes
2952 // if this triangle does not fit any known plane rendered this frame, add one
2953 if (planeindex >= r_waterstate.numwaterplanes)
2955 // store the new plane
2956 r_waterstate.numwaterplanes++;
2958 // clear materialflags and pvs
2959 p->materialflags = 0;
2960 p->pvsvalid = false;
2962 // merge this surface's materialflags into the waterplane
2963 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2964 // merge this surface's PVS into the waterplane
2965 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2966 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2967 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2969 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2974 static void R_Water_ProcessPlanes(void)
2976 r_refdef_view_t originalview;
2978 r_waterstate_waterplane_t *p;
2980 originalview = r_refdef.view;
2982 // make sure enough textures are allocated
2983 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2985 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2987 if (!p->texture_refraction)
2988 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2989 if (!p->texture_refraction)
2993 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2995 if (!p->texture_reflection)
2996 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2997 if (!p->texture_reflection)
3003 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3005 r_refdef.view.showdebug = false;
3006 r_refdef.view.width = r_waterstate.waterwidth;
3007 r_refdef.view.height = r_waterstate.waterheight;
3008 r_refdef.view.useclipplane = true;
3009 r_waterstate.renderingscene = true;
3011 // render the normal view scene and copy into texture
3012 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3013 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3015 r_refdef.view.clipplane = p->plane;
3016 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3017 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3018 PlaneClassify(&r_refdef.view.clipplane);
3020 R_RenderScene(false);
3022 // copy view into the screen texture
3023 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3024 GL_ActiveTexture(0);
3026 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3029 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3031 // render reflected scene and copy into texture
3032 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3033 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3034 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3035 r_refdef.view.clipplane = p->plane;
3036 // reverse the cullface settings for this render
3037 r_refdef.view.cullface_front = GL_FRONT;
3038 r_refdef.view.cullface_back = GL_BACK;
3039 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3041 r_refdef.view.usecustompvs = true;
3043 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3045 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3048 R_ResetViewRendering3D();
3049 R_ClearScreen(r_refdef.fogenabled);
3050 if (r_timereport_active)
3051 R_TimeReport("viewclear");
3053 R_RenderScene(false);
3055 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3056 GL_ActiveTexture(0);
3058 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3060 R_ResetViewRendering3D();
3061 R_ClearScreen(r_refdef.fogenabled);
3062 if (r_timereport_active)
3063 R_TimeReport("viewclear");
3066 r_refdef.view = originalview;
3067 r_refdef.view.clear = true;
3068 r_waterstate.renderingscene = false;
3072 r_refdef.view = originalview;
3073 r_waterstate.renderingscene = false;
3074 Cvar_SetValueQuick(&r_water, 0);
3075 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3079 void R_Bloom_StartFrame(void)
3081 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3083 // set bloomwidth and bloomheight to the bloom resolution that will be
3084 // used (often less than the screen resolution for faster rendering)
3085 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3086 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3087 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3088 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3089 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3091 // calculate desired texture sizes
3092 if (gl_support_arb_texture_non_power_of_two)
3094 screentexturewidth = r_refdef.view.width;
3095 screentextureheight = r_refdef.view.height;
3096 bloomtexturewidth = r_bloomstate.bloomwidth;
3097 bloomtextureheight = r_bloomstate.bloomheight;
3101 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3102 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3103 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3104 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3107 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3109 Cvar_SetValueQuick(&r_hdr, 0);
3110 Cvar_SetValueQuick(&r_bloom, 0);
3113 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3114 screentexturewidth = screentextureheight = 0;
3115 if (!r_hdr.integer && !r_bloom.integer)
3116 bloomtexturewidth = bloomtextureheight = 0;
3118 // allocate textures as needed
3119 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3121 if (r_bloomstate.texture_screen)
3122 R_FreeTexture(r_bloomstate.texture_screen);
3123 r_bloomstate.texture_screen = NULL;
3124 r_bloomstate.screentexturewidth = screentexturewidth;
3125 r_bloomstate.screentextureheight = screentextureheight;
3126 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3127 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3129 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3131 if (r_bloomstate.texture_bloom)
3132 R_FreeTexture(r_bloomstate.texture_bloom);
3133 r_bloomstate.texture_bloom = NULL;
3134 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3135 r_bloomstate.bloomtextureheight = bloomtextureheight;
3136 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3137 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3140 // set up a texcoord array for the full resolution screen image
3141 // (we have to keep this around to copy back during final render)
3142 r_bloomstate.screentexcoord2f[0] = 0;
3143 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3144 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3145 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3146 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3147 r_bloomstate.screentexcoord2f[5] = 0;
3148 r_bloomstate.screentexcoord2f[6] = 0;
3149 r_bloomstate.screentexcoord2f[7] = 0;
3151 // set up a texcoord array for the reduced resolution bloom image
3152 // (which will be additive blended over the screen image)
3153 r_bloomstate.bloomtexcoord2f[0] = 0;
3154 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3155 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3156 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3157 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3158 r_bloomstate.bloomtexcoord2f[5] = 0;
3159 r_bloomstate.bloomtexcoord2f[6] = 0;
3160 r_bloomstate.bloomtexcoord2f[7] = 0;
3162 if (r_hdr.integer || r_bloom.integer)
3164 r_bloomstate.enabled = true;
3165 r_bloomstate.hdr = r_hdr.integer != 0;
3169 void R_Bloom_CopyBloomTexture(float colorscale)
3171 r_refdef.stats.bloom++;
3173 // scale down screen texture to the bloom texture size
3175 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3176 GL_BlendFunc(GL_ONE, GL_ZERO);
3177 GL_Color(colorscale, colorscale, colorscale, 1);
3178 // TODO: optimize with multitexture or GLSL
3179 R_SetupGenericShader(true);
3180 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3181 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3182 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3183 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3185 // we now have a bloom image in the framebuffer
3186 // copy it into the bloom image texture for later processing
3187 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3188 GL_ActiveTexture(0);
3190 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3191 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3194 void R_Bloom_CopyHDRTexture(void)
3196 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3197 GL_ActiveTexture(0);
3199 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3200 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3203 void R_Bloom_MakeTexture(void)
3206 float xoffset, yoffset, r, brighten;
3208 r_refdef.stats.bloom++;
3210 R_ResetViewRendering2D();
3211 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3212 R_Mesh_ColorPointer(NULL, 0, 0);
3213 R_SetupGenericShader(true);
3215 // we have a bloom image in the framebuffer
3217 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3219 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3222 r = bound(0, r_bloom_colorexponent.value / x, 1);
3223 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3224 GL_Color(r, r, r, 1);
3225 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3226 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3227 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3228 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3230 // copy the vertically blurred bloom view to a texture
3231 GL_ActiveTexture(0);
3233 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3234 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3237 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3238 brighten = r_bloom_brighten.value;
3240 brighten *= r_hdr_range.value;
3241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3244 for (dir = 0;dir < 2;dir++)
3246 // blend on at multiple vertical offsets to achieve a vertical blur
3247 // TODO: do offset blends using GLSL
3248 GL_BlendFunc(GL_ONE, GL_ZERO);
3249 for (x = -range;x <= range;x++)
3251 if (!dir){xoffset = 0;yoffset = x;}
3252 else {xoffset = x;yoffset = 0;}
3253 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3254 yoffset /= (float)r_bloomstate.bloomtextureheight;
3255 // compute a texcoord array with the specified x and y offset
3256 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3257 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3258 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3259 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3260 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3261 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3262 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3263 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3264 // this r value looks like a 'dot' particle, fading sharply to
3265 // black at the edges
3266 // (probably not realistic but looks good enough)
3267 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3268 //r = (dir ? 1.0f : brighten)/(range*2+1);
3269 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3270 GL_Color(r, r, r, 1);
3271 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3272 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3273 GL_BlendFunc(GL_ONE, GL_ONE);
3276 // copy the vertically blurred bloom view to a texture
3277 GL_ActiveTexture(0);
3279 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3280 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3283 // apply subtract last
3284 // (just like it would be in a GLSL shader)
3285 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3287 GL_BlendFunc(GL_ONE, GL_ZERO);
3288 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3289 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3290 GL_Color(1, 1, 1, 1);
3291 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3292 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3294 GL_BlendFunc(GL_ONE, GL_ONE);
3295 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3296 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3297 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3299 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3303 // copy the darkened bloom view to a texture
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305 GL_ActiveTexture(0);
3307 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3308 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3312 void R_HDR_RenderBloomTexture(void)
3314 int oldwidth, oldheight;
3315 float oldcolorscale;
3317 oldcolorscale = r_refdef.view.colorscale;
3318 oldwidth = r_refdef.view.width;
3319 oldheight = r_refdef.view.height;
3320 r_refdef.view.width = r_bloomstate.bloomwidth;
3321 r_refdef.view.height = r_bloomstate.bloomheight;
3323 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3324 // TODO: add exposure compensation features
3325 // TODO: add fp16 framebuffer support
3327 r_refdef.view.showdebug = false;
3328 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3330 R_ClearScreen(r_refdef.fogenabled);
3331 if (r_timereport_active)
3332 R_TimeReport("HDRclear");
3334 r_waterstate.numwaterplanes = 0;
3335 R_RenderScene(r_waterstate.enabled);
3336 r_refdef.view.showdebug = true;
3338 R_ResetViewRendering2D();
3340 R_Bloom_CopyHDRTexture();
3341 R_Bloom_MakeTexture();
3343 // restore the view settings
3344 r_refdef.view.width = oldwidth;
3345 r_refdef.view.height = oldheight;
3346 r_refdef.view.colorscale = oldcolorscale;
3348 R_ResetViewRendering3D();
3350 R_ClearScreen(r_refdef.fogenabled);
3351 if (r_timereport_active)
3352 R_TimeReport("viewclear");
3355 static void R_BlendView(void)
3357 if (r_bloomstate.texture_screen)
3359 // copy view into the screen texture
3360 R_ResetViewRendering2D();
3361 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3362 R_Mesh_ColorPointer(NULL, 0, 0);
3363 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3364 GL_ActiveTexture(0);CHECKGLERROR
3365 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3366 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3369 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3371 unsigned int permutation =
3372 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3373 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3374 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3375 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3377 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3379 // render simple bloom effect
3380 // copy the screen and shrink it and darken it for the bloom process
3381 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3382 // make the bloom texture
3383 R_Bloom_MakeTexture();
3386 R_ResetViewRendering2D();
3387 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3388 R_Mesh_ColorPointer(NULL, 0, 0);
3389 GL_Color(1, 1, 1, 1);
3390 GL_BlendFunc(GL_ONE, GL_ZERO);
3391 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3392 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3393 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3394 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3395 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3396 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3397 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3398 if (r_glsl_permutation->loc_TintColor >= 0)
3399 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3400 if (r_glsl_permutation->loc_ClientTime >= 0)
3401 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3402 if (r_glsl_permutation->loc_PixelSize >= 0)
3403 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3404 if (r_glsl_permutation->loc_UserVec1 >= 0)
3406 float a=0, b=0, c=0, d=0;
3407 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3408 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3410 if (r_glsl_permutation->loc_UserVec2 >= 0)
3412 float a=0, b=0, c=0, d=0;
3413 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3414 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3416 if (r_glsl_permutation->loc_UserVec3 >= 0)
3418 float a=0, b=0, c=0, d=0;
3419 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3420 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3422 if (r_glsl_permutation->loc_UserVec4 >= 0)
3424 float a=0, b=0, c=0, d=0;
3425 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3426 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3428 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3429 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3435 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3437 // render high dynamic range bloom effect
3438 // the bloom texture was made earlier this render, so we just need to
3439 // blend it onto the screen...
