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_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 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"};
65 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 gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 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)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 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)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 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)"};
86 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)"};
87 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)"};
88 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)"};
89 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)"};
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
115 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"};
117 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"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 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"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 r_waterstate_t r_waterstate;
154 // shadow volume bsp struct with automatically growing nodes buffer
157 rtexture_t *r_texture_blanknormalmap;
158 rtexture_t *r_texture_white;
159 rtexture_t *r_texture_grey128;
160 rtexture_t *r_texture_black;
161 rtexture_t *r_texture_notexture;
162 rtexture_t *r_texture_whitecube;
163 rtexture_t *r_texture_normalizationcube;
164 rtexture_t *r_texture_fogattenuation;
165 rtexture_t *r_texture_gammaramps;
166 unsigned int r_texture_gammaramps_serial;
167 //rtexture_t *r_texture_fogintensity;
169 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
170 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
172 // vertex coordinates for a quad that covers the screen exactly
173 const static float r_screenvertex3f[12] =
181 extern void R_DrawModelShadows(void);
183 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 for (i = 0;i < verts;i++)
197 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 for (i = 0;i < verts;i++)
210 // FIXME: move this to client?
213 if (gamemode == GAME_NEHAHRA)
215 Cvar_Set("gl_fogenable", "0");
216 Cvar_Set("gl_fogdensity", "0.2");
217 Cvar_Set("gl_fogred", "0.3");
218 Cvar_Set("gl_foggreen", "0.3");
219 Cvar_Set("gl_fogblue", "0.3");
221 r_refdef.fog_density = 0;
222 r_refdef.fog_red = 0;
223 r_refdef.fog_green = 0;
224 r_refdef.fog_blue = 0;
225 r_refdef.fog_alpha = 1;
226 r_refdef.fog_start = 0;
227 r_refdef.fog_end = 0;
230 float FogForDistance(vec_t dist)
232 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
233 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 float FogPoint_World(const vec3_t p)
238 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 float FogPoint_Model(const vec3_t p)
243 return FogForDistance(VectorDistance((p), rsurface.modelorg));
246 static void R_BuildBlankTextures(void)
248 unsigned char data[4];
249 data[2] = 128; // normal X
250 data[1] = 128; // normal Y
251 data[0] = 255; // normal Z
252 data[3] = 128; // height
253 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
258 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
263 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
268 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 static void R_BuildNoTexture(void)
274 unsigned char pix[16][16][4];
275 // this makes a light grey/dark grey checkerboard texture
276 for (y = 0;y < 16;y++)
278 for (x = 0;x < 16;x++)
280 if ((y < 8) ^ (x < 8))
296 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 static void R_BuildWhiteCube(void)
301 unsigned char data[6*1*1*4];
302 memset(data, 255, sizeof(data));
303 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 static void R_BuildNormalizationCube(void)
310 vec_t s, t, intensity;
312 unsigned char data[6][NORMSIZE][NORMSIZE][4];
313 for (side = 0;side < 6;side++)
315 for (y = 0;y < NORMSIZE;y++)
317 for (x = 0;x < NORMSIZE;x++)
319 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
320 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
355 intensity = 127.0f / sqrt(DotProduct(v, v));
356 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
357 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
358 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
359 data[side][y][x][3] = 255;
363 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 static void R_BuildFogTexture(void)
370 unsigned char data1[FOGWIDTH][4];
371 //unsigned char data2[FOGWIDTH][4];
374 r_refdef.fogmasktable_start = r_refdef.fog_start;
375 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
376 r_refdef.fogmasktable_range = r_refdef.fogrange;
377 r_refdef.fogmasktable_density = r_refdef.fog_density;
379 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
380 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
382 d = (x * r - r_refdef.fogmasktable_start);
383 if(developer.integer >= 100)
384 Con_Printf("%f ", d);
386 if (r_fog_exp2.integer)
387 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
389 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
390 if(developer.integer >= 100)
391 Con_Printf(" : %f ", alpha);
392 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
393 if(developer.integer >= 100)
394 Con_Printf(" = %f\n", alpha);
395 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398 for (x = 0;x < FOGWIDTH;x++)
400 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
405 //data2[x][0] = 255 - b;
406 //data2[x][1] = 255 - b;
407 //data2[x][2] = 255 - b;
410 if (r_texture_fogattenuation)
412 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
413 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
417 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);
418 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
422 static const char *builtinshaderstring =
423 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
424 "// written by Forest 'LordHavoc' Hale\n"
426 "// common definitions between vertex shader and fragment shader:\n"
428 "//#ifdef __GLSL_CG_DATA_TYPES\n"
429 "//# define myhalf half\n"
430 "//# define myhalf2 half2\n"
431 "//# define myhalf3 half3\n"
432 "//# define myhalf4 half4\n"
434 "# define myhalf float\n"
435 "# define myhalf2 vec2\n"
436 "# define myhalf3 vec3\n"
437 "# define myhalf4 vec4\n"
440 "#ifdef MODE_DEPTH_OR_SHADOW\n"
442 "# ifdef VERTEX_SHADER\n"
445 " gl_Position = ftransform();\n"
451 "#ifdef MODE_POSTPROCESS\n"
452 "# ifdef VERTEX_SHADER\n"
455 " gl_FrontColor = gl_Color;\n"
456 " gl_Position = ftransform();\n"
457 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
459 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
463 "# ifdef FRAGMENT_SHADER\n"
465 "uniform sampler2D Texture_First;\n"
467 "uniform sampler2D Texture_Second;\n"
469 "#ifdef USEGAMMARAMPS\n"
470 "uniform sampler2D Texture_GammaRamps;\n"
472 "#ifdef USEVERTEXTEXTUREBLEND\n"
473 "uniform vec4 TintColor;\n"
475 "#ifdef USECOLORMOD\n"
476 "uniform vec3 Gamma;\n"
478 "//uncomment these if you want to use them:\n"
479 "// uniform vec4 UserVec1;\n"
480 "// uniform vec4 UserVec2;\n"
481 "// uniform vec4 UserVec3;\n"
482 "// uniform vec4 UserVec4;\n"
483 "// uniform float ClientTime;\n"
484 "// uniform vec2 PixelSize;\n"
487 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
489 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
491 "#ifdef USEVERTEXTEXTUREBLEND\n"
492 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#ifdef USEPOSTPROCESSING\n"
496 "// add your own postprocessing here or make your own ifdef for it\n"
499 "#ifdef USEGAMMARAMPS\n"
500 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
501 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
502 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
509 "#ifdef MODE_GENERIC\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_FrontColor = gl_Color;\n"
514 "# ifdef USEDIFFUSE\n"
515 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
517 "# ifdef USESPECULAR\n"
518 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
520 " gl_Position = ftransform();\n"
523 "# ifdef FRAGMENT_SHADER\n"
525 "# ifdef USEDIFFUSE\n"
526 "uniform sampler2D Texture_First;\n"
528 "# ifdef USESPECULAR\n"
529 "uniform sampler2D Texture_Second;\n"
534 " gl_FragColor = gl_Color;\n"
535 "# ifdef USEDIFFUSE\n"
536 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
539 "# ifdef USESPECULAR\n"
540 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
542 "# ifdef USECOLORMAPPING\n"
543 " gl_FragColor *= tex2;\n"
546 " gl_FragColor += tex2;\n"
548 "# ifdef USEVERTEXTEXTUREBLEND\n"
549 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
554 "#else // !MODE_GENERIC\n"
556 "varying vec2 TexCoord;\n"
557 "varying vec2 TexCoordLightmap;\n"
559 "#ifdef MODE_LIGHTSOURCE\n"
560 "varying vec3 CubeVector;\n"
563 "#ifdef MODE_LIGHTSOURCE\n"
564 "varying vec3 LightVector;\n"
566 "#ifdef MODE_LIGHTDIRECTION\n"
567 "varying vec3 LightVector;\n"
570 "varying vec3 EyeVector;\n"
572 "varying vec3 EyeVectorModelSpace;\n"
575 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
576 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
577 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
579 "#ifdef MODE_WATER\n"
580 "varying vec4 ModelViewProjectionPosition;\n"
582 "#ifdef MODE_REFRACTION\n"
583 "varying vec4 ModelViewProjectionPosition;\n"
585 "#ifdef USEREFLECTION\n"
586 "varying vec4 ModelViewProjectionPosition;\n"
593 "// vertex shader specific:\n"
594 "#ifdef VERTEX_SHADER\n"
596 "uniform vec3 LightPosition;\n"
597 "uniform vec3 EyePosition;\n"
598 "uniform vec3 LightDir;\n"
600 "// 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"
604 " gl_FrontColor = gl_Color;\n"
605 " // copy the surface texcoord\n"
606 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
607 "#ifndef MODE_LIGHTSOURCE\n"
608 "# ifndef MODE_LIGHTDIRECTION\n"
609 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
613 "#ifdef MODE_LIGHTSOURCE\n"
614 " // transform vertex position into light attenuation/cubemap space\n"
615 " // (-1 to +1 across the light box)\n"
616 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
618 " // transform unnormalized light direction into tangent space\n"
619 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
620 " // normalize it per pixel)\n"
621 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
622 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
623 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
624 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
627 "#ifdef MODE_LIGHTDIRECTION\n"
628 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
629 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
630 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
633 " // transform unnormalized eye direction into tangent space\n"
635 " vec3 EyeVectorModelSpace;\n"
637 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
638 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
639 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
640 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
643 " VectorS = gl_MultiTexCoord1.xyz;\n"
644 " VectorT = gl_MultiTexCoord2.xyz;\n"
645 " VectorR = gl_MultiTexCoord3.xyz;\n"
648 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
649 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
650 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
651 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "// transform vertex to camera space, using ftransform to match non-VS\n"
656 " gl_Position = ftransform();\n"
658 "#ifdef MODE_WATER\n"
659 " ModelViewProjectionPosition = gl_Position;\n"
661 "#ifdef MODE_REFRACTION\n"
662 " ModelViewProjectionPosition = gl_Position;\n"
664 "#ifdef USEREFLECTION\n"
665 " ModelViewProjectionPosition = gl_Position;\n"
669 "#endif // VERTEX_SHADER\n"
674 "// fragment shader specific:\n"
675 "#ifdef FRAGMENT_SHADER\n"
677 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
678 "uniform sampler2D Texture_Normal;\n"
679 "uniform sampler2D Texture_Color;\n"
680 "uniform sampler2D Texture_Gloss;\n"
681 "uniform sampler2D Texture_Glow;\n"
682 "uniform sampler2D Texture_SecondaryNormal;\n"
683 "uniform sampler2D Texture_SecondaryColor;\n"
684 "uniform sampler2D Texture_SecondaryGloss;\n"
685 "uniform sampler2D Texture_SecondaryGlow;\n"
686 "uniform sampler2D Texture_Pants;\n"
687 "uniform sampler2D Texture_Shirt;\n"
688 "uniform sampler2D Texture_FogMask;\n"
689 "uniform sampler2D Texture_Lightmap;\n"
690 "uniform sampler2D Texture_Deluxemap;\n"
691 "uniform sampler2D Texture_Refraction;\n"
692 "uniform sampler2D Texture_Reflection;\n"
693 "uniform sampler2D Texture_Attenuation;\n"
694 "uniform samplerCube Texture_Cube;\n"
696 "uniform myhalf3 LightColor;\n"
697 "uniform myhalf3 AmbientColor;\n"
698 "uniform myhalf3 DiffuseColor;\n"
699 "uniform myhalf3 SpecularColor;\n"
700 "uniform myhalf3 Color_Pants;\n"
701 "uniform myhalf3 Color_Shirt;\n"
702 "uniform myhalf3 FogColor;\n"
704 "uniform myhalf4 TintColor;\n"
707 "//#ifdef MODE_WATER\n"
708 "uniform vec4 DistortScaleRefractReflect;\n"
709 "uniform vec4 ScreenScaleRefractReflect;\n"
710 "uniform vec4 ScreenCenterRefractReflect;\n"
711 "uniform myhalf4 RefractColor;\n"
712 "uniform myhalf4 ReflectColor;\n"
713 "uniform myhalf ReflectFactor;\n"
714 "uniform myhalf ReflectOffset;\n"
716 "//# ifdef MODE_REFRACTION\n"
717 "//uniform vec4 DistortScaleRefractReflect;\n"
718 "//uniform vec4 ScreenScaleRefractReflect;\n"
719 "//uniform vec4 ScreenCenterRefractReflect;\n"
720 "//uniform myhalf4 RefractColor;\n"
721 "//# ifdef USEREFLECTION\n"
722 "//uniform myhalf4 ReflectColor;\n"