3440 R_ResetViewRendering2D();
3441 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3442 R_Mesh_ColorPointer(NULL, 0, 0);
3443 R_SetupGenericShader(true);
3444 GL_Color(1, 1, 1, 1);
3445 GL_BlendFunc(GL_ONE, GL_ONE);
3446 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3447 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3448 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3449 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3451 else if (r_bloomstate.texture_bloom)
3453 // render simple bloom effect
3454 // copy the screen and shrink it and darken it for the bloom process
3455 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3456 // make the bloom texture
3457 R_Bloom_MakeTexture();
3458 // put the original screen image back in place and blend the bloom
3460 R_ResetViewRendering2D();
3461 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3462 R_Mesh_ColorPointer(NULL, 0, 0);
3463 GL_Color(1, 1, 1, 1);
3464 GL_BlendFunc(GL_ONE, GL_ZERO);
3465 // do both in one pass if possible
3466 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3467 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3468 if (r_textureunits.integer >= 2 && gl_combine.integer)
3470 R_SetupGenericTwoTextureShader(GL_ADD);
3471 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3472 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3476 R_SetupGenericShader(true);
3477 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3478 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3479 // now blend on the bloom texture
3480 GL_BlendFunc(GL_ONE, GL_ONE);
3481 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3482 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3484 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3485 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3487 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3489 // apply a color tint to the whole view
3490 R_ResetViewRendering2D();
3491 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3492 R_Mesh_ColorPointer(NULL, 0, 0);
3493 R_SetupGenericShader(false);
3494 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3495 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3496 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3500 void R_RenderScene(qboolean addwaterplanes);
3502 matrix4x4_t r_waterscrollmatrix;
3504 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3506 if (r_refdef.fog_density)
3508 r_refdef.fogcolor[0] = r_refdef.fog_red;
3509 r_refdef.fogcolor[1] = r_refdef.fog_green;
3510 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3514 VectorCopy(r_refdef.fogcolor, fogvec);
3515 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3517 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3518 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3519 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3520 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3522 // color.rgb *= ContrastBoost * SceneBrightness;
3523 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3524 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3525 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3526 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3531 void R_UpdateVariables(void)
3535 r_refdef.scene.ambient = r_ambient.value;
3537 r_refdef.farclip = 4096;
3538 if (r_refdef.scene.worldmodel)
3539 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3540 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3542 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3543 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3544 r_refdef.polygonfactor = 0;
3545 r_refdef.polygonoffset = 0;
3546 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3547 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3549 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3550 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3551 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3552 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3553 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3554 if (r_showsurfaces.integer)
3556 r_refdef.scene.rtworld = false;
3557 r_refdef.scene.rtworldshadows = false;
3558 r_refdef.scene.rtdlight = false;
3559 r_refdef.scene.rtdlightshadows = false;
3560 r_refdef.lightmapintensity = 0;
3563 if (gamemode == GAME_NEHAHRA)
3565 if (gl_fogenable.integer)
3567 r_refdef.oldgl_fogenable = true;
3568 r_refdef.fog_density = gl_fogdensity.value;
3569 r_refdef.fog_red = gl_fogred.value;
3570 r_refdef.fog_green = gl_foggreen.value;
3571 r_refdef.fog_blue = gl_fogblue.value;
3572 r_refdef.fog_alpha = 1;
3573 r_refdef.fog_start = 0;
3574 r_refdef.fog_end = gl_skyclip.value;
3576 else if (r_refdef.oldgl_fogenable)
3578 r_refdef.oldgl_fogenable = false;
3579 r_refdef.fog_density = 0;
3580 r_refdef.fog_red = 0;
3581 r_refdef.fog_green = 0;
3582 r_refdef.fog_blue = 0;
3583 r_refdef.fog_alpha = 0;
3584 r_refdef.fog_start = 0;
3585 r_refdef.fog_end = 0;
3589 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3590 r_refdef.fog_start = max(0, r_refdef.fog_start);
3591 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3593 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3595 if (r_refdef.fog_density && r_drawfog.integer)
3597 r_refdef.fogenabled = true;
3598 // this is the point where the fog reaches 0.9986 alpha, which we
3599 // consider a good enough cutoff point for the texture
3600 // (0.9986 * 256 == 255.6)
3601 if (r_fog_exp2.integer)
3602 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3604 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3605 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3606 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3607 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3608 // fog color was already set
3609 // update the fog texture
3610 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3611 R_BuildFogTexture();
3614 r_refdef.fogenabled = false;
3616 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3618 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3620 // build GLSL gamma texture
3621 #define RAMPWIDTH 256
3622 unsigned short ramp[RAMPWIDTH * 3];
3623 unsigned char ramprgb[RAMPWIDTH][4];
3626 r_texture_gammaramps_serial = vid_gammatables_serial;
3628 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3629 for(i = 0; i < RAMPWIDTH; ++i)
3631 ramprgb[i][0] = ramp[i] >> 8;
3632 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3633 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3636 if (r_texture_gammaramps)
3638 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3642 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3648 // remove GLSL gamma texture
3652 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3653 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3659 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3660 if( scenetype != r_currentscenetype ) {
3661 // store the old scenetype
3662 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3663 r_currentscenetype = scenetype;
3664 // move in the new scene
3665 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3674 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3676 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3677 if( scenetype == r_currentscenetype ) {
3678 return &r_refdef.scene;
3680 return &r_scenes_store[ scenetype ];
3689 void R_RenderView(void)
3691 if (r_refdef.view.isoverlay)
3693 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3694 GL_Clear( GL_DEPTH_BUFFER_BIT );
3695 R_TimeReport("depthclear");
3697 r_refdef.view.showdebug = false;
3699 r_waterstate.enabled = false;
3700 r_waterstate.numwaterplanes = 0;
3702 R_RenderScene(false);
3708 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3709 return; //Host_Error ("R_RenderView: NULL worldmodel");
3711 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3713 // break apart the view matrix into vectors for various purposes
3714 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3715 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3716 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3717 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3718 // make an inverted copy of the view matrix for tracking sprites
3719 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3721 R_Shadow_UpdateWorldLightSelection();
3723 R_Bloom_StartFrame();
3724 R_Water_StartFrame();
3727 if (r_timereport_active)
3728 R_TimeReport("viewsetup");
3730 R_ResetViewRendering3D();
3732 if (r_refdef.view.clear || r_refdef.fogenabled)
3734 R_ClearScreen(r_refdef.fogenabled);
3735 if (r_timereport_active)
3736 R_TimeReport("viewclear");
3738 r_refdef.view.clear = true;
3740 r_refdef.view.showdebug = true;
3742 // this produces a bloom texture to be used in R_BlendView() later
3744 R_HDR_RenderBloomTexture();
3746 r_waterstate.numwaterplanes = 0;
3747 R_RenderScene(r_waterstate.enabled);
3750 if (r_timereport_active)
3751 R_TimeReport("blendview");
3753 GL_Scissor(0, 0, vid.width, vid.height);
3754 GL_ScissorTest(false);
3758 extern void R_DrawLightningBeams (void);
3759 extern void VM_CL_AddPolygonsToMeshQueue (void);
3760 extern void R_DrawPortals (void);
3761 extern cvar_t cl_locs_show;
3762 static void R_DrawLocs(void);
3763 static void R_DrawEntityBBoxes(void);
3764 void R_RenderScene(qboolean addwaterplanes)
3766 r_refdef.stats.renders++;
3772 R_ResetViewRendering3D();
3775 if (r_timereport_active)
3776 R_TimeReport("watervis");
3778 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3780 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3781 if (r_timereport_active)
3782 R_TimeReport("waterworld");
3785 // don't let sound skip if going slow
3786 if (r_refdef.scene.extraupdate)
3789 R_DrawModelsAddWaterPlanes();
3790 if (r_timereport_active)
3791 R_TimeReport("watermodels");
3793 R_Water_ProcessPlanes();
3794 if (r_timereport_active)
3795 R_TimeReport("waterscenes");
3798 R_ResetViewRendering3D();
3800 // don't let sound skip if going slow
3801 if (r_refdef.scene.extraupdate)
3804 R_MeshQueue_BeginScene();
3809 if (r_timereport_active)
3810 R_TimeReport("visibility");
3812 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3814 if (cl.csqc_vidvars.drawworld)
3816 // don't let sound skip if going slow
3817 if (r_refdef.scene.extraupdate)
3820 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3822 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3823 if (r_timereport_active)
3824 R_TimeReport("worldsky");
3827 if (R_DrawBrushModelsSky() && r_timereport_active)
3828 R_TimeReport("bmodelsky");
3831 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3833 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3834 if (r_timereport_active)
3835 R_TimeReport("worlddepth");
3837 if (r_depthfirst.integer >= 2)
3839 R_DrawModelsDepth();
3840 if (r_timereport_active)
3841 R_TimeReport("modeldepth");
3844 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3846 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3847 if (r_timereport_active)
3848 R_TimeReport("world");
3851 // don't let sound skip if going slow
3852 if (r_refdef.scene.extraupdate)
3856 if (r_timereport_active)
3857 R_TimeReport("models");
3859 // don't let sound skip if going slow
3860 if (r_refdef.scene.extraupdate)
3863 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3865 R_DrawModelShadows();
3867 R_ResetViewRendering3D();
3869 // don't let sound skip if going slow
3870 if (r_refdef.scene.extraupdate)
3874 R_ShadowVolumeLighting(false);
3875 if (r_timereport_active)
3876 R_TimeReport("rtlights");
3878 // don't let sound skip if going slow
3879 if (r_refdef.scene.extraupdate)
3882 if (cl.csqc_vidvars.drawworld)
3884 R_DrawLightningBeams();
3885 if (r_timereport_active)
3886 R_TimeReport("lightning");
3889 if (r_timereport_active)
3890 R_TimeReport("decals");
3893 if (r_timereport_active)
3894 R_TimeReport("particles");
3897 if (r_timereport_active)
3898 R_TimeReport("explosions");
3901 R_SetupGenericShader(true);
3902 VM_CL_AddPolygonsToMeshQueue();
3904 if (r_refdef.view.showdebug)
3906 if (cl_locs_show.integer)
3909 if (r_timereport_active)
3910 R_TimeReport("showlocs");
3913 if (r_drawportals.integer)
3916 if (r_timereport_active)
3917 R_TimeReport("portals");
3920 if (r_showbboxes.value > 0)
3922 R_DrawEntityBBoxes();
3923 if (r_timereport_active)
3924 R_TimeReport("bboxes");
3928 R_SetupGenericShader(true);
3929 R_MeshQueue_RenderTransparent();
3930 if (r_timereport_active)
3931 R_TimeReport("drawtrans");
3933 R_SetupGenericShader(true);
3935 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3937 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3938 if (r_timereport_active)
3939 R_TimeReport("worlddebug");
3940 R_DrawModelsDebug();
3941 if (r_timereport_active)
3942 R_TimeReport("modeldebug");
3945 R_SetupGenericShader(true);
3947 if (cl.csqc_vidvars.drawworld)
3950 if (r_timereport_active)
3951 R_TimeReport("coronas");
3954 // don't let sound skip if going slow
3955 if (r_refdef.scene.extraupdate)
3958 R_ResetViewRendering2D();
3961 static const unsigned short bboxelements[36] =
3971 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3974 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3975 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3976 GL_DepthMask(false);
3977 GL_DepthRange(0, 1);
3978 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3979 R_Mesh_Matrix(&identitymatrix);
3980 R_Mesh_ResetTextureState();
3982 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3983 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3984 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3985 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3986 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3987 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3988 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3989 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3990 R_FillColors(color4f, 8, cr, cg, cb, ca);
3991 if (r_refdef.fogenabled)
3993 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3995 f1 = FogPoint_World(v);
3997 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3998 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3999 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4002 R_Mesh_VertexPointer(vertex3f, 0, 0);
4003 R_Mesh_ColorPointer(color4f, 0, 0);
4004 R_Mesh_ResetTextureState();
4005 R_SetupGenericShader(false);
4006 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4009 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4013 prvm_edict_t *edict;
4014 // this function draws bounding boxes of server entities
4017 GL_CullFace(GL_NONE);