725 "//# ifdef USEREFLECTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 ReflectColor;\n"
734 "uniform myhalf GlowScale;\n"
735 "uniform myhalf SceneBrightness;\n"
736 "#ifdef USECONTRASTBOOST\n"
737 "uniform myhalf ContrastBoostCoeff;\n"
740 "uniform float OffsetMapping_Scale;\n"
741 "uniform float OffsetMapping_Bias;\n"
742 "uniform float FogRangeRecip;\n"
744 "uniform myhalf AmbientScale;\n"
745 "uniform myhalf DiffuseScale;\n"
746 "uniform myhalf SpecularScale;\n"
747 "uniform myhalf SpecularPower;\n"
749 "#ifdef USEOFFSETMAPPING\n"
750 "vec2 OffsetMapping(vec2 TexCoord)\n"
752 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
753 " // 14 sample relief mapping: linear search and then binary search\n"
754 " // this basically steps forward a small amount repeatedly until it finds\n"
755 " // itself inside solid, then jitters forward and back using decreasing\n"
756 " // amounts to find the impact\n"
757 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
758 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
759 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
760 " vec3 RT = vec3(TexCoord, 1);\n"
761 " OffsetVector *= 0.1;\n"
762 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
763 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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) - 0.5);\n"
772 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
778 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
779 " // this basically moves forward the full distance, and then backs up based\n"
780 " // on height of samples\n"
781 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
782 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
783 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
784 " TexCoord += OffsetVector;\n"
785 " OffsetVector *= 0.333;\n"
786 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
787 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " return TexCoord;\n"
792 "#endif // USEOFFSETMAPPING\n"
794 "#ifdef MODE_WATER\n"
799 "#ifdef USEOFFSETMAPPING\n"
800 " // apply offsetmapping\n"
801 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
802 "#define TexCoord TexCoordOffset\n"
805 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
806 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
809 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
812 "#else // !MODE_WATER\n"
813 "#ifdef MODE_REFRACTION\n"
815 "// refraction pass\n"
818 "#ifdef USEOFFSETMAPPING\n"
819 " // apply offsetmapping\n"
820 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
821 "#define TexCoord TexCoordOffset\n"
824 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
825 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
826 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
827 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
830 "#else // !MODE_REFRACTION\n"
833 "#ifdef USEOFFSETMAPPING\n"
834 " // apply offsetmapping\n"
835 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
836 "#define TexCoord TexCoordOffset\n"
839 " // combine the diffuse textures (base, pants, shirt)\n"
840 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
841 "#ifdef USECOLORMAPPING\n"
842 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
844 "#ifdef USEVERTEXTEXTUREBLEND\n"
845 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
846 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
847 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
848 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
849 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
852 "#ifdef USEDIFFUSE\n"
853 " // get the surface normal and the gloss color\n"
854 "# ifdef USEVERTEXTEXTUREBLEND\n"
855 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
856 "# ifdef USESPECULAR\n"
857 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
860 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
861 "# ifdef USESPECULAR\n"
862 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
869 "#ifdef MODE_LIGHTSOURCE\n"
872 " // calculate surface normal, light normal, and specular normal\n"
873 " // compute color intensity for the two textures (colormap and glossmap)\n"
874 " // scale by light color and attenuation as efficiently as possible\n"
875 " // (do as much scalar math as possible rather than vector math)\n"
876 "# ifdef USEDIFFUSE\n"
877 " // get the light normal\n"
878 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
880 "# ifdef USESPECULAR\n"
881 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
883 " // calculate directional shading\n"
884 " 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"
886 "# ifdef USEDIFFUSE\n"
887 " // calculate directional shading\n"
888 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
890 " // calculate directionless shading\n"
891 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
895 "# ifdef USECUBEFILTER\n"
896 " // apply light cubemap filter\n"
897 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
898 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
900 "#endif // MODE_LIGHTSOURCE\n"
905 "#ifdef MODE_LIGHTDIRECTION\n"
906 " // directional model lighting\n"
907 "# ifdef USEDIFFUSE\n"
908 " // get the light normal\n"
909 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
911 "# ifdef USESPECULAR\n"
912 " // calculate directional shading\n"
913 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
914 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
915 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
917 "# ifdef USEDIFFUSE\n"
919 " // calculate directional shading\n"
920 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
922 " color.rgb *= AmbientColor;\n"
925 "#endif // MODE_LIGHTDIRECTION\n"
930 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
931 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
933 " // get the light normal\n"
934 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
935 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
936 " // calculate directional shading\n"
937 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
938 "# ifdef USESPECULAR\n"
939 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
940 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
943 " // apply lightmap color\n"
944 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
945 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
951 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
953 " // get the light normal\n"
954 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
955 " // calculate directional shading\n"
956 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
957 "# ifdef USESPECULAR\n"
958 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
962 " // apply lightmap color\n"
963 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
964 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
969 "#ifdef MODE_LIGHTMAP\n"
970 " // apply lightmap color\n"
971 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
972 "#endif // MODE_LIGHTMAP\n"
977 "#ifdef MODE_VERTEXCOLOR\n"
978 " // apply lightmap color\n"
979 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
980 "#endif // MODE_VERTEXCOLOR\n"
985 "#ifdef MODE_FLATCOLOR\n"
986 "#endif // MODE_FLATCOLOR\n"
994 " color *= TintColor;\n"
997 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1000 "#ifdef USECONTRASTBOOST\n"
1001 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1004 " color.rgb *= SceneBrightness;\n"
1006 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1008 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1011 " // 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"
1012 "#ifdef USEREFLECTION\n"
1013 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1014 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1015 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1016 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1019 " gl_FragColor = vec4(color);\n"
1021 "#endif // !MODE_REFRACTION\n"
1022 "#endif // !MODE_WATER\n"
1024 "#endif // FRAGMENT_SHADER\n"
1026 "#endif // !MODE_GENERIC\n"
1027 "#endif // !MODE_POSTPROCESS\n"
1028 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1031 typedef struct shaderpermutationinfo_s
1033 const char *pretext;
1036 shaderpermutationinfo_t;
1038 typedef struct shadermodeinfo_s
1040 const char *vertexfilename;
1041 const char *geometryfilename;
1042 const char *fragmentfilename;
1043 const char *pretext;
1048 typedef enum shaderpermutation_e
1050 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1051 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1052 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1053 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1054 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1055 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1056 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1057 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1058 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1059 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1060 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1061 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1062 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1063 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1064 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1066 shaderpermutation_t;
1068 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1069 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1071 {"#define USEDIFFUSE\n", " diffuse"},
1072 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1073 {"#define USECOLORMAPPING\n", " colormapping"},
1074 {"#define USECONTRASTBOOST\n", " contrastboost"},
1075 {"#define USEFOG\n", " fog"},
1076 {"#define USECUBEFILTER\n", " cubefilter"},
1077 {"#define USEGLOW\n", " glow"},
1078 {"#define USESPECULAR\n", " specular"},
1079 {"#define USEREFLECTION\n", " reflection"},
1080 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1081 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1082 {"#define USEGAMMARAMPS\n", " gammaramps"},
1083 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1086 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1087 typedef enum shadermode_e
1089 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1090 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1091 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1092 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1093 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1094 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1095 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1096 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1097 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1098 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1099 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1100 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1105 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1106 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1108 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1109 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1110 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1112 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1122 typedef struct r_glsl_permutation_s
1124 // indicates if we have tried compiling this permutation already
1126 // 0 if compilation failed
1128 // locations of detected uniforms in program object, or -1 if not found
1129 int loc_Texture_First;
1130 int loc_Texture_Second;
1131 int loc_Texture_GammaRamps;
1132 int loc_Texture_Normal;
1133 int loc_Texture_Color;
1134 int loc_Texture_Gloss;
1135 int loc_Texture_Glow;
1136 int loc_Texture_SecondaryNormal;
1137 int loc_Texture_SecondaryColor;
1138 int loc_Texture_SecondaryGloss;
1139 int loc_Texture_SecondaryGlow;
1140 int loc_Texture_Pants;
1141 int loc_Texture_Shirt;
1142 int loc_Texture_FogMask;
1143 int loc_Texture_Lightmap;
1144 int loc_Texture_Deluxemap;
1145 int loc_Texture_Attenuation;
1146 int loc_Texture_Cube;
1147 int loc_Texture_Refraction;
1148 int loc_Texture_Reflection;
1150 int loc_LightPosition;
1151 int loc_EyePosition;
1152 int loc_Color_Pants;
1153 int loc_Color_Shirt;
1154 int loc_FogRangeRecip;
1155 int loc_AmbientScale;
1156 int loc_DiffuseScale;
1157 int loc_SpecularScale;
1158 int loc_SpecularPower;
1160 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1161 int loc_OffsetMapping_Scale;
1163 int loc_AmbientColor;
1164 int loc_DiffuseColor;
1165 int loc_SpecularColor;
1167 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1168 int loc_GammaCoeff; // 1 / gamma
1169 int loc_DistortScaleRefractReflect;
1170 int loc_ScreenScaleRefractReflect;
1171 int loc_ScreenCenterRefractReflect;
1172 int loc_RefractColor;
1173 int loc_ReflectColor;
1174 int loc_ReflectFactor;
1175 int loc_ReflectOffset;
1183 r_glsl_permutation_t;
1185 // information about each possible shader permutation
1186 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1187 // currently selected permutation
1188 r_glsl_permutation_t *r_glsl_permutation;
1190 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1193 if (!filename || !filename[0])
1195 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1198 if (printfromdisknotice)
1199 Con_DPrint("from disk... ");
1200 return shaderstring;
1202 else if (!strcmp(filename, "glsl/default.glsl"))
1204 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1205 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1207 return shaderstring;