4018 R_SetupGenericShader(false);
4020 for (i = 0;i < numsurfaces;i++)
4022 edict = PRVM_EDICT_NUM(surfacelist[i]);
4023 switch ((int)edict->fields.server->solid)
4025 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4026 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4027 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4028 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4029 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4030 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4032 color[3] *= r_showbboxes.value;
4033 color[3] = bound(0, color[3], 1);
4034 GL_DepthTest(!r_showdisabledepthtest.integer);
4035 GL_CullFace(r_refdef.view.cullface_front);
4036 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4041 static void R_DrawEntityBBoxes(void)
4044 prvm_edict_t *edict;
4046 // this function draws bounding boxes of server entities
4050 for (i = 0;i < prog->num_edicts;i++)
4052 edict = PRVM_EDICT_NUM(i);
4053 if (edict->priv.server->free)
4055 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4056 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4061 unsigned short nomodelelements[24] =
4073 float nomodelvertex3f[6*3] =
4083 float nomodelcolor4f[6*4] =
4085 0.0f, 0.0f, 0.5f, 1.0f,
4086 0.0f, 0.0f, 0.5f, 1.0f,
4087 0.0f, 0.5f, 0.0f, 1.0f,
4088 0.0f, 0.5f, 0.0f, 1.0f,
4089 0.5f, 0.0f, 0.0f, 1.0f,
4090 0.5f, 0.0f, 0.0f, 1.0f
4093 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4098 // this is only called once per entity so numsurfaces is always 1, and
4099 // surfacelist is always {0}, so this code does not handle batches
4100 R_Mesh_Matrix(&ent->matrix);
4102 if (ent->flags & EF_ADDITIVE)
4104 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4105 GL_DepthMask(false);
4107 else if (ent->alpha < 1)
4109 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4110 GL_DepthMask(false);
4114 GL_BlendFunc(GL_ONE, GL_ZERO);
4117 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4118 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4119 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4120 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4121 R_SetupGenericShader(false);
4122 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4123 if (r_refdef.fogenabled)
4126 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4127 R_Mesh_ColorPointer(color4f, 0, 0);
4128 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4129 f1 = FogPoint_World(org);
4131 for (i = 0, c = color4f;i < 6;i++, c += 4)
4133 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4134 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4135 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4139 else if (ent->alpha != 1)
4141 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4142 R_Mesh_ColorPointer(color4f, 0, 0);
4143 for (i = 0, c = color4f;i < 6;i++, c += 4)
4147 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4148 R_Mesh_ResetTextureState();
4149 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4152 void R_DrawNoModel(entity_render_t *ent)
4155 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4156 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4157 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4159 // R_DrawNoModelCallback(ent, 0);
4162 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4164 vec3_t right1, right2, diff, normal;
4166 VectorSubtract (org2, org1, normal);
4168 // calculate 'right' vector for start
4169 VectorSubtract (r_refdef.view.origin, org1, diff);
4170 CrossProduct (normal, diff, right1);
4171 VectorNormalize (right1);
4173 // calculate 'right' vector for end
4174 VectorSubtract (r_refdef.view.origin, org2, diff);
4175 CrossProduct (normal, diff, right2);
4176 VectorNormalize (right2);
4178 vert[ 0] = org1[0] + width * right1[0];
4179 vert[ 1] = org1[1] + width * right1[1];
4180 vert[ 2] = org1[2] + width * right1[2];
4181 vert[ 3] = org1[0] - width * right1[0];
4182 vert[ 4] = org1[1] - width * right1[1];
4183 vert[ 5] = org1[2] - width * right1[2];
4184 vert[ 6] = org2[0] - width * right2[0];
4185 vert[ 7] = org2[1] - width * right2[1];
4186 vert[ 8] = org2[2] - width * right2[2];
4187 vert[ 9] = org2[0] + width * right2[0];
4188 vert[10] = org2[1] + width * right2[1];
4189 vert[11] = org2[2] + width * right2[2];
4192 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4194 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)
4199 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4200 fog = FogPoint_World(origin);
4202 R_Mesh_Matrix(&identitymatrix);
4203 GL_BlendFunc(blendfunc1, blendfunc2);
4209 GL_CullFace(r_refdef.view.cullface_front);
4212 GL_CullFace(r_refdef.view.cullface_back);
4213 GL_CullFace(GL_NONE);
4215 GL_DepthMask(false);
4216 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4217 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4218 GL_DepthTest(!depthdisable);
4220 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4221 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4222 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4223 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4224 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4225 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4226 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4227 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4228 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4229 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4230 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4231 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4233 R_Mesh_VertexPointer(vertex3f, 0, 0);
4234 R_Mesh_ColorPointer(NULL, 0, 0);
4235 R_Mesh_ResetTextureState();
4236 R_SetupGenericShader(true);
4237 R_Mesh_TexBind(0, R_GetTexture(texture));
4238 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4239 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4240 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4241 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4243 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4245 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4246 GL_BlendFunc(blendfunc1, GL_ONE);
4248 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4249 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4253 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4258 VectorSet(v, x, y, z);
4259 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4260 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4262 if (i == mesh->numvertices)
4264 if (mesh->numvertices < mesh->maxvertices)
4266 VectorCopy(v, vertex3f);
4267 mesh->numvertices++;
4269 return mesh->numvertices;
4275 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4279 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4280 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4281 e = mesh->element3i + mesh->numtriangles * 3;
4282 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4284 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4285 if (mesh->numtriangles < mesh->maxtriangles)
4290 mesh->numtriangles++;
4292 element[1] = element[2];
4296 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4300 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4301 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4302 e = mesh->element3i + mesh->numtriangles * 3;
4303 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4305 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4306 if (mesh->numtriangles < mesh->maxtriangles)
4311 mesh->numtriangles++;
4313 element[1] = element[2];
4317 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4318 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4320 int planenum, planenum2;
4323 mplane_t *plane, *plane2;
4325 double temppoints[2][256*3];
4326 // figure out how large a bounding box we need to properly compute this brush
4328 for (w = 0;w < numplanes;w++)
4329 maxdist = max(maxdist, planes[w].dist);
4330 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4331 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4332 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4336 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4337 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4339 if (planenum2 == planenum)
4341 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);
4344 if (tempnumpoints < 3)
4346 // generate elements forming a triangle fan for this polygon
4347 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4351 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)
4353 texturelayer_t *layer;
4354 layer = t->currentlayers + t->currentnumlayers++;
4356 layer->depthmask = depthmask;
4357 layer->blendfunc1 = blendfunc1;
4358 layer->blendfunc2 = blendfunc2;
4359 layer->texture = texture;
4360 layer->texmatrix = *matrix;
4361 layer->color[0] = r * r_refdef.view.colorscale;
4362 layer->color[1] = g * r_refdef.view.colorscale;
4363 layer->color[2] = b * r_refdef.view.colorscale;
4364 layer->color[3] = a;
4367 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4370 index = parms[2] + r_refdef.scene.time * parms[3];
4371 index -= floor(index);
4375 case Q3WAVEFUNC_NONE:
4376 case Q3WAVEFUNC_NOISE:
4377 case Q3WAVEFUNC_COUNT:
4380 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4381 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4382 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4383 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4384 case Q3WAVEFUNC_TRIANGLE:
4386 f = index - floor(index);
4397 return (float)(parms[0] + parms[1] * f);
4400 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4403 dp_model_t *model = ent->model;
4406 q3shaderinfo_layer_tcmod_t *tcmod;
4408 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4410 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4414 // switch to an alternate material if this is a q1bsp animated material
4416 texture_t *texture = t;
4417 int s = ent->skinnum;
4418 if ((unsigned int)s >= (unsigned int)model->numskins)
4420 if (model->skinscenes)
4422 if (model->skinscenes[s].framecount > 1)
4423 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4425 s = model->skinscenes[s].firstframe;
4428 t = t + s * model->num_surfaces;
4431 // use an alternate animation if the entity's frame is not 0,
4432 // and only if the texture has an alternate animation
4433 if (ent->frame2 != 0 && t->anim_total[1])
4434 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4436 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4438 texture->currentframe = t;
4441 // update currentskinframe to be a qw skin or animation frame
4442 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4444 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4446 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4447 if (developer_loading.integer)
4448 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4449 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);
4451 t->currentskinframe = r_qwskincache_skinframe[i];
4452 if (t->currentskinframe == NULL)
4453 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4455 else if (t->numskinframes >= 2)
4456 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4457 if (t->backgroundnumskinframes >= 2)
4458 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4460 t->currentmaterialflags = t->basematerialflags;
4461 t->currentalpha = ent->alpha;
4462 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4463 t->currentalpha *= r_wateralpha.value;
4464 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4465 t->currentalpha *= t->r_water_wateralpha;
4466 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4467 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4468 if (!(ent->flags & RENDER_LIGHT))
4469 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4470 else if (rsurface.modeltexcoordlightmap2f == NULL)
4472 // pick a model lighting mode
4473 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4474 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4476 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4478 if (ent->effects & EF_ADDITIVE)
4479 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4480 else if (t->currentalpha < 1)
4481 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4482 if (ent->effects & EF_DOUBLESIDED)
4483 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4484 if (ent->effects & EF_NODEPTHTEST)
4485 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4486 if (ent->flags & RENDER_VIEWMODEL)
4487 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4488 if (t->backgroundnumskinframes)
4489 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4490 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4492 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4493 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4496 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4498 // there is no tcmod
4499 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4500 t->currenttexmatrix = r_waterscrollmatrix;
4502 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4505 switch(tcmod->tcmod)
4509 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4510 matrix = r_waterscrollmatrix;
4512 matrix = identitymatrix;
4514 case Q3TCMOD_ENTITYTRANSLATE:
4515 // this is used in Q3 to allow the gamecode to control texcoord
4516 // scrolling on the entity, which is not supported in darkplaces yet.
4517 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4519 case Q3TCMOD_ROTATE:
4520 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4521 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4522 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4525 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4527 case Q3TCMOD_SCROLL:
4528 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4530 case Q3TCMOD_STRETCH:
4531 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4532 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4534 case Q3TCMOD_TRANSFORM:
4535 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4536 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4537 VectorSet(tcmat + 6, 0 , 0 , 1);
4538 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4539 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4541 case Q3TCMOD_TURBULENT:
4542 // this is handled in the RSurf_PrepareVertices function
4543 matrix = identitymatrix;
4546 // either replace or concatenate the transformation
4548 t->currenttexmatrix = matrix;
4551 matrix4x4_t temp = t->currenttexmatrix;
4552 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4556 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4557 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4558 t->glosstexture = r_texture_black;