1210 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1213 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1214 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1215 int vertstrings_count = 0;
1216 int geomstrings_count = 0;
1217 int fragstrings_count = 0;
1218 char *vertexstring, *geometrystring, *fragmentstring;
1219 const char *vertstrings_list[32+3];
1220 const char *geomstrings_list[32+3];
1221 const char *fragstrings_list[32+3];
1222 char permutationname[256];
1229 permutationname[0] = 0;
1230 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1231 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1232 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1234 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1236 // the first pretext is which type of shader to compile as
1237 // (later these will all be bound together as a program object)
1238 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1239 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1240 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1242 // the second pretext is the mode (for example a light source)
1243 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1244 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1245 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1246 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1248 // now add all the permutation pretexts
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 if (permutation & (1<<i))
1253 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1254 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1255 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1256 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1260 // keep line numbers correct
1261 vertstrings_list[vertstrings_count++] = "\n";
1262 geomstrings_list[geomstrings_count++] = "\n";
1263 fragstrings_list[fragstrings_count++] = "\n";
1267 // now append the shader text itself
1268 vertstrings_list[vertstrings_count++] = vertexstring;
1269 geomstrings_list[geomstrings_count++] = geometrystring;
1270 fragstrings_list[fragstrings_count++] = fragmentstring;
1272 // if any sources were NULL, clear the respective list
1274 vertstrings_count = 0;
1275 if (!geometrystring)
1276 geomstrings_count = 0;
1277 if (!fragmentstring)
1278 fragstrings_count = 0;
1280 // compile the shader program
1281 if (vertstrings_count + geomstrings_count + fragstrings_count)
1282 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1286 qglUseProgramObjectARB(p->program);CHECKGLERROR
1287 // look up all the uniform variable names we care about, so we don't
1288 // have to look them up every time we set them
1289 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1290 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1291 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1292 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1293 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1294 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1295 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1296 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1297 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1298 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1299 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1300 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1301 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1302 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1303 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1304 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1305 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1306 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1307 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1308 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1309 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1310 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1311 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1312 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1313 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1314 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1315 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1316 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1317 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1318 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1319 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1320 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1321 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1322 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1323 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1324 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1325 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1326 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1327 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1328 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1329 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1330 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1331 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1332 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1333 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1334 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1335 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1336 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1337 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1338 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1339 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1340 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1341 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1342 // initialize the samplers to refer to the texture units we use
1343 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1344 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1345 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1346 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1347 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1348 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1349 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1350 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1351 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1352 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1353 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1354 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1355 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1356 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1357 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1358 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1359 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1360 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1361 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1362 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1364 if (developer.integer)
1365 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1368 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1372 Mem_Free(vertexstring);
1374 Mem_Free(geometrystring);
1376 Mem_Free(fragmentstring);
1379 void R_GLSL_Restart_f(void)
1382 shaderpermutation_t permutation;
1383 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1384 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1385 if (r_glsl_permutations[mode][permutation].program)
1386 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1387 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1390 void R_GLSL_DumpShader_f(void)
1394 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1397 Con_Printf("failed to write to glsl/default.glsl\n");
1401 FS_Print(file, "// The engine may define the following macros:\n");
1402 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1403 for (i = 0;i < SHADERMODE_COUNT;i++)
1404 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1405 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1406 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1407 FS_Print(file, "\n");
1408 FS_Print(file, builtinshaderstring);
1411 Con_Printf("glsl/default.glsl written\n");
1414 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1416 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1417 if (r_glsl_permutation != perm)
1419 r_glsl_permutation = perm;
1420 if (!r_glsl_permutation->program)
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(mode, permutation);
1424 if (!r_glsl_permutation->program)
1426 // remove features until we find a valid permutation
1428 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430 // reduce i more quickly whenever it would not remove any bits
1431 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1432 if (!(permutation & j))
1435 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1436 if (!r_glsl_permutation->compiled)
1437 R_GLSL_CompilePermutation(mode, permutation);
1438 if (r_glsl_permutation->program)
1441 if (i >= SHADERPERMUTATION_COUNT)
1443 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");
1444 Cvar_SetValueQuick(&r_glsl, 0);
1445 R_GLSL_Restart_f(); // unload shaders
1446 return; // no bit left to clear
1451 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1455 void R_SetupGenericShader(qboolean usetexture)
1457 if (gl_support_fragment_shader)
1459 if (r_glsl.integer && r_glsl_usegeneric.integer)
1460 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1461 else if (r_glsl_permutation)
1463 r_glsl_permutation = NULL;
1464 qglUseProgramObjectARB(0);CHECKGLERROR
1469 void R_SetupGenericTwoTextureShader(int texturemode)
1471 if (gl_support_fragment_shader)
1473 if (r_glsl.integer && r_glsl_usegeneric.integer)
1474 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))));
1475 else if (r_glsl_permutation)
1477 r_glsl_permutation = NULL;
1478 qglUseProgramObjectARB(0);CHECKGLERROR
1481 if (!r_glsl_permutation)
1483 if (texturemode == GL_DECAL && gl_combine.integer)
1484 texturemode = GL_INTERPOLATE_ARB;
1485 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1489 void R_SetupDepthOrShadowShader(void)
1491 if (gl_support_fragment_shader)
1493 if (r_glsl.integer && r_glsl_usegeneric.integer)
1494 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1495 else if (r_glsl_permutation)
1497 r_glsl_permutation = NULL;
1498 qglUseProgramObjectARB(0);CHECKGLERROR
1503 extern rtexture_t *r_shadow_attenuationgradienttexture;
1504 extern rtexture_t *r_shadow_attenuation2dtexture;
1505 extern rtexture_t *r_shadow_attenuation3dtexture;
1506 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1508 // select a permutation of the lighting shader appropriate to this
1509 // combination of texture, entity, light source, and fogging, only use the
1510 // minimum features necessary to avoid wasting rendering time in the
1511 // fragment shader on features that are not being used
1512 unsigned int permutation = 0;
1513 shadermode_t mode = 0;
1514 // TODO: implement geometry-shader based shadow volumes someday
1515 if (r_glsl_offsetmapping.integer)
1517 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1518 if (r_glsl_offsetmapping_reliefmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1521 if (rsurfacepass == RSURFPASS_BACKGROUND)
1523 // distorted background
1524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1525 mode = SHADERMODE_WATER;
1527 mode = SHADERMODE_REFRACTION;
1529 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1532 mode = SHADERMODE_LIGHTSOURCE;
1533 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1534 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1535 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1536 permutation |= SHADERPERMUTATION_CUBEFILTER;
1537 if (diffusescale > 0)
1538 permutation |= SHADERPERMUTATION_DIFFUSE;
1539 if (specularscale > 0)
1540 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1541 if (r_refdef.fogenabled)
1542 permutation |= SHADERPERMUTATION_FOG;
1543 if (rsurface.texture->colormapping)
1544 permutation |= SHADERPERMUTATION_COLORMAPPING;
1545 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1546 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1548 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1550 // unshaded geometry (fullbright or ambient model lighting)
1551 mode = SHADERMODE_FLATCOLOR;
1552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1553 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1554 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1555 permutation |= SHADERPERMUTATION_GLOW;
1556 if (r_refdef.fogenabled)
1557 permutation |= SHADERPERMUTATION_FOG;
1558 if (rsurface.texture->colormapping)
1559 permutation |= SHADERPERMUTATION_COLORMAPPING;
1560 if (r_glsl_offsetmapping.integer)
1562 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1563 if (r_glsl_offsetmapping_reliefmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1566 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1567 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1569 permutation |= SHADERPERMUTATION_REFLECTION;
1571 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1573 // directional model lighting
1574 mode = SHADERMODE_LIGHTDIRECTION;
1575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1578 permutation |= SHADERPERMUTATION_GLOW;
1579 permutation |= SHADERPERMUTATION_DIFFUSE;
1580 if (specularscale > 0)
1581 permutation |= SHADERPERMUTATION_SPECULAR;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1587 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1588 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1589 permutation |= SHADERPERMUTATION_REFLECTION;