4559 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4560 t->backgroundglosstexture = r_texture_black;
4561 t->specularpower = r_shadow_glossexponent.value;
4562 // TODO: store reference values for these in the texture?
4563 t->specularscale = 0;
4564 if (r_shadow_gloss.integer > 0)
4566 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4568 if (r_shadow_glossintensity.value > 0)
4570 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4571 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4572 t->specularscale = r_shadow_glossintensity.value;
4575 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4577 t->glosstexture = r_texture_white;
4578 t->backgroundglosstexture = r_texture_white;
4579 t->specularscale = r_shadow_gloss2intensity.value;
4583 // lightmaps mode looks bad with dlights using actual texturing, so turn
4584 // off the colormap and glossmap, but leave the normalmap on as it still
4585 // accurately represents the shading involved
4586 if (gl_lightmaps.integer)
4588 t->basetexture = r_texture_grey128;
4589 t->backgroundbasetexture = NULL;
4590 t->specularscale = 0;
4591 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4594 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4595 VectorClear(t->dlightcolor);
4596 t->currentnumlayers = 0;
4597 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4600 int blendfunc1, blendfunc2, depthmask;
4601 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4603 blendfunc1 = GL_SRC_ALPHA;
4604 blendfunc2 = GL_ONE;
4606 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4608 blendfunc1 = GL_SRC_ALPHA;
4609 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4611 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4613 blendfunc1 = t->customblendfunc[0];
4614 blendfunc2 = t->customblendfunc[1];
4618 blendfunc1 = GL_ONE;
4619 blendfunc2 = GL_ZERO;
4621 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4622 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4623 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4624 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4626 // fullbright is not affected by r_refdef.lightmapintensity
4627 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]);
4628 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4629 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]);
4630 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4631 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]);
4635 vec3_t ambientcolor;
4637 // set the color tint used for lights affecting this surface
4638 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4640 // q3bsp has no lightmap updates, so the lightstylevalue that
4641 // would normally be baked into the lightmap must be
4642 // applied to the color
4643 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4644 if (ent->model->type == mod_brushq3)
4645 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4646 colorscale *= r_refdef.lightmapintensity;
4647 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4648 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4649 // basic lit geometry
4650 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]);
4651 // add pants/shirt if needed
4652 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4653 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]);
4654 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4655 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]);
4656 // now add ambient passes if needed
4657 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4659 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]);
4660 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4661 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4662 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4663 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4666 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4667 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]);
4668 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4670 // if this is opaque use alpha blend which will darken the earlier
4673 // if this is an alpha blended material, all the earlier passes
4674 // were darkened by fog already, so we only need to add the fog
4675 // color ontop through the fog mask texture
4677 // if this is an additive blended material, all the earlier passes
4678 // were darkened by fog already, and we should not add fog color
4679 // (because the background was not darkened, there is no fog color
4680 // that was lost behind it).
4681 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]);
4686 void R_UpdateAllTextureInfo(entity_render_t *ent)
4690 for (i = 0;i < ent->model->num_texturesperskin;i++)
4691 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4694 rsurfacestate_t rsurface;
4696 void R_Mesh_ResizeArrays(int newvertices)
4699 if (rsurface.array_size >= newvertices)
4701 if (rsurface.array_modelvertex3f)
4702 Mem_Free(rsurface.array_modelvertex3f);
4703 rsurface.array_size = (newvertices + 1023) & ~1023;
4704 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4705 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4706 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4707 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4708 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4709 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4710 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4711 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4712 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4713 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4714 rsurface.array_color4f = base + rsurface.array_size * 27;
4715 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4718 void RSurf_ActiveWorldEntity(void)
4720 dp_model_t *model = r_refdef.scene.worldmodel;
4721 if (rsurface.array_size < model->surfmesh.num_vertices)
4722 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4723 rsurface.matrix = identitymatrix;
4724 rsurface.inversematrix = identitymatrix;
4725 R_Mesh_Matrix(&identitymatrix);
4726 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4727 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4728 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4729 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4730 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4731 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4732 rsurface.frameblend[0].frame = 0;
4733 rsurface.frameblend[0].lerp = 1;
4734 rsurface.frameblend[1].frame = 0;
4735 rsurface.frameblend[1].lerp = 0;
4736 rsurface.frameblend[2].frame = 0;
4737 rsurface.frameblend[2].lerp = 0;
4738 rsurface.frameblend[3].frame = 0;
4739 rsurface.frameblend[3].lerp = 0;
4740 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4741 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4742 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4743 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4744 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4745 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4746 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4747 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4748 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4749 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4750 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4751 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4752 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4753 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4754 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4755 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4756 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4757 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4758 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4759 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4760 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4761 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4762 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4763 rsurface.modelelement3i = model->surfmesh.data_element3i;
4764 rsurface.modelelement3s = model->surfmesh.data_element3s;
4765 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4766 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4767 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4768 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4769 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4770 rsurface.modelsurfaces = model->data_surfaces;
4771 rsurface.generatedvertex = false;
4772 rsurface.vertex3f = rsurface.modelvertex3f;
4773 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4774 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4775 rsurface.svector3f = rsurface.modelsvector3f;
4776 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4777 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4778 rsurface.tvector3f = rsurface.modeltvector3f;
4779 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4780 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4781 rsurface.normal3f = rsurface.modelnormal3f;
4782 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4783 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4784 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4787 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4789 dp_model_t *model = ent->model;
4790 if (rsurface.array_size < model->surfmesh.num_vertices)
4791 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4792 rsurface.matrix = ent->matrix;
4793 rsurface.inversematrix = ent->inversematrix;
4794 R_Mesh_Matrix(&rsurface.matrix);
4795 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4796 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4797 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4798 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4799 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4800 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4801 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4802 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4803 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4804 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4805 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4806 rsurface.frameblend[0] = ent->frameblend[0];
4807 rsurface.frameblend[1] = ent->frameblend[1];
4808 rsurface.frameblend[2] = ent->frameblend[2];
4809 rsurface.frameblend[3] = ent->frameblend[3];
4810 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4811 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4812 if (ent->model->brush.submodel)
4814 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4815 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4817 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4821 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4822 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4823 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4824 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4825 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4827 else if (wantnormals)
4829 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4830 rsurface.modelsvector3f = NULL;
4831 rsurface.modeltvector3f = NULL;
4832 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4833 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4837 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4838 rsurface.modelsvector3f = NULL;
4839 rsurface.modeltvector3f = NULL;
4840 rsurface.modelnormal3f = NULL;
4841 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4843 rsurface.modelvertex3f_bufferobject = 0;
4844 rsurface.modelvertex3f_bufferoffset = 0;
4845 rsurface.modelsvector3f_bufferobject = 0;
4846 rsurface.modelsvector3f_bufferoffset = 0;
4847 rsurface.modeltvector3f_bufferobject = 0;
4848 rsurface.modeltvector3f_bufferoffset = 0;
4849 rsurface.modelnormal3f_bufferobject = 0;
4850 rsurface.modelnormal3f_bufferoffset = 0;
4851 rsurface.generatedvertex = true;
4855 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4856 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4857 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4858 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4859 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4860 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4861 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4862 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4863 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4864 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4865 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4866 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4867 rsurface.generatedvertex = false;
4869 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4870 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4871 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4872 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4873 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4874 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4875 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4876 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4877 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4878 rsurface.modelelement3i = model->surfmesh.data_element3i;
4879 rsurface.modelelement3s = model->surfmesh.data_element3s;
4880 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4881 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4882 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4883 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4884 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4885 rsurface.modelsurfaces = model->data_surfaces;
4886 rsurface.vertex3f = rsurface.modelvertex3f;
4887 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4888 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4889 rsurface.svector3f = rsurface.modelsvector3f;
4890 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4891 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4892 rsurface.tvector3f = rsurface.modeltvector3f;
4893 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4894 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4895 rsurface.normal3f = rsurface.modelnormal3f;
4896 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4897 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4898 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4901 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4902 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4905 int texturesurfaceindex;
4910 const float *v1, *in_tc;
4912 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4914 q3shaderinfo_deform_t *deform;
4915 // 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
4916 if (rsurface.generatedvertex)
4918 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4919 generatenormals = true;
4920 for (i = 0;i < Q3MAXDEFORMS;i++)
4922 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4924 generatetangents = true;
4925 generatenormals = true;
4927 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4928 generatenormals = true;
4930 if (generatenormals && !rsurface.modelnormal3f)
4932 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4933 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4934 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4935 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4937 if (generatetangents && !rsurface.modelsvector3f)
4939 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4940 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4941 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4942 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4943 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4944 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4945 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);
4948 rsurface.vertex3f = rsurface.modelvertex3f;
4949 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4950 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4951 rsurface.svector3f = rsurface.modelsvector3f;
4952 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4953 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4954 rsurface.tvector3f = rsurface.modeltvector3f;
4955 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4956 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4957 rsurface.normal3f = rsurface.modelnormal3f;
4958 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4959 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4960 // if vertices are deformed (sprite flares and things in maps, possibly
4961 // water waves, bulges and other deformations), generate them into
4962 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4963 // (may be static model data or generated data for an animated model, or
4964 // the previous deform pass)
4965 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4967 switch (deform->deform)
4970 case Q3DEFORM_PROJECTIONSHADOW:
4971 case Q3DEFORM_TEXT0:
4972 case Q3DEFORM_TEXT1:
4973 case Q3DEFORM_TEXT2:
4974 case Q3DEFORM_TEXT3:
4975 case Q3DEFORM_TEXT4:
4976 case Q3DEFORM_TEXT5:
4977 case Q3DEFORM_TEXT6:
4978 case Q3DEFORM_TEXT7:
4981 case Q3DEFORM_AUTOSPRITE:
4982 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4983 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4984 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4985 VectorNormalize(newforward);
4986 VectorNormalize(newright);
4987 VectorNormalize(newup);
4988 // make deformed versions of only the model vertices used by the specified surfaces
4989 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4991 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4992 // a single autosprite surface can contain multiple sprites...
4993 for (j = 0;j < surface->num_vertices - 3;j += 4)
4995 VectorClear(center);
4996 for (i = 0;i < 4;i++)
4997 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4998 VectorScale(center, 0.25f, center);
4999 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5000 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5001 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5002 for (i = 0;i < 4;i++)
5004 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5005 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5008 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);
5009 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);
5011 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5012 rsurface.vertex3f_bufferobject = 0;
5013 rsurface.vertex3f_bufferoffset = 0;
5014 rsurface.svector3f = rsurface.array_deformedsvector3f;
5015 rsurface.svector3f_bufferobject = 0;
5016 rsurface.svector3f_bufferoffset = 0;
5017 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5018 rsurface.tvector3f_bufferobject = 0;
5019 rsurface.tvector3f_bufferoffset = 0;
5020 rsurface.normal3f = rsurface.array_deformednormal3f;
5021 rsurface.normal3f_bufferobject = 0;
5022 rsurface.normal3f_bufferoffset = 0;
5024 case Q3DEFORM_AUTOSPRITE2:
5025 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5028 VectorNormalize(newforward);
5029 VectorNormalize(newright);
5030 VectorNormalize(newup);
5031 // make deformed versions of only the model vertices used by the specified surfaces
5032 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5034 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5035 const float *v1, *v2;
5045 memset(shortest, 0, sizeof(shortest));
5046 // a single autosprite surface can contain multiple sprites...
5047 for (j = 0;j < surface->num_vertices - 3;j += 4)
5049 VectorClear(center);
5050 for (i = 0;i < 4;i++)
5051 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5052 VectorScale(center, 0.25f, center);
5053 // find the two shortest edges, then use them to define the
5054 // axis vectors for rotating around the central axis
5055 for (i = 0;i < 6;i++)
5057 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5058 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5060 Debug_PolygonBegin(NULL, 0);
5061 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5062 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);
5063 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5066 l = VectorDistance2(v1, v2);
5067 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5069 l += (1.0f / 1024.0f);
5070 if (shortest[0].length2 > l || i == 0)
5072 shortest[1] = shortest[0];
5073 shortest[0].length2 = l;
5074 shortest[0].v1 = v1;
5075 shortest[0].v2 = v2;
5077 else if (shortest[1].length2 > l || i == 1)
5079 shortest[1].length2 = l;
5080 shortest[1].v1 = v1;
5081 shortest[1].v2 = v2;
5084 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5085 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5087 Debug_PolygonBegin(NULL, 0);
5088 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5089 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);
5090 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5093 // this calculates the right vector from the shortest edge
5094 // and the up vector from the edge midpoints
5095 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5096 VectorNormalize(right);
5097 VectorSubtract(end, start, up);
5098 VectorNormalize(up);
5099 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5100 //VectorSubtract(rsurface.modelorg, center, forward);
5101 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5102 VectorNegate(forward, forward);
5103 VectorReflect(forward, 0, up, forward);
5104 VectorNormalize(forward);
5105 CrossProduct(up, forward, newright);
5106 VectorNormalize(newright);
5108 Debug_PolygonBegin(NULL, 0);
5109 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);
5110 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5111 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5115 Debug_PolygonBegin(NULL, 0);
5116 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5117 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5118 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5121 // rotate the quad around the up axis vector, this is made
5122 // especially easy by the fact we know the quad is flat,
5123 // so we only have to subtract the center position and
5124 // measure distance along the right vector, and then
5125 // multiply that by the newright vector and add back the
5127 // we also need to subtract the old position to undo the
5128 // displacement from the center, which we do with a
5129 // DotProduct, the subtraction/addition of center is also
5130 // optimized into DotProducts here
5131 l = DotProduct(right, center);
5132 for (i = 0;i < 4;i++)
5134 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5135 f = DotProduct(right, v1) - l;
5136 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5139 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);
5140 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);
5142 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5143 rsurface.vertex3f_bufferobject = 0;
5144 rsurface.vertex3f_bufferoffset = 0;
5145 rsurface.svector3f = rsurface.array_deformedsvector3f;
5146 rsurface.svector3f_bufferobject = 0;
5147 rsurface.svector3f_bufferoffset = 0;
5148 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5149 rsurface.tvector3f_bufferobject = 0;
5150 rsurface.tvector3f_bufferoffset = 0;
5151 rsurface.normal3f = rsurface.array_deformednormal3f;
5152 rsurface.normal3f_bufferobject = 0;
5153 rsurface.normal3f_bufferoffset = 0;
5155 case Q3DEFORM_NORMAL:
5156 // deform the normals to make reflections wavey
5157 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5159 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5160 for (j = 0;j < surface->num_vertices;j++)
5163 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5164 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5165 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5166 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5167 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5168 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5169 VectorNormalize(normal);
5171 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);
5173 rsurface.svector3f = rsurface.array_deformedsvector3f;
5174 rsurface.svector3f_bufferobject = 0;
5175 rsurface.svector3f_bufferoffset = 0;
5176 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5177 rsurface.tvector3f_bufferobject = 0;
5178 rsurface.tvector3f_bufferoffset = 0;
5179 rsurface.normal3f = rsurface.array_deformednormal3f;
5180 rsurface.normal3f_bufferobject = 0;
5181 rsurface.normal3f_bufferoffset = 0;
5184 // deform vertex array to make wavey water and flags and such
5185 waveparms[0] = deform->waveparms[0];
5186 waveparms[1] = deform->waveparms[1];
5187 waveparms[2] = deform->waveparms[2];
5188 waveparms[3] = deform->waveparms[3];
5189 // this is how a divisor of vertex influence on deformation
5190 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5191 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5195 for (j = 0;j < surface->num_vertices;j++)
5197 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5198 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5199 // if the wavefunc depends on time, evaluate it per-vertex
5202 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5203 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5205 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5208 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5209 rsurface.vertex3f_bufferobject = 0;
5210 rsurface.vertex3f_bufferoffset = 0;
5212 case Q3DEFORM_BULGE:
5213 // deform vertex array to make the surface have moving bulges
5214 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5216 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5217 for (j = 0;j < surface->num_vertices;j++)
5219 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5220 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5223 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5224 rsurface.vertex3f_bufferobject = 0;
5225 rsurface.vertex3f_bufferoffset = 0;
5228 // deform vertex array
5229 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5230 VectorScale(deform->parms, scale, waveparms);
5231 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5233 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5234 for (j = 0;j < surface->num_vertices;j++)
5235 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5237 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5238 rsurface.vertex3f_bufferobject = 0;
5239 rsurface.vertex3f_bufferoffset = 0;
5243 // generate texcoords based on the chosen texcoord source
5244 switch(rsurface.texture->tcgen.tcgen)
5247 case Q3TCGEN_TEXTURE:
5248 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5249 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5250 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5252 case Q3TCGEN_LIGHTMAP:
5253 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5254 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5255 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5257 case Q3TCGEN_VECTOR:
5258 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5260 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5261 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)
5263 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5264 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5267 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5268 rsurface.texcoordtexture2f_bufferobject = 0;
5269 rsurface.texcoordtexture2f_bufferoffset = 0;
5271 case Q3TCGEN_ENVIRONMENT:
5272 // make environment reflections using a spheremap
5273 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5275 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5276 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5277 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5278 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5279 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5281 float l, d, eyedir[3];
5282 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5283 l = 0.5f / VectorLength(eyedir);
5284 d = DotProduct(normal, eyedir)*2;
5285 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5286 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5289 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5290 rsurface.texcoordtexture2f_bufferobject = 0;
5291 rsurface.texcoordtexture2f_bufferoffset = 0;
5294 // the only tcmod that needs software vertex processing is turbulent, so
5295 // check for it here and apply the changes if needed
5296 // and we only support that as the first one
5297 // (handling a mixture of turbulent and other tcmods would be problematic
5298 // without punting it entirely to a software path)
5299 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5301 amplitude = rsurface.texture->tcmods[0].parms[1];
5302 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5303 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5306 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)
5308 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5309 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5312 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5313 rsurface.texcoordtexture2f_bufferobject = 0;