1591 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1593 // ambient model lighting
1594 mode = SHADERMODE_LIGHTDIRECTION;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1597 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1598 permutation |= SHADERPERMUTATION_GLOW;
1599 if (r_refdef.fogenabled)
1600 permutation |= SHADERPERMUTATION_FOG;
1601 if (rsurface.texture->colormapping)
1602 permutation |= SHADERPERMUTATION_COLORMAPPING;
1603 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1604 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1606 permutation |= SHADERPERMUTATION_REFLECTION;
1611 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1613 // deluxemapping (light direction texture)
1614 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1615 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1618 permutation |= SHADERPERMUTATION_DIFFUSE;
1619 if (specularscale > 0)
1620 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1622 else if (r_glsl_deluxemapping.integer >= 2)
1624 // fake deluxemapping (uniform light direction in tangentspace)
1625 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1626 permutation |= SHADERPERMUTATION_DIFFUSE;
1627 if (specularscale > 0)
1628 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1630 else if (rsurface.uselightmaptexture)
1632 // ordinary lightmapping (q1bsp, q3bsp)
1633 mode = SHADERMODE_LIGHTMAP;
1637 // ordinary vertex coloring (q3bsp)
1638 mode = SHADERMODE_VERTEXCOLOR;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1643 permutation |= SHADERPERMUTATION_GLOW;
1644 if (r_refdef.fogenabled)
1645 permutation |= SHADERPERMUTATION_FOG;
1646 if (rsurface.texture->colormapping)
1647 permutation |= SHADERPERMUTATION_COLORMAPPING;
1648 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651 permutation |= SHADERPERMUTATION_REFLECTION;
1653 R_SetupShader_SetPermutation(mode, permutation);
1654 if (mode == SHADERMODE_LIGHTSOURCE)
1656 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1657 if (permutation & SHADERPERMUTATION_DIFFUSE)
1659 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1660 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1661 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1662 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1666 // ambient only is simpler
1667 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]);
1668 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1669 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1670 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1672 // additive passes are only darkened by fog, not tinted
1673 if (r_glsl_permutation->loc_FogColor >= 0)
1674 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1678 if (mode == SHADERMODE_LIGHTDIRECTION)
1680 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);
1681 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);
1682 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);
1683 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]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1691 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]);
1692 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1693 // additive passes are only darkened by fog, not tinted
1694 if (r_glsl_permutation->loc_FogColor >= 0)
1696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1697 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1701 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);
1702 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]);
1703 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]);
1704 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1705 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1706 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1707 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1711 // The formula used is actually:
1712 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1713 // color.rgb *= SceneBrightness;
1715 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1716 // and do [[calculations]] here in the engine
1717 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1718 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1721 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1722 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1723 if (r_glsl_permutation->loc_Color_Pants >= 0)
1725 if (rsurface.texture->currentskinframe->pants)
1726 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1730 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1732 if (rsurface.texture->currentskinframe->shirt)
1733 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1737 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1738 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1739 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1743 #define SKINFRAME_HASH 1024
1747 int loadsequence; // incremented each level change
1748 memexpandablearray_t array;
1749 skinframe_t *hash[SKINFRAME_HASH];
1753 void R_SkinFrame_PrepareForPurge(void)
1755 r_skinframe.loadsequence++;
1756 // wrap it without hitting zero
1757 if (r_skinframe.loadsequence >= 200)
1758 r_skinframe.loadsequence = 1;
1761 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1765 // mark the skinframe as used for the purging code
1766 skinframe->loadsequence = r_skinframe.loadsequence;
1769 void R_SkinFrame_Purge(void)
1773 for (i = 0;i < SKINFRAME_HASH;i++)
1775 for (s = r_skinframe.hash[i];s;s = s->next)
1777 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1779 if (s->merged == s->base)
1781 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1782 R_PurgeTexture(s->stain );s->stain = NULL;
1783 R_PurgeTexture(s->merged);s->merged = NULL;
1784 R_PurgeTexture(s->base );s->base = NULL;
1785 R_PurgeTexture(s->pants );s->pants = NULL;
1786 R_PurgeTexture(s->shirt );s->shirt = NULL;
1787 R_PurgeTexture(s->nmap );s->nmap = NULL;
1788 R_PurgeTexture(s->gloss );s->gloss = NULL;
1789 R_PurgeTexture(s->glow );s->glow = NULL;
1790 R_PurgeTexture(s->fog );s->fog = NULL;
1791 s->loadsequence = 0;
1797 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1799 char basename[MAX_QPATH];
1801 Image_StripImageExtension(name, basename, sizeof(basename));
1803 if( last == NULL ) {
1805 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1806 item = r_skinframe.hash[hashindex];
1811 // linearly search through the hash bucket
1812 for( ; item ; item = item->next ) {
1813 if( !strcmp( item->basename, basename ) ) {
1820 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1824 char basename[MAX_QPATH];
1826 Image_StripImageExtension(name, basename, sizeof(basename));
1828 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1829 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1830 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1834 rtexture_t *dyntexture;
1835 // check whether its a dynamic texture
1836 dyntexture = CL_GetDynTexture( basename );
1837 if (!add && !dyntexture)
1839 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1840 memset(item, 0, sizeof(*item));
1841 strlcpy(item->basename, basename, sizeof(item->basename));
1842 item->base = dyntexture; // either NULL or dyntexture handle
1843 item->textureflags = textureflags;
1844 item->comparewidth = comparewidth;
1845 item->compareheight = compareheight;
1846 item->comparecrc = comparecrc;
1847 item->next = r_skinframe.hash[hashindex];
1848 r_skinframe.hash[hashindex] = item;
1850 else if( item->base == NULL )
1852 rtexture_t *dyntexture;
1853 // check whether its a dynamic texture
1854 // 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]
1855 dyntexture = CL_GetDynTexture( basename );
1856 item->base = dyntexture; // either NULL or dyntexture handle
1859 R_SkinFrame_MarkUsed(item);
1863 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1865 // FIXME: it should be possible to disable loading various layers using
1866 // cvars, to prevent wasted loading time and memory usage if the user does
1868 qboolean loadnormalmap = true;
1869 qboolean loadgloss = true;
1870 qboolean loadpantsandshirt = true;
1871 qboolean loadglow = true;
1873 unsigned char *pixels;
1874 unsigned char *bumppixels;
1875 unsigned char *basepixels = NULL;
1876 int basepixels_width;
1877 int basepixels_height;
1878 skinframe_t *skinframe;
1880 if (cls.state == ca_dedicated)
1883 // return an existing skinframe if already loaded
1884 // if loading of the first image fails, don't make a new skinframe as it
1885 // would cause all future lookups of this to be missing
1886 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1887 if (skinframe && skinframe->base)
1890 basepixels = loadimagepixelsbgra(name, complain, true);
1891 if (basepixels == NULL)
1894 if (developer_loading.integer)
1895 Con_Printf("loading skin \"%s\"\n", name);
1897 // we've got some pixels to store, so really allocate this new texture now
1899 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1900 skinframe->stain = NULL;
1901 skinframe->merged = NULL;
1902 skinframe->base = r_texture_notexture;
1903 skinframe->pants = NULL;
1904 skinframe->shirt = NULL;
1905 skinframe->nmap = r_texture_blanknormalmap;
1906 skinframe->gloss = NULL;
1907 skinframe->glow = NULL;
1908 skinframe->fog = NULL;
1910 basepixels_width = image_width;
1911 basepixels_height = image_height;
1912 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);
1914 if (textureflags & TEXF_ALPHA)
1916 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1917 if (basepixels[j] < 255)
1919 if (j < basepixels_width * basepixels_height * 4)
1921 // has transparent pixels
1922 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1923 for (j = 0;j < image_width * image_height * 4;j += 4)
1928 pixels[j+3] = basepixels[j+3];
1930 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);
1935 // _norm is the name used by tenebrae and has been adopted as standard
1938 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1940 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);
1944 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1946 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1948 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);
1950 Mem_Free(bumppixels);
1952 else if (r_shadow_bumpscale_basetexture.value > 0)
1954 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1955 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1956 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);
1960 // _luma is supported for tenebrae compatibility
1961 // (I think it's a very stupid name, but oh well)
1962 // _glow is the preferred name
1963 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;}
1964 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;}
1965 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;}
1966 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;}
1969 Mem_Free(basepixels);
1974 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)
1979 for (i = 0;i < width*height;i++)
1980 if (((unsigned char *)&palette[in[i]])[3] > 0)
1982 if (i == width*height)
1985 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1988 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1989 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1992 unsigned char *temp1, *temp2;
1993 skinframe_t *skinframe;
1995 if (cls.state == ca_dedicated)
1998 // if already loaded just return it, otherwise make a new skinframe
1999 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2000 if (skinframe && skinframe->base)
2003 skinframe->stain = NULL;
2004 skinframe->merged = NULL;
2005 skinframe->base = r_texture_notexture;
2006 skinframe->pants = NULL;
2007 skinframe->shirt = NULL;
2008 skinframe->nmap = r_texture_blanknormalmap;
2009 skinframe->gloss = NULL;
2010 skinframe->glow = NULL;
2011 skinframe->fog = NULL;
2013 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2017 if (developer_loading.integer)
2018 Con_Printf("loading 32bit skin \"%s\"\n", name);
2020 if (r_shadow_bumpscale_basetexture.value > 0)
2022 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2023 temp2 = temp1 + width * height * 4;
2024 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2025 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2028 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2029 if (textureflags & TEXF_ALPHA)
2031 for (i = 3;i < width * height * 4;i += 4)
2032 if (skindata[i] < 255)
2034 if (i < width * height * 4)
2036 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2037 memcpy(fogpixels, skindata, width * height * 4);
2038 for (i = 0;i < width * height * 4;i += 4)
2039 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2040 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2041 Mem_Free(fogpixels);
2048 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2051 unsigned char *temp1, *temp2;
2052 skinframe_t *skinframe;
2054 if (cls.state == ca_dedicated)
2057 // if already loaded just return it, otherwise make a new skinframe
2058 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2059 if (skinframe && skinframe->base)
2062 skinframe->stain = NULL;
2063 skinframe->merged = NULL;
2064 skinframe->base = r_texture_notexture;
2065 skinframe->pants = NULL;
2066 skinframe->shirt = NULL;
2067 skinframe->nmap = r_texture_blanknormalmap;
2068 skinframe->gloss = NULL;
2069 skinframe->glow = NULL;
2070 skinframe->fog = NULL;
2072 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2076 if (developer_loading.integer)
2077 Con_Printf("loading quake skin \"%s\"\n", name);
2079 if (r_shadow_bumpscale_basetexture.value > 0)
2081 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2082 temp2 = temp1 + width * height * 4;
2083 // use either a custom palette or the quake palette