5314 rsurface.texcoordtexture2f_bufferoffset = 0;
5316 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5317 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5318 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5319 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5322 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5325 const msurface_t *surface = texturesurfacelist[0];
5326 const msurface_t *surface2;
5331 // TODO: lock all array ranges before render, rather than on each surface
5332 if (texturenumsurfaces == 1)
5334 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5335 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);
5337 else if (r_batchmode.integer == 2)
5339 #define MAXBATCHTRIANGLES 4096
5340 int batchtriangles = 0;
5341 int batchelements[MAXBATCHTRIANGLES*3];
5342 for (i = 0;i < texturenumsurfaces;i = j)
5344 surface = texturesurfacelist[i];
5346 if (surface->num_triangles > MAXBATCHTRIANGLES)
5348 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);
5351 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5352 batchtriangles = surface->num_triangles;
5353 firstvertex = surface->num_firstvertex;
5354 endvertex = surface->num_firstvertex + surface->num_vertices;
5355 for (;j < texturenumsurfaces;j++)
5357 surface2 = texturesurfacelist[j];
5358 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5360 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5361 batchtriangles += surface2->num_triangles;
5362 firstvertex = min(firstvertex, surface2->num_firstvertex);
5363 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5365 surface2 = texturesurfacelist[j-1];
5366 numvertices = endvertex - firstvertex;
5367 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5370 else if (r_batchmode.integer == 1)
5372 for (i = 0;i < texturenumsurfaces;i = j)
5374 surface = texturesurfacelist[i];
5375 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5376 if (texturesurfacelist[j] != surface2)
5378 surface2 = texturesurfacelist[j-1];
5379 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5380 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5381 GL_LockArrays(surface->num_firstvertex, numvertices);
5382 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5387 for (i = 0;i < texturenumsurfaces;i++)
5389 surface = texturesurfacelist[i];
5390 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5391 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);
5396 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5398 int i, planeindex, vertexindex;
5402 r_waterstate_waterplane_t *p, *bestp;
5403 msurface_t *surface;
5404 if (r_waterstate.renderingscene)
5406 for (i = 0;i < texturenumsurfaces;i++)
5408 surface = texturesurfacelist[i];
5409 if (lightmaptexunit >= 0)
5410 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5411 if (deluxemaptexunit >= 0)
5412 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5413 // pick the closest matching water plane
5416 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5419 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5421 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5422 d += fabs(PlaneDiff(vert, &p->plane));
5424 if (bestd > d || !bestp)
5432 if (refractiontexunit >= 0)
5433 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5434 if (reflectiontexunit >= 0)
5435 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5439 if (refractiontexunit >= 0)
5440 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5441 if (reflectiontexunit >= 0)
5442 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5444 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5445 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);
5449 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5453 const msurface_t *surface = texturesurfacelist[0];
5454 const msurface_t *surface2;
5459 // TODO: lock all array ranges before render, rather than on each surface
5460 if (texturenumsurfaces == 1)
5462 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5463 if (deluxemaptexunit >= 0)
5464 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5465 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5466 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);
5468 else if (r_batchmode.integer == 2)
5470 #define MAXBATCHTRIANGLES 4096
5471 int batchtriangles = 0;
5472 int batchelements[MAXBATCHTRIANGLES*3];
5473 for (i = 0;i < texturenumsurfaces;i = j)
5475 surface = texturesurfacelist[i];
5476 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5477 if (deluxemaptexunit >= 0)
5478 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5480 if (surface->num_triangles > MAXBATCHTRIANGLES)
5482 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5485 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5486 batchtriangles = surface->num_triangles;
5487 firstvertex = surface->num_firstvertex;
5488 endvertex = surface->num_firstvertex + surface->num_vertices;
5489 for (;j < texturenumsurfaces;j++)
5491 surface2 = texturesurfacelist[j];
5492 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5494 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5495 batchtriangles += surface2->num_triangles;
5496 firstvertex = min(firstvertex, surface2->num_firstvertex);
5497 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5499 surface2 = texturesurfacelist[j-1];
5500 numvertices = endvertex - firstvertex;
5501 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5504 else if (r_batchmode.integer == 1)
5507 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5508 for (i = 0;i < texturenumsurfaces;i = j)
5510 surface = texturesurfacelist[i];
5511 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5512 if (texturesurfacelist[j] != surface2)
5514 Con_Printf(" %i", j - i);
5517 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5519 for (i = 0;i < texturenumsurfaces;i = j)
5521 surface = texturesurfacelist[i];
5522 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5523 if (deluxemaptexunit >= 0)
5524 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5525 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5526 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5529 Con_Printf(" %i", j - i);
5531 surface2 = texturesurfacelist[j-1];
5532 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5533 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5534 GL_LockArrays(surface->num_firstvertex, numvertices);
5535 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5543 for (i = 0;i < texturenumsurfaces;i++)
5545 surface = texturesurfacelist[i];
5546 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5547 if (deluxemaptexunit >= 0)
5548 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5549 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5550 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);
5555 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5558 int texturesurfaceindex;
5559 if (r_showsurfaces.integer == 2)
5561 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5563 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564 for (j = 0;j < surface->num_triangles;j++)
5566 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5567 GL_Color(f, f, f, 1);
5568 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5574 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5576 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5577 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5578 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);
5579 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5580 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);
5585 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5587 int texturesurfaceindex;
5591 if (rsurface.lightmapcolor4f)
5593 // generate color arrays for the surfaces in this list
5594 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5596 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5597 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)
5599 f = FogPoint_Model(v);
5609 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5611 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5612 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)
5614 f = FogPoint_Model(v);
5622 rsurface.lightmapcolor4f = rsurface.array_color4f;
5623 rsurface.lightmapcolor4f_bufferobject = 0;
5624 rsurface.lightmapcolor4f_bufferoffset = 0;
5627 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5629 int texturesurfaceindex;
5632 if (!rsurface.lightmapcolor4f)
5634 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5636 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5637 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)
5645 rsurface.lightmapcolor4f = rsurface.array_color4f;
5646 rsurface.lightmapcolor4f_bufferobject = 0;
5647 rsurface.lightmapcolor4f_bufferoffset = 0;
5650 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5653 rsurface.lightmapcolor4f = NULL;
5654 rsurface.lightmapcolor4f_bufferobject = 0;
5655 rsurface.lightmapcolor4f_bufferoffset = 0;
5656 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5657 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5658 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5659 GL_Color(r, g, b, a);
5660 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5663 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5665 // TODO: optimize applyfog && applycolor case
5666 // just apply fog if necessary, and tint the fog color array if necessary
5667 rsurface.lightmapcolor4f = NULL;
5668 rsurface.lightmapcolor4f_bufferobject = 0;
5669 rsurface.lightmapcolor4f_bufferoffset = 0;
5670 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5671 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5672 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5673 GL_Color(r, g, b, a);
5674 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5677 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5679 int texturesurfaceindex;
5683 if (texturesurfacelist[0]->lightmapinfo)
5685 // generate color arrays for the surfaces in this list
5686 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5688 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5689 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5691 if (surface->lightmapinfo->samples)
5693 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5694 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5695 VectorScale(lm, scale, c);
5696 if (surface->lightmapinfo->styles[1] != 255)
5698 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5700 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5701 VectorMA(c, scale, lm, c);
5702 if (surface->lightmapinfo->styles[2] != 255)
5705 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5706 VectorMA(c, scale, lm, c);
5707 if (surface->lightmapinfo->styles[3] != 255)
5710 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5711 VectorMA(c, scale, lm, c);
5721 rsurface.lightmapcolor4f = rsurface.array_color4f;
5722 rsurface.lightmapcolor4f_bufferobject = 0;
5723 rsurface.lightmapcolor4f_bufferoffset = 0;
5727 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5728 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5729 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5731 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5732 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5733 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5734 GL_Color(r, g, b, a);
5735 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5738 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5740 int texturesurfaceindex;
5744 vec3_t ambientcolor;
5745 vec3_t diffusecolor;
5749 VectorCopy(rsurface.modellight_lightdir, lightdir);
5750 f = 0.5f * r_refdef.lightmapintensity;
5751 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5752 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5753 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5754 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5755 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5756 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5757 if (VectorLength2(diffusecolor) > 0)
5759 // generate color arrays for the surfaces in this list
5760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5762 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5763 int numverts = surface->num_vertices;
5764 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5765 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5766 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5767 // q3-style directional shading
5768 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5770 if ((f = DotProduct(c2, lightdir)) > 0)
5771 VectorMA(ambientcolor, f, diffusecolor, c);
5773 VectorCopy(ambientcolor, c);
5782 rsurface.lightmapcolor4f = rsurface.array_color4f;
5783 rsurface.lightmapcolor4f_bufferobject = 0;
5784 rsurface.lightmapcolor4f_bufferoffset = 0;
5788 r = ambientcolor[0];
5789 g = ambientcolor[1];
5790 b = ambientcolor[2];
5791 rsurface.lightmapcolor4f = NULL;
5792 rsurface.lightmapcolor4f_bufferobject = 0;
5793 rsurface.lightmapcolor4f_bufferoffset = 0;
5795 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5796 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5797 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5798 GL_Color(r, g, b, a);
5799 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5802 void RSurf_SetupDepthAndCulling(void)
5804 // submodels are biased to avoid z-fighting with world surfaces that they
5805 // may be exactly overlapping (avoids z-fighting artifacts on certain
5806 // doors and things in Quake maps)
5807 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5808 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5809 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5810 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5813 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5815 // transparent sky would be ridiculous
5816 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5818 R_SetupGenericShader(false);
5821 skyrendernow = false;
5822 // we have to force off the water clipping plane while rendering sky
5826 // restore entity matrix
5827 R_Mesh_Matrix(&rsurface.matrix);
5829 RSurf_SetupDepthAndCulling();
5831 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5832 // skymasking on them, and Quake3 never did sky masking (unlike
5833 // software Quake and software Quake2), so disable the sky masking
5834 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5835 // and skymasking also looks very bad when noclipping outside the
5836 // level, so don't use it then either.