2084 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2085 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2086 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2089 // use either a custom palette, or the quake palette
2090 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
2091 if (loadglowtexture)
2092 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2093 if (loadpantsandshirt)
2095 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2096 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2098 if (skinframe->pants || skinframe->shirt)
2099 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
2100 if (textureflags & TEXF_ALPHA)
2102 for (i = 0;i < width * height;i++)
2103 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2105 if (i < width * height)
2106 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2112 skinframe_t *R_SkinFrame_LoadMissing(void)
2114 skinframe_t *skinframe;
2116 if (cls.state == ca_dedicated)
2119 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2120 skinframe->stain = NULL;
2121 skinframe->merged = NULL;
2122 skinframe->base = r_texture_notexture;
2123 skinframe->pants = NULL;
2124 skinframe->shirt = NULL;
2125 skinframe->nmap = r_texture_blanknormalmap;
2126 skinframe->gloss = NULL;
2127 skinframe->glow = NULL;
2128 skinframe->fog = NULL;
2133 void gl_main_start(void)
2135 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2136 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2138 // set up r_skinframe loading system for textures
2139 memset(&r_skinframe, 0, sizeof(r_skinframe));
2140 r_skinframe.loadsequence = 1;
2141 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2143 r_main_texturepool = R_AllocTexturePool();
2144 R_BuildBlankTextures();
2146 if (gl_texturecubemap)
2149 R_BuildNormalizationCube();
2151 r_texture_fogattenuation = NULL;
2152 r_texture_gammaramps = NULL;
2153 //r_texture_fogintensity = NULL;
2154 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2155 memset(&r_waterstate, 0, sizeof(r_waterstate));
2156 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2157 memset(&r_svbsp, 0, sizeof (r_svbsp));
2159 r_refdef.fogmasktable_density = 0;
2162 void gl_main_shutdown(void)
2164 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2165 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2167 // clear out the r_skinframe state
2168 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2169 memset(&r_skinframe, 0, sizeof(r_skinframe));
2172 Mem_Free(r_svbsp.nodes);
2173 memset(&r_svbsp, 0, sizeof (r_svbsp));
2174 R_FreeTexturePool(&r_main_texturepool);
2175 r_texture_blanknormalmap = NULL;
2176 r_texture_white = NULL;
2177 r_texture_grey128 = NULL;
2178 r_texture_black = NULL;
2179 r_texture_whitecube = NULL;
2180 r_texture_normalizationcube = NULL;
2181 r_texture_fogattenuation = NULL;
2182 r_texture_gammaramps = NULL;
2183 //r_texture_fogintensity = NULL;
2184 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185 memset(&r_waterstate, 0, sizeof(r_waterstate));
2189 extern void CL_ParseEntityLump(char *entitystring);
2190 void gl_main_newmap(void)
2192 // FIXME: move this code to client
2194 char *entities, entname[MAX_QPATH];
2197 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2198 l = (int)strlen(entname) - 4;
2199 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2201 memcpy(entname + l, ".ent", 5);
2202 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2204 CL_ParseEntityLump(entities);
2209 if (cl.worldmodel->brush.entities)
2210 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2214 void GL_Main_Init(void)
2216 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2218 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2219 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2220 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2221 if (gamemode == GAME_NEHAHRA)
2223 Cvar_RegisterVariable (&gl_fogenable);
2224 Cvar_RegisterVariable (&gl_fogdensity);
2225 Cvar_RegisterVariable (&gl_fogred);
2226 Cvar_RegisterVariable (&gl_foggreen);
2227 Cvar_RegisterVariable (&gl_fogblue);
2228 Cvar_RegisterVariable (&gl_fogstart);
2229 Cvar_RegisterVariable (&gl_fogend);
2230 Cvar_RegisterVariable (&gl_skyclip);
2232 Cvar_RegisterVariable(&r_depthfirst);
2233 Cvar_RegisterVariable(&r_nearclip);
2234 Cvar_RegisterVariable(&r_showbboxes);
2235 Cvar_RegisterVariable(&r_showsurfaces);
2236 Cvar_RegisterVariable(&r_showtris);
2237 Cvar_RegisterVariable(&r_shownormals);
2238 Cvar_RegisterVariable(&r_showlighting);
2239 Cvar_RegisterVariable(&r_showshadowvolumes);
2240 Cvar_RegisterVariable(&r_showcollisionbrushes);
2241 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2242 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2243 Cvar_RegisterVariable(&r_showdisabledepthtest);
2244 Cvar_RegisterVariable(&r_drawportals);
2245 Cvar_RegisterVariable(&r_drawentities);
2246 Cvar_RegisterVariable(&r_cullentities_trace);
2247 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2248 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2249 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2250 Cvar_RegisterVariable(&r_drawviewmodel);
2251 Cvar_RegisterVariable(&r_speeds);
2252 Cvar_RegisterVariable(&r_fullbrights);
2253 Cvar_RegisterVariable(&r_wateralpha);
2254 Cvar_RegisterVariable(&r_dynamic);
2255 Cvar_RegisterVariable(&r_fullbright);
2256 Cvar_RegisterVariable(&r_shadows);
2257 Cvar_RegisterVariable(&r_shadows_throwdistance);
2258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2261 Cvar_RegisterVariable(&r_fog_exp2);
2262 Cvar_RegisterVariable(&r_textureunits);
2263 Cvar_RegisterVariable(&r_glsl);
2264 Cvar_RegisterVariable(&r_glsl_contrastboost);
2265 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2266 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2267 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2268 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2269 Cvar_RegisterVariable(&r_glsl_postprocess);
2270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2274 Cvar_RegisterVariable(&r_glsl_usegeneric);
2275 Cvar_RegisterVariable(&r_water);
2276 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2277 Cvar_RegisterVariable(&r_water_clippingplanebias);
2278 Cvar_RegisterVariable(&r_water_refractdistort);
2279 Cvar_RegisterVariable(&r_water_reflectdistort);
2280 Cvar_RegisterVariable(&r_lerpsprites);
2281 Cvar_RegisterVariable(&r_lerpmodels);
2282 Cvar_RegisterVariable(&r_lerplightstyles);
2283 Cvar_RegisterVariable(&r_waterscroll);
2284 Cvar_RegisterVariable(&r_bloom);
2285 Cvar_RegisterVariable(&r_bloom_colorscale);
2286 Cvar_RegisterVariable(&r_bloom_brighten);
2287 Cvar_RegisterVariable(&r_bloom_blur);
2288 Cvar_RegisterVariable(&r_bloom_resolution);
2289 Cvar_RegisterVariable(&r_bloom_colorexponent);
2290 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2291 Cvar_RegisterVariable(&r_hdr);
2292 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2293 Cvar_RegisterVariable(&r_hdr_glowintensity);
2294 Cvar_RegisterVariable(&r_hdr_range);
2295 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2296 Cvar_RegisterVariable(&developer_texturelogging);
2297 Cvar_RegisterVariable(&gl_lightmaps);
2298 Cvar_RegisterVariable(&r_test);
2299 Cvar_RegisterVariable(&r_batchmode);
2300 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2301 Cvar_SetValue("r_fullbrights", 0);
2302 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2304 Cvar_RegisterVariable(&r_track_sprites);
2305 Cvar_RegisterVariable(&r_track_sprites_flags);
2306 Cvar_RegisterVariable(&r_track_sprites_scalew);
2307 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2310 extern void R_Textures_Init(void);
2311 extern void GL_Draw_Init(void);
2312 extern void GL_Main_Init(void);
2313 extern void R_Shadow_Init(void);
2314 extern void R_Sky_Init(void);
2315 extern void GL_Surf_Init(void);
2316 extern void R_Particles_Init(void);
2317 extern void R_Explosion_Init(void);
2318 extern void gl_backend_init(void);
2319 extern void Sbar_Init(void);
2320 extern void R_LightningBeams_Init(void);
2321 extern void Mod_RenderInit(void);
2323 void Render_Init(void)
2335 R_LightningBeams_Init();
2344 extern char *ENGINE_EXTENSIONS;
2347 VID_CheckExtensions();
2349 // LordHavoc: report supported extensions
2350 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2352 // clear to black (loading plaque will be seen over this)
2354 qglClearColor(0,0,0,1);CHECKGLERROR
2355 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2358 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2362 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2364 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2367 p = r_refdef.view.frustum + i;
2372 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2376 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2380 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2384 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2408 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2412 for (i = 0;i < numplanes;i++)
2419 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2423 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2427 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2431 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2435 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2439 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2443 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2447 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2455 //==================================================================================
2457 static void R_View_UpdateEntityVisible (void)
2460 entity_render_t *ent;
2462 if (!r_drawentities.integer)
2465 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2466 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2468 // worldmodel can check visibility
2469 for (i = 0;i < r_refdef.scene.numentities;i++)
2471 ent = r_refdef.scene.entities[i];
2472 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));
2475 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2477 for (i = 0;i < r_refdef.scene.numentities;i++)
2479 ent = r_refdef.scene.entities[i];
2480 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2482 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))
2483 ent->last_trace_visibility = realtime;
2484 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2485 r_refdef.viewcache.entityvisible[i] = 0;
2492 // no worldmodel or it can't check visibility
2493 for (i = 0;i < r_refdef.scene.numentities;i++)
2495 ent = r_refdef.scene.entities[i];
2496 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));
2501 // only used if skyrendermasked, and normally returns false
2502 int R_DrawBrushModelsSky (void)
2505 entity_render_t *ent;
2507 if (!r_drawentities.integer)
2511 for (i = 0;i < r_refdef.scene.numentities;i++)
2513 if (!r_refdef.viewcache.entityvisible[i])
2515 ent = r_refdef.scene.entities[i];
2516 if (!ent->model || !ent->model->DrawSky)
2518 ent->model->DrawSky(ent);
2524 static void R_DrawNoModel(entity_render_t *ent);
2525 static void R_DrawModels(void)
2528 entity_render_t *ent;
2530 if (!r_drawentities.integer)
2533 for (i = 0;i < r_refdef.scene.numentities;i++)
2535 if (!r_refdef.viewcache.entityvisible[i])
2537 ent = r_refdef.scene.entities[i];
2538 r_refdef.stats.entities++;
2539 if (ent->model && ent->model->Draw != NULL)
2540 ent->model->Draw(ent);
2546 static void R_DrawModelsDepth(void)
2549 entity_render_t *ent;
2551 if (!r_drawentities.integer)
2554 for (i = 0;i < r_refdef.scene.numentities;i++)
2556 if (!r_refdef.viewcache.entityvisible[i])
2558 ent = r_refdef.scene.entities[i];
2559 if (ent->model && ent->model->DrawDepth != NULL)
2560 ent->model->DrawDepth(ent);
2564 static void R_DrawModelsDebug(void)
2567 entity_render_t *ent;
2569 if (!r_drawentities.integer)
2572 for (i = 0;i < r_refdef.scene.numentities;i++)
2574 if (!r_refdef.viewcache.entityvisible[i])
2576 ent = r_refdef.scene.entities[i];
2577 if (ent->model && ent->model->DrawDebug != NULL)
2578 ent->model->DrawDebug(ent);
2582 static void R_DrawModelsAddWaterPlanes(void)
2585 entity_render_t *ent;
2587 if (!r_drawentities.integer)
2590 for (i = 0;i < r_refdef.scene.numentities;i++)
2592 if (!r_refdef.viewcache.entityvisible[i])
2594 ent = r_refdef.scene.entities[i];
2595 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2596 ent->model->DrawAddWaterPlanes(ent);
2600 static void R_View_SetFrustum(void)
2603 double slopex, slopey;
2604 vec3_t forward, left, up, origin;
2606 // we can't trust r_refdef.view.forward and friends in reflected scenes
2607 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2610 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2611 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2612 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2613 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2614 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2615 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2616 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2617 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2618 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2619 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2620 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2621 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2625 zNear = r_refdef.nearclip;
2626 nudge = 1.0 - 1.0 / (1<<23);
2627 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2628 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2629 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2630 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2631 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2632 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2633 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2634 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2640 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2641 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2642 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2643 r_refdef.view.frustum[0].dist = m[15] - m[12];
2645 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2646 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2647 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2648 r_refdef.view.frustum[1].dist = m[15] + m[12];
2650 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2651 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2652 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2653 r_refdef.view.frustum[2].dist = m[15] - m[13];
2655 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2656 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2657 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2658 r_refdef.view.frustum[3].dist = m[15] + m[13];
2660 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2661 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2662 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2663 r_refdef.view.frustum[4].dist = m[15] - m[14];
2665 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2666 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2667 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2668 r_refdef.view.frustum[5].dist = m[15] + m[14];
2671 if (r_refdef.view.useperspective)
2673 slopex = 1.0 / r_refdef.view.frustum_x;
2674 slopey = 1.0 / r_refdef.view.frustum_y;
2675 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2676 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2677 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2678 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2679 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2681 // Leaving those out was a mistake, those were in the old code, and they
2682 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2683 // I couldn't reproduce it after adding those normalizations. --blub
2684 VectorNormalize(r_refdef.view.frustum[0].normal);
2685 VectorNormalize(r_refdef.view.frustum[1].normal);
2686 VectorNormalize(r_refdef.view.frustum[2].normal);
2687 VectorNormalize(r_refdef.view.frustum[3].normal);
2689 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2690 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2691 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2692 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2693 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2695 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2696 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2697 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2698 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2699 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2703 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2704 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2705 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2706 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2707 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2708 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2709 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2710 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2711 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2712 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2714 r_refdef.view.numfrustumplanes = 5;
2716 if (r_refdef.view.useclipplane)
2718 r_refdef.view.numfrustumplanes = 6;
2719 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2722 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2723 PlaneClassify(r_refdef.view.frustum + i);
2725 // LordHavoc: note to all quake engine coders, Quake had a special case
2726 // for 90 degrees which assumed a square view (wrong), so I removed it,
2727 // Quake2 has it disabled as well.
2729 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2730 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2731 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2732 //PlaneClassify(&frustum[0]);
2734 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2735 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2736 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2737 //PlaneClassify(&frustum[1]);
2739 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2740 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2741 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2742 //PlaneClassify(&frustum[2]);
2744 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2745 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2746 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2747 //PlaneClassify(&frustum[3]);
2750 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2751 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2752 //PlaneClassify(&frustum[4]);
2755 void R_View_Update(void)
2757 R_View_SetFrustum();
2758 R_View_WorldVisibility(r_refdef.view.useclipplane);
2759 R_View_UpdateEntityVisible();
2762 void R_SetupView(qboolean allowwaterclippingplane)
2764 if (!r_refdef.view.useperspective)
2765 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);
2766 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2767 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2769 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2771 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2773 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2775 // LordHavoc: couldn't figure out how to make this approach the
2776 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2777 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2778 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2779 dist = r_refdef.view.clipplane.dist;
2780 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2784 void R_ResetViewRendering2D(void)
2788 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2789 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2790 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2791 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2792 GL_Color(1, 1, 1, 1);
2793 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2794 GL_BlendFunc(GL_ONE, GL_ZERO);
2795 GL_AlphaTest(false);
2796 GL_ScissorTest(false);
2797 GL_DepthMask(false);
2798 GL_DepthRange(0, 1);
2799 GL_DepthTest(false);
2800 R_Mesh_Matrix(&identitymatrix);
2801 R_Mesh_ResetTextureState();
2802 GL_PolygonOffset(0, 0);
2803 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2804 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2805 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2806 qglStencilMask(~0);CHECKGLERROR
2807 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2808 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2809 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2810 R_SetupGenericShader(true);
2813 void R_ResetViewRendering3D(void)
2817 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2818 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2820 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2821 GL_Color(1, 1, 1, 1);
2822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2823 GL_BlendFunc(GL_ONE, GL_ZERO);
2824 GL_AlphaTest(false);
2825 GL_ScissorTest(true);
2827 GL_DepthRange(0, 1);
2829 R_Mesh_Matrix(&identitymatrix);
2830 R_Mesh_ResetTextureState();
2831 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2832 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2833 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2834 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2835 qglStencilMask(~0);CHECKGLERROR
2836 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2837 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2838 GL_CullFace(r_refdef.view.cullface_back);
2839 R_SetupGenericShader(true);
2842 void R_RenderScene(qboolean addwaterplanes);
2844 static void R_Water_StartFrame(void)
2847 int waterwidth, waterheight, texturewidth, textureheight;
2848 r_waterstate_waterplane_t *p;
2850 // set waterwidth and waterheight to the water resolution that will be
2851 // used (often less than the screen resolution for faster rendering)
2852 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2853 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2855 // calculate desired texture sizes
2856 // can't use water if the card does not support the texture size
2857 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2858 texturewidth = textureheight = waterwidth = waterheight = 0;
2859 else if (gl_support_arb_texture_non_power_of_two)
2861 texturewidth = waterwidth;
2862 textureheight = waterheight;
2866 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2867 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2870 // allocate textures as needed
2871 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2873 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2874 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2876 if (p->texture_refraction)
2877 R_FreeTexture(p->texture_refraction);
2878 p->texture_refraction = NULL;
2879 if (p->texture_reflection)
2880 R_FreeTexture(p->texture_reflection);
2881 p->texture_reflection = NULL;
2883 memset(&r_waterstate, 0, sizeof(r_waterstate));
2884 r_waterstate.waterwidth = waterwidth;
2885 r_waterstate.waterheight = waterheight;
2886 r_waterstate.texturewidth = texturewidth;
2887 r_waterstate.textureheight = textureheight;
2890 if (r_waterstate.waterwidth)
2892 r_waterstate.enabled = true;
2894 // set up variables that will be used in shader setup
2895 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2896 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2897 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2898 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2901 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2902 r_waterstate.numwaterplanes = 0;
2905 static void R_Water_AddWaterPlane(msurface_t *surface)
2907 int triangleindex, planeindex;
2913 r_waterstate_waterplane_t *p;
2914 // just use the first triangle with a valid normal for any decisions
2915 VectorClear(normal);
2916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2921 TriangleNormal(vert[0], vert[1], vert[2], normal);
2922 if (VectorLength2(normal) >= 0.001)
2926 VectorCopy(normal, plane.normal);
2927 VectorNormalize(plane.normal);
2928 plane.dist = DotProduct(vert[0], plane.normal);
2929 PlaneClassify(&plane);
2930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2932 // skip backfaces (except if nocullface is set)
2933 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2935 VectorNegate(plane.normal, plane.normal);
2937 PlaneClassify(&plane);
2941 // find a matching plane if there is one
2942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2945 if (planeindex >= r_waterstate.maxwaterplanes)
2946 return; // nothing we can do, out of planes
2948 // if this triangle does not fit any known plane rendered this frame, add one
2949 if (planeindex >= r_waterstate.numwaterplanes)
2951 // store the new plane
2952 r_waterstate.numwaterplanes++;
2954 // clear materialflags and pvs
2955 p->materialflags = 0;
2956 p->pvsvalid = false;
2958 // merge this surface's materialflags into the waterplane
2959 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2960 // merge this surface's PVS into the waterplane
2961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2970 static void R_Water_ProcessPlanes(void)
2972 r_refdef_view_t originalview;
2974 r_waterstate_waterplane_t *p;
2976 originalview = r_refdef.view;
2978 // make sure enough textures are allocated
2979 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2981 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2983 if (!p->texture_refraction)
2984 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);
2985 if (!p->texture_refraction)
2989 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2991 if (!p->texture_reflection)
2992 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);
2993 if (!p->texture_reflection)
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 r_refdef.view.showdebug = false;
3002 r_refdef.view.width = r_waterstate.waterwidth;
3003 r_refdef.view.height = r_waterstate.waterheight;
3004 r_refdef.view.useclipplane = true;
3005 r_waterstate.renderingscene = true;
3007 // render the normal view scene and copy into texture
3008 // (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)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3011 r_refdef.view.clipplane = p->plane;
3012 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3013 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3014 PlaneClassify(&r_refdef.view.clipplane);
3016 R_RenderScene(false);
3018 // copy view into the screen texture
3019 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3020 GL_ActiveTexture(0);
3022 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
3025 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3027 // render reflected scene and copy into texture
3028 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3029 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3030 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3031 r_refdef.view.clipplane = p->plane;
3032 // reverse the cullface settings for this render
3033 r_refdef.view.cullface_front = GL_FRONT;
3034 r_refdef.view.cullface_back = GL_BACK;
3035 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3037 r_refdef.view.usecustompvs = true;