5837 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5839 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5840 R_Mesh_ColorPointer(NULL, 0, 0);
5841 R_Mesh_ResetTextureState();
5842 if (skyrendermasked)
5844 R_SetupDepthOrShadowShader();
5845 // depth-only (masking)
5846 GL_ColorMask(0,0,0,0);
5847 // just to make sure that braindead drivers don't draw
5848 // anything despite that colormask...
5849 GL_BlendFunc(GL_ZERO, GL_ONE);
5853 R_SetupGenericShader(false);
5855 GL_BlendFunc(GL_ONE, GL_ZERO);
5857 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5858 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5859 if (skyrendermasked)
5860 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5862 R_Mesh_ResetTextureState();
5863 GL_Color(1, 1, 1, 1);
5866 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5868 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5871 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5872 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5873 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5874 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5875 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5876 if (rsurface.texture->backgroundcurrentskinframe)
5878 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5879 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5880 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5881 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5883 if(rsurface.texture->colormapping)
5885 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5886 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5888 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5889 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5890 R_Mesh_ColorPointer(NULL, 0, 0);
5892 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5894 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5896 // render background
5897 GL_BlendFunc(GL_ONE, GL_ZERO);
5899 GL_AlphaTest(false);
5901 GL_Color(1, 1, 1, 1);
5902 R_Mesh_ColorPointer(NULL, 0, 0);
5904 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5905 if (r_glsl_permutation)
5907 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5908 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5909 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5910 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5911 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5912 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5913 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);
5915 GL_LockArrays(0, 0);
5917 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5918 GL_DepthMask(false);
5919 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5920 R_Mesh_ColorPointer(NULL, 0, 0);
5922 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5923 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5924 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5927 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5928 if (!r_glsl_permutation)
5931 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5932 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5933 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5934 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5935 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5936 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5938 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5940 GL_BlendFunc(GL_ONE, GL_ZERO);
5942 GL_AlphaTest(false);
5946 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5947 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5948 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5951 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5953 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5954 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);
5956 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5960 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5961 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);
5963 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5965 GL_LockArrays(0, 0);
5968 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5970 // OpenGL 1.3 path - anything not completely ancient
5971 int texturesurfaceindex;
5972 qboolean applycolor;
5976 const texturelayer_t *layer;
5977 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5979 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5982 int layertexrgbscale;
5983 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5985 if (layerindex == 0)
5989 GL_AlphaTest(false);
5990 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5993 GL_DepthMask(layer->depthmask && writedepth);
5994 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5995 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5997 layertexrgbscale = 4;
5998 VectorScale(layer->color, 0.25f, layercolor);
6000 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6002 layertexrgbscale = 2;
6003 VectorScale(layer->color, 0.5f, layercolor);
6007 layertexrgbscale = 1;
6008 VectorScale(layer->color, 1.0f, layercolor);
6010 layercolor[3] = layer->color[3];
6011 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6012 R_Mesh_ColorPointer(NULL, 0, 0);
6013 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6014 switch (layer->type)
6016 case TEXTURELAYERTYPE_LITTEXTURE:
6017 memset(&m, 0, sizeof(m));
6018 m.tex[0] = R_GetTexture(r_texture_white);
6019 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6020 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6021 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6022 m.tex[1] = R_GetTexture(layer->texture);
6023 m.texmatrix[1] = layer->texmatrix;
6024 m.texrgbscale[1] = layertexrgbscale;
6025 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6026 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6027 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6028 R_Mesh_TextureState(&m);
6029 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6030 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6031 else if (rsurface.uselightmaptexture)
6032 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6034 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6036 case TEXTURELAYERTYPE_TEXTURE:
6037 memset(&m, 0, sizeof(m));
6038 m.tex[0] = R_GetTexture(layer->texture);
6039 m.texmatrix[0] = layer->texmatrix;
6040 m.texrgbscale[0] = layertexrgbscale;
6041 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6042 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6043 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6044 R_Mesh_TextureState(&m);
6045 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6047 case TEXTURELAYERTYPE_FOG:
6048 memset(&m, 0, sizeof(m));
6049 m.texrgbscale[0] = layertexrgbscale;
6052 m.tex[0] = R_GetTexture(layer->texture);
6053 m.texmatrix[0] = layer->texmatrix;
6054 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6055 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6056 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6058 R_Mesh_TextureState(&m);
6059 // generate a color array for the fog pass
6060 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6061 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6065 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6066 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)
6068 f = 1 - FogPoint_Model(v);
6069 c[0] = layercolor[0];
6070 c[1] = layercolor[1];
6071 c[2] = layercolor[2];
6072 c[3] = f * layercolor[3];
6075 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6078 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6080 GL_LockArrays(0, 0);
6083 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6085 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6086 GL_AlphaTest(false);
6090 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6092 // OpenGL 1.1 - crusty old voodoo path
6093 int texturesurfaceindex;
6097 const texturelayer_t *layer;
6098 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6100 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6102 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6104 if (layerindex == 0)
6108 GL_AlphaTest(false);
6109 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6112 GL_DepthMask(layer->depthmask && writedepth);
6113 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6114 R_Mesh_ColorPointer(NULL, 0, 0);
6115 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6116 switch (layer->type)
6118 case TEXTURELAYERTYPE_LITTEXTURE:
6119 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6121 // two-pass lit texture with 2x rgbscale
6122 // first the lightmap pass
6123 memset(&m, 0, sizeof(m));
6124 m.tex[0] = R_GetTexture(r_texture_white);
6125 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6126 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6127 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6128 R_Mesh_TextureState(&m);
6129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6130 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6131 else if (rsurface.uselightmaptexture)
6132 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6134 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6135 GL_LockArrays(0, 0);
6136 // then apply the texture to it
6137 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6138 memset(&m, 0, sizeof(m));
6139 m.tex[0] = R_GetTexture(layer->texture);
6140 m.texmatrix[0] = layer->texmatrix;
6141 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6142 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6143 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6144 R_Mesh_TextureState(&m);
6145 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);
6149 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6150 memset(&m, 0, sizeof(m));
6151 m.tex[0] = R_GetTexture(layer->texture);
6152 m.texmatrix[0] = layer->texmatrix;
6153 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6154 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6155 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6156 R_Mesh_TextureState(&m);
6157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6158 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);
6160 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);
6163 case TEXTURELAYERTYPE_TEXTURE:
6164 // singletexture unlit texture with transparency support
6165 memset(&m, 0, sizeof(m));
6166 m.tex[0] = R_GetTexture(layer->texture);
6167 m.texmatrix[0] = layer->texmatrix;
6168 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6169 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6170 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6171 R_Mesh_TextureState(&m);
6172 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);
6174 case TEXTURELAYERTYPE_FOG:
6175 // singletexture fogging
6176 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6179 memset(&m, 0, sizeof(m));
6180 m.tex[0] = R_GetTexture(layer->texture);
6181 m.texmatrix[0] = layer->texmatrix;
6182 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6183 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6184 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6185 R_Mesh_TextureState(&m);
6188 R_Mesh_ResetTextureState();
6189 // generate a color array for the fog pass
6190 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6195 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)
6197 f = 1 - FogPoint_Model(v);
6198 c[0] = layer->color[0];
6199 c[1] = layer->color[1];
6200 c[2] = layer->color[2];
6201 c[3] = f * layer->color[3];
6204 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6207 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6209 GL_LockArrays(0, 0);
6212 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6214 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6215 GL_AlphaTest(false);
6219 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6222 RSurf_SetupDepthAndCulling();
6223 if (r_glsl.integer && gl_support_fragment_shader)
6224 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6225 else if (gl_combine.integer && r_textureunits.integer >= 2)
6226 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6228 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6232 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6235 int texturenumsurfaces, endsurface;
6237 msurface_t *surface;
6238 msurface_t *texturesurfacelist[1024];
6240 // if the model is static it doesn't matter what value we give for
6241 // wantnormals and wanttangents, so this logic uses only rules applicable
6242 // to a model, knowing that they are meaningless otherwise
6243 if (ent == r_refdef.scene.worldentity)
6244 RSurf_ActiveWorldEntity();
6245 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6246 RSurf_ActiveModelEntity(ent, false, false);
6248 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6250 for (i = 0;i < numsurfaces;i = j)
6253 surface = rsurface.modelsurfaces + surfacelist[i];
6254 texture = surface->texture;
6255 R_UpdateTextureInfo(ent, texture);
6256 rsurface.texture = texture->currentframe;
6257 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6258 // scan ahead until we find a different texture