3039 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3041 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3044 R_ResetViewRendering3D();
3045 R_ClearScreen(r_refdef.fogenabled);
3046 if (r_timereport_active)
3047 R_TimeReport("viewclear");
3049 R_RenderScene(false);
3051 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3052 GL_ActiveTexture(0);
3054 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
3056 R_ResetViewRendering3D();
3057 R_ClearScreen(r_refdef.fogenabled);
3058 if (r_timereport_active)
3059 R_TimeReport("viewclear");
3062 r_refdef.view = originalview;
3063 r_refdef.view.clear = true;
3064 r_waterstate.renderingscene = false;
3068 r_refdef.view = originalview;
3069 r_waterstate.renderingscene = false;
3070 Cvar_SetValueQuick(&r_water, 0);
3071 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3075 void R_Bloom_StartFrame(void)
3077 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3079 // set bloomwidth and bloomheight to the bloom resolution that will be
3080 // used (often less than the screen resolution for faster rendering)
3081 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3082 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3083 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3084 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3085 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3087 // calculate desired texture sizes
3088 if (gl_support_arb_texture_non_power_of_two)
3090 screentexturewidth = r_refdef.view.width;
3091 screentextureheight = r_refdef.view.height;
3092 bloomtexturewidth = r_bloomstate.bloomwidth;
3093 bloomtextureheight = r_bloomstate.bloomheight;
3097 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3098 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3099 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3100 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3103 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))
3105 Cvar_SetValueQuick(&r_hdr, 0);
3106 Cvar_SetValueQuick(&r_bloom, 0);
3109 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3110 screentexturewidth = screentextureheight = 0;
3111 if (!r_hdr.integer && !r_bloom.integer)
3112 bloomtexturewidth = bloomtextureheight = 0;
3114 // allocate textures as needed
3115 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3117 if (r_bloomstate.texture_screen)
3118 R_FreeTexture(r_bloomstate.texture_screen);
3119 r_bloomstate.texture_screen = NULL;
3120 r_bloomstate.screentexturewidth = screentexturewidth;
3121 r_bloomstate.screentextureheight = screentextureheight;
3122 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3123 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);
3125 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3127 if (r_bloomstate.texture_bloom)
3128 R_FreeTexture(r_bloomstate.texture_bloom);
3129 r_bloomstate.texture_bloom = NULL;
3130 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3131 r_bloomstate.bloomtextureheight = bloomtextureheight;
3132 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3133 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);
3136 // set up a texcoord array for the full resolution screen image
3137 // (we have to keep this around to copy back during final render)
3138 r_bloomstate.screentexcoord2f[0] = 0;
3139 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3140 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3141 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3142 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3143 r_bloomstate.screentexcoord2f[5] = 0;
3144 r_bloomstate.screentexcoord2f[6] = 0;
3145 r_bloomstate.screentexcoord2f[7] = 0;
3147 // set up a texcoord array for the reduced resolution bloom image
3148 // (which will be additive blended over the screen image)
3149 r_bloomstate.bloomtexcoord2f[0] = 0;
3150 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3151 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3152 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3153 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3154 r_bloomstate.bloomtexcoord2f[5] = 0;
3155 r_bloomstate.bloomtexcoord2f[6] = 0;
3156 r_bloomstate.bloomtexcoord2f[7] = 0;
3158 if (r_hdr.integer || r_bloom.integer)
3160 r_bloomstate.enabled = true;
3161 r_bloomstate.hdr = r_hdr.integer != 0;
3165 void R_Bloom_CopyBloomTexture(float colorscale)
3167 r_refdef.stats.bloom++;
3169 // scale down screen texture to the bloom texture size
3171 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3172 GL_BlendFunc(GL_ONE, GL_ZERO);
3173 GL_Color(colorscale, colorscale, colorscale, 1);
3174 // TODO: optimize with multitexture or GLSL
3175 R_SetupGenericShader(true);
3176 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3177 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3178 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3179 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3181 // we now have a bloom image in the framebuffer
3182 // copy it into the bloom image texture for later processing
3183 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184 GL_ActiveTexture(0);
3186 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
3187 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3190 void R_Bloom_CopyHDRTexture(void)
3192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193 GL_ActiveTexture(0);
3195 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
3196 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3199 void R_Bloom_MakeTexture(void)
3202 float xoffset, yoffset, r, brighten;
3204 r_refdef.stats.bloom++;
3206 R_ResetViewRendering2D();
3207 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208 R_Mesh_ColorPointer(NULL, 0, 0);
3209 R_SetupGenericShader(true);
3211 // we have a bloom image in the framebuffer
3213 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3215 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3218 r = bound(0, r_bloom_colorexponent.value / x, 1);
3219 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3220 GL_Color(r, r, r, 1);
3221 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3222 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3223 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3224 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3226 // copy the vertically blurred bloom view to a texture
3227 GL_ActiveTexture(0);
3229 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
3230 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3233 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3234 brighten = r_bloom_brighten.value;
3236 brighten *= r_hdr_range.value;
3237 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3238 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3240 for (dir = 0;dir < 2;dir++)
3242 // blend on at multiple vertical offsets to achieve a vertical blur
3243 // TODO: do offset blends using GLSL
3244 GL_BlendFunc(GL_ONE, GL_ZERO);
3245 for (x = -range;x <= range;x++)
3247 if (!dir){xoffset = 0;yoffset = x;}
3248 else {xoffset = x;yoffset = 0;}
3249 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3250 yoffset /= (float)r_bloomstate.bloomtextureheight;
3251 // compute a texcoord array with the specified x and y offset
3252 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3253 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3254 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3255 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3256 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3257 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3258 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3259 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3260 // this r value looks like a 'dot' particle, fading sharply to
3261 // black at the edges
3262 // (probably not realistic but looks good enough)
3263 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3264 //r = (dir ? 1.0f : brighten)/(range*2+1);
3265 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3266 GL_Color(r, r, r, 1);
3267 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3268 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3269 GL_BlendFunc(GL_ONE, GL_ONE);
3272 // copy the vertically blurred bloom view to a texture
3273 GL_ActiveTexture(0);
3275 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
3276 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3279 // apply subtract last
3280 // (just like it would be in a GLSL shader)
3281 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3283 GL_BlendFunc(GL_ONE, GL_ZERO);
3284 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3286 GL_Color(1, 1, 1, 1);
3287 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3290 GL_BlendFunc(GL_ONE, GL_ONE);
3291 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3292 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3293 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3294 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3295 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3296 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3299 // copy the darkened bloom view to a texture
3300 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3301 GL_ActiveTexture(0);
3303 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
3304 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 void R_HDR_RenderBloomTexture(void)
3310 int oldwidth, oldheight;
3311 float oldcolorscale;
3313 oldcolorscale = r_refdef.view.colorscale;
3314 oldwidth = r_refdef.view.width;
3315 oldheight = r_refdef.view.height;
3316 r_refdef.view.width = r_bloomstate.bloomwidth;
3317 r_refdef.view.height = r_bloomstate.bloomheight;
3319 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3320 // TODO: add exposure compensation features
3321 // TODO: add fp16 framebuffer support
3323 r_refdef.view.showdebug = false;
3324 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3326 R_ClearScreen(r_refdef.fogenabled);
3327 if (r_timereport_active)
3328 R_TimeReport("HDRclear");
3330 r_waterstate.numwaterplanes = 0;
3331 R_RenderScene(r_waterstate.enabled);
3332 r_refdef.view.showdebug = true;
3334 R_ResetViewRendering2D();
3336 R_Bloom_CopyHDRTexture();
3337 R_Bloom_MakeTexture();
3339 // restore the view settings
3340 r_refdef.view.width = oldwidth;
3341 r_refdef.view.height = oldheight;
3342 r_refdef.view.colorscale = oldcolorscale;
3344 R_ResetViewRendering3D();
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("viewclear");
3351 static void R_BlendView(void)
3353 if (r_bloomstate.texture_screen)
3355 // copy view into the screen texture
3356 R_ResetViewRendering2D();
3357 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3358 R_Mesh_ColorPointer(NULL, 0, 0);
3359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3360 GL_ActiveTexture(0);CHECKGLERROR
3361 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
3362 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3365 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3367 unsigned int permutation =
3368 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3369 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3370 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3371 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3373 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3375 // render simple bloom effect
3376 // copy the screen and shrink it and darken it for the bloom process
3377 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3378 // make the bloom texture
3379 R_Bloom_MakeTexture();
3382 R_ResetViewRendering2D();
3383 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3384 R_Mesh_ColorPointer(NULL, 0, 0);
3385 GL_Color(1, 1, 1, 1);
3386 GL_BlendFunc(GL_ONE, GL_ZERO);
3387 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3388 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3389 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3390 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3391 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3392 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3393 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3394 if (r_glsl_permutation->loc_TintColor >= 0)
3395 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3396 if (r_glsl_permutation->loc_ClientTime >= 0)
3397 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3398 if (r_glsl_permutation->loc_PixelSize >= 0)
3399 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3400 if (r_glsl_permutation->loc_UserVec1 >= 0)
3402 float a=0, b=0, c=0, d=0;
3403 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3404 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3406 if (r_glsl_permutation->loc_UserVec2 >= 0)
3408 float a=0, b=0, c=0, d=0;
3409 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3410 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3412 if (r_glsl_permutation->loc_UserVec3 >= 0)
3414 float a=0, b=0, c=0, d=0;
3415 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3416 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3418 if (r_glsl_permutation->loc_UserVec4 >= 0)
3420 float a=0, b=0, c=0, d=0;
3421 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3422 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3424 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3425 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3431 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3433 // render high dynamic range bloom effect
3434 // the bloom texture was made earlier this render, so we just need to
3435 // blend it onto the screen...