6259 endsurface = min(i + 1024, numsurfaces);
6260 texturenumsurfaces = 0;
6261 texturesurfacelist[texturenumsurfaces++] = surface;
6262 for (;j < endsurface;j++)
6264 surface = rsurface.modelsurfaces + surfacelist[j];
6265 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6267 texturesurfacelist[texturenumsurfaces++] = surface;
6269 // render the range of surfaces
6270 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6272 GL_AlphaTest(false);
6275 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6280 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6282 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6284 RSurf_SetupDepthAndCulling();
6285 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6286 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6288 else if (r_showsurfaces.integer)
6290 RSurf_SetupDepthAndCulling();
6292 GL_BlendFunc(GL_ONE, GL_ZERO);
6294 GL_AlphaTest(false);
6295 R_Mesh_ColorPointer(NULL, 0, 0);
6296 R_Mesh_ResetTextureState();
6297 R_SetupGenericShader(false);
6298 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6299 if (!r_refdef.view.showdebug)
6301 GL_Color(0, 0, 0, 1);
6302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6305 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6307 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6308 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6309 else if (!rsurface.texture->currentnumlayers)
6311 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6313 // transparent surfaces get pushed off into the transparent queue
6314 int surfacelistindex;
6315 const msurface_t *surface;
6316 vec3_t tempcenter, center;
6317 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6319 surface = texturesurfacelist[surfacelistindex];
6320 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6321 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6322 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6323 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6324 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6329 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6330 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6335 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6339 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6342 for (i = 0;i < numsurfaces;i++)
6343 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6344 R_Water_AddWaterPlane(surfacelist[i]);
6347 // break the surface list down into batches by texture and use of lightmapping
6348 for (i = 0;i < numsurfaces;i = j)
6351 // texture is the base texture pointer, rsurface.texture is the
6352 // current frame/skin the texture is directing us to use (for example
6353 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6354 // use skin 1 instead)
6355 texture = surfacelist[i]->texture;
6356 rsurface.texture = texture->currentframe;
6357 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6358 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6360 // if this texture is not the kind we want, skip ahead to the next one
6361 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6365 // simply scan ahead until we find a different texture or lightmap state
6366 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6368 // render the range of surfaces
6369 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6373 float locboxvertex3f[6*4*3] =
6375 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6376 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6377 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6378 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6379 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6380 1,0,0, 0,0,0, 0,1,0, 1,1,0
6383 unsigned short locboxelements[6*2*3] =
6393 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6396 cl_locnode_t *loc = (cl_locnode_t *)ent;
6398 float vertex3f[6*4*3];
6400 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6401 GL_DepthMask(false);
6402 GL_DepthRange(0, 1);
6403 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6405 GL_CullFace(GL_NONE);
6406 R_Mesh_Matrix(&identitymatrix);
6408 R_Mesh_VertexPointer(vertex3f, 0, 0);
6409 R_Mesh_ColorPointer(NULL, 0, 0);
6410 R_Mesh_ResetTextureState();
6411 R_SetupGenericShader(false);
6414 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6415 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6416 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6417 surfacelist[0] < 0 ? 0.5f : 0.125f);
6419 if (VectorCompare(loc->mins, loc->maxs))
6421 VectorSet(size, 2, 2, 2);
6422 VectorMA(loc->mins, -0.5f, size, mins);
6426 VectorCopy(loc->mins, mins);
6427 VectorSubtract(loc->maxs, loc->mins, size);
6430 for (i = 0;i < 6*4*3;)
6431 for (j = 0;j < 3;j++, i++)
6432 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6434 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6437 void R_DrawLocs(void)
6440 cl_locnode_t *loc, *nearestloc;
6442 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6443 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6445 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6446 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6450 void R_DrawDebugModel(entity_render_t *ent)
6452 int i, j, k, l, flagsmask;
6453 const int *elements;
6455 msurface_t *surface;
6456 dp_model_t *model = ent->model;
6459 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6461 R_Mesh_ColorPointer(NULL, 0, 0);
6462 R_Mesh_ResetTextureState();
6463 R_SetupGenericShader(false);
6464 GL_DepthRange(0, 1);
6465 GL_DepthTest(!r_showdisabledepthtest.integer);
6466 GL_DepthMask(false);
6467 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6469 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6471 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6472 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6474 if (brush->colbrushf && brush->colbrushf->numtriangles)
6476 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6477 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);
6478 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6481 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6483 if (surface->num_collisiontriangles)
6485 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6486 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);
6487 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6492 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6494 if (r_showtris.integer || r_shownormals.integer)
6496 if (r_showdisabledepthtest.integer)
6498 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6499 GL_DepthMask(false);
6503 GL_BlendFunc(GL_ONE, GL_ZERO);
6506 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6508 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6510 rsurface.texture = surface->texture->currentframe;
6511 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6513 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6514 if (r_showtris.value > 0)
6516 if (!rsurface.texture->currentlayers->depthmask)
6517 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6518 else if (ent == r_refdef.scene.worldentity)
6519 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6521 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6522 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6525 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6527 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6528 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6529 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6530 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6535 if (r_shownormals.value > 0)
6538 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6540 VectorCopy(rsurface.vertex3f + l * 3, v);
6541 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6542 qglVertex3f(v[0], v[1], v[2]);
6543 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6544 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6545 qglVertex3f(v[0], v[1], v[2]);
6550 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6552 VectorCopy(rsurface.vertex3f + l * 3, v);
6553 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6554 qglVertex3f(v[0], v[1], v[2]);
6555 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6556 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6557 qglVertex3f(v[0], v[1], v[2]);
6562 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6564 VectorCopy(rsurface.vertex3f + l * 3, v);
6565 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6566 qglVertex3f(v[0], v[1], v[2]);
6567 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6568 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6569 qglVertex3f(v[0], v[1], v[2]);
6576 rsurface.texture = NULL;
6580 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6581 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6583 int i, j, endj, f, flagsmask;
6584 msurface_t *surface;
6586 dp_model_t *model = r_refdef.scene.worldmodel;
6587 const int maxsurfacelist = 1024;
6588 int numsurfacelist = 0;
6589 msurface_t *surfacelist[1024];
6593 RSurf_ActiveWorldEntity();
6595 // update light styles on this submodel
6596 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6598 model_brush_lightstyleinfo_t *style;
6599 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6601 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6603 msurface_t *surfaces = model->data_surfaces;
6604 int *list = style->surfacelist;
6605 style->value = r_refdef.scene.lightstylevalue[style->style];
6606 for (j = 0;j < style->numsurfaces;j++)
6607 surfaces[list[j]].cached_dlight = true;
6612 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6613 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6617 R_DrawDebugModel(r_refdef.scene.worldentity);
6623 rsurface.uselightmaptexture = false;
6624 rsurface.texture = NULL;
6625 rsurface.rtlight = NULL;
6627 j = model->firstmodelsurface;
6628 endj = j + model->nummodelsurfaces;
6631 // quickly skip over non-visible surfaces
6632 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6634 // quickly iterate over visible surfaces
6635 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6637 // process this surface
6638 surface = model->data_surfaces + j;
6639 // if this surface fits the criteria, add it to the list
6640 if (surface->num_triangles)
6642 // if lightmap parameters changed, rebuild lightmap texture
6643 if (surface->cached_dlight)
6644 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6645 // add face to draw list
6646 surfacelist[numsurfacelist++] = surface;
6647 r_refdef.stats.world_triangles += surface->num_triangles;
6648 if (numsurfacelist >= maxsurfacelist)
6650 r_refdef.stats.world_surfaces += numsurfacelist;
6651 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6657 r_refdef.stats.world_surfaces += numsurfacelist;
6659 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6660 GL_AlphaTest(false);
6663 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6665 int i, j, f, flagsmask;
6666 msurface_t *surface, *endsurface;
6668 dp_model_t *model = ent->model;
6669 const int maxsurfacelist = 1024;
6670 int numsurfacelist = 0;
6671 msurface_t *surfacelist[1024];
6675 // if the model is static it doesn't matter what value we give for
6676 // wantnormals and wanttangents, so this logic uses only rules applicable
6677 // to a model, knowing that they are meaningless otherwise
6678 if (ent == r_refdef.scene.worldentity)
6679 RSurf_ActiveWorldEntity();
6680 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6681 RSurf_ActiveModelEntity(ent, false, false);
6683 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6685 // update light styles
6686 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6688 model_brush_lightstyleinfo_t *style;
6689 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6691 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6693 msurface_t *surfaces = model->data_surfaces;
6694 int *list = style->surfacelist;
6695 style->value = r_refdef.scene.lightstylevalue[style->style];
6696 for (j = 0;j < style->numsurfaces;j++)
6697 surfaces[list[j]].cached_dlight = true;
6702 R_UpdateAllTextureInfo(ent);
6703 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6707 R_DrawDebugModel(ent);
6713 rsurface.uselightmaptexture = false;
6714 rsurface.texture = NULL;
6715 rsurface.rtlight = NULL;
6717 surface = model->data_surfaces + model->firstmodelsurface;
6718 endsurface = surface + model->nummodelsurfaces;
6719 for (;surface < endsurface;surface++)
6721 // if this surface fits the criteria, add it to the list
6722 if (surface->num_triangles)
6724 // if lightmap parameters changed, rebuild lightmap texture
6725 if (surface->cached_dlight)
6726 R_BuildLightMap(ent, surface);
6727 // add face to draw list
6728 surfacelist[numsurfacelist++] = surface;
6729 r_refdef.stats.entities_triangles += surface->num_triangles;
6730 if (numsurfacelist >= maxsurfacelist)
6732 r_refdef.stats.entities_surfaces += numsurfacelist;
6733 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6738 r_refdef.stats.entities_surfaces += numsurfacelist;
6740 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6741 GL_AlphaTest(false);