3436 R_ResetViewRendering2D();
3437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3438 R_Mesh_ColorPointer(NULL, 0, 0);
3439 R_SetupGenericShader(true);
3440 GL_Color(1, 1, 1, 1);
3441 GL_BlendFunc(GL_ONE, GL_ONE);
3442 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3447 else if (r_bloomstate.texture_bloom)
3449 // render simple bloom effect
3450 // copy the screen and shrink it and darken it for the bloom process
3451 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3452 // make the bloom texture
3453 R_Bloom_MakeTexture();
3454 // put the original screen image back in place and blend the bloom
3456 R_ResetViewRendering2D();
3457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458 R_Mesh_ColorPointer(NULL, 0, 0);
3459 GL_Color(1, 1, 1, 1);
3460 GL_BlendFunc(GL_ONE, GL_ZERO);
3461 // do both in one pass if possible
3462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464 if (r_textureunits.integer >= 2 && gl_combine.integer)
3466 R_SetupGenericTwoTextureShader(GL_ADD);
3467 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3468 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3472 R_SetupGenericShader(true);
3473 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3474 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3475 // now blend on the bloom texture
3476 GL_BlendFunc(GL_ONE, GL_ONE);
3477 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3480 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3483 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3485 // apply a color tint to the whole view
3486 R_ResetViewRendering2D();
3487 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3488 R_Mesh_ColorPointer(NULL, 0, 0);
3489 R_SetupGenericShader(false);
3490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3491 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3492 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3496 void R_RenderScene(qboolean addwaterplanes);
3498 matrix4x4_t r_waterscrollmatrix;
3500 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3502 if (r_refdef.fog_density)
3504 r_refdef.fogcolor[0] = r_refdef.fog_red;
3505 r_refdef.fogcolor[1] = r_refdef.fog_green;
3506 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3510 VectorCopy(r_refdef.fogcolor, fogvec);
3511 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3513 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3514 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3515 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3516 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3518 // color.rgb *= ContrastBoost * SceneBrightness;
3519 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3520 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3521 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3522 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3527 void R_UpdateVariables(void)
3531 r_refdef.farclip = 4096;
3532 if (r_refdef.scene.worldmodel)
3533 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3534 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3536 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3537 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3538 r_refdef.polygonfactor = 0;
3539 r_refdef.polygonoffset = 0;
3540 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3541 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3543 r_refdef.rtworld = r_shadow_realtime_world.integer;
3544 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3545 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3546 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3547 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3548 if (r_showsurfaces.integer)
3550 r_refdef.rtworld = false;
3551 r_refdef.rtworldshadows = false;
3552 r_refdef.rtdlight = false;
3553 r_refdef.rtdlightshadows = false;
3554 r_refdef.lightmapintensity = 0;
3557 if (gamemode == GAME_NEHAHRA)
3559 if (gl_fogenable.integer)
3561 r_refdef.oldgl_fogenable = true;
3562 r_refdef.fog_density = gl_fogdensity.value;
3563 r_refdef.fog_red = gl_fogred.value;
3564 r_refdef.fog_green = gl_foggreen.value;
3565 r_refdef.fog_blue = gl_fogblue.value;
3566 r_refdef.fog_alpha = 1;
3567 r_refdef.fog_start = 0;
3568 r_refdef.fog_end = gl_skyclip.value;
3570 else if (r_refdef.oldgl_fogenable)
3572 r_refdef.oldgl_fogenable = false;
3573 r_refdef.fog_density = 0;
3574 r_refdef.fog_red = 0;
3575 r_refdef.fog_green = 0;
3576 r_refdef.fog_blue = 0;
3577 r_refdef.fog_alpha = 0;
3578 r_refdef.fog_start = 0;
3579 r_refdef.fog_end = 0;
3583 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3584 r_refdef.fog_start = max(0, r_refdef.fog_start);
3585 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3587 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3589 if (r_refdef.fog_density)
3591 r_refdef.fogenabled = true;
3592 // this is the point where the fog reaches 0.9986 alpha, which we
3593 // consider a good enough cutoff point for the texture
3594 // (0.9986 * 256 == 255.6)
3595 if (r_fog_exp2.integer)
3596 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3598 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3599 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3600 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3601 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3602 // fog color was already set
3603 // update the fog texture
3604 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)
3605 R_BuildFogTexture();
3608 r_refdef.fogenabled = false;
3610 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3612 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3614 // build GLSL gamma texture
3615 #define RAMPWIDTH 256
3616 unsigned short ramp[RAMPWIDTH * 3];
3617 unsigned char ramprgb[RAMPWIDTH][4];
3620 r_texture_gammaramps_serial = vid_gammatables_serial;
3622 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3623 for(i = 0; i < RAMPWIDTH; ++i)
3625 ramprgb[i][0] = ramp[i] >> 8;
3626 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3627 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3630 if (r_texture_gammaramps)
3632 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3636 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);
3642 // remove GLSL gamma texture
3646 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3647 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3653 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3654 if( scenetype != r_currentscenetype ) {
3655 // store the old scenetype
3656 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3657 r_currentscenetype = scenetype;
3658 // move in the new scene
3659 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3668 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3670 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3671 if( scenetype == r_currentscenetype ) {
3672 return &r_refdef.scene;
3674 return &r_scenes_store[ scenetype ];
3683 void R_RenderView(void)
3685 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3686 return; //Host_Error ("R_RenderView: NULL worldmodel");
3688 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3690 // break apart the view matrix into vectors for various purposes
3691 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3692 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3693 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3694 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3695 // make an inverted copy of the view matrix for tracking sprites
3696 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3698 R_Shadow_UpdateWorldLightSelection();
3700 R_Bloom_StartFrame();
3701 R_Water_StartFrame();
3704 if (r_timereport_active)
3705 R_TimeReport("viewsetup");
3707 R_ResetViewRendering3D();
3709 if (r_refdef.view.clear || r_refdef.fogenabled)
3711 R_ClearScreen(r_refdef.fogenabled);
3712 if (r_timereport_active)
3713 R_TimeReport("viewclear");
3715 r_refdef.view.clear = true;
3717 r_refdef.view.showdebug = true;
3719 // this produces a bloom texture to be used in R_BlendView() later
3721 R_HDR_RenderBloomTexture();
3723 r_waterstate.numwaterplanes = 0;
3724 R_RenderScene(r_waterstate.enabled);
3727 if (r_timereport_active)
3728 R_TimeReport("blendview");
3730 GL_Scissor(0, 0, vid.width, vid.height);
3731 GL_ScissorTest(false);
3735 extern void R_DrawLightningBeams (void);
3736 extern void VM_CL_AddPolygonsToMeshQueue (void);
3737 extern void R_DrawPortals (void);
3738 extern cvar_t cl_locs_show;
3739 static void R_DrawLocs(void);
3740 static void R_DrawEntityBBoxes(void);
3741 void R_RenderScene(qboolean addwaterplanes)
3743 r_refdef.stats.renders++;
3749 R_ResetViewRendering3D();
3752 if (r_timereport_active)
3753 R_TimeReport("watervis");
3755 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3757 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3758 if (r_timereport_active)
3759 R_TimeReport("waterworld");
3762 // don't let sound skip if going slow
3763 if (r_refdef.scene.extraupdate)
3766 R_DrawModelsAddWaterPlanes();
3767 if (r_timereport_active)
3768 R_TimeReport("watermodels");
3770 R_Water_ProcessPlanes();
3771 if (r_timereport_active)
3772 R_TimeReport("waterscenes");
3775 R_ResetViewRendering3D();
3777 // don't let sound skip if going slow
3778 if (r_refdef.scene.extraupdate)
3781 R_MeshQueue_BeginScene();
3786 if (r_timereport_active)
3787 R_TimeReport("visibility");
3789 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);
3791 if (cl.csqc_vidvars.drawworld)
3793 // don't let sound skip if going slow
3794 if (r_refdef.scene.extraupdate)
3797 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3799 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3800 if (r_timereport_active)
3801 R_TimeReport("worldsky");
3804 if (R_DrawBrushModelsSky() && r_timereport_active)
3805 R_TimeReport("bmodelsky");
3808 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3810 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3811 if (r_timereport_active)
3812 R_TimeReport("worlddepth");
3814 if (r_depthfirst.integer >= 2)
3816 R_DrawModelsDepth();
3817 if (r_timereport_active)
3818 R_TimeReport("modeldepth");
3821 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3823 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3824 if (r_timereport_active)
3825 R_TimeReport("world");
3828 // don't let sound skip if going slow
3829 if (r_refdef.scene.extraupdate)
3833 if (r_timereport_active)
3834 R_TimeReport("models");
3836 // don't let sound skip if going slow
3837 if (r_refdef.scene.extraupdate)
3840 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3842 R_DrawModelShadows();
3844 R_ResetViewRendering3D();
3846 // don't let sound skip if going slow
3847 if (r_refdef.scene.extraupdate)
3851 R_ShadowVolumeLighting(false);
3852 if (r_timereport_active)
3853 R_TimeReport("rtlights");
3855 // don't let sound skip if going slow
3856 if (r_refdef.scene.extraupdate)
3859 if (cl.csqc_vidvars.drawworld)
3861 R_DrawLightningBeams();
3862 if (r_timereport_active)
3863 R_TimeReport("lightning");
3866 if (r_timereport_active)
3867 R_TimeReport("decals");
3870 if (r_timereport_active)
3871 R_TimeReport("particles");
3874 if (r_timereport_active)
3875 R_TimeReport("explosions");
3878 R_SetupGenericShader(true);
3879 VM_CL_AddPolygonsToMeshQueue();
3881 if (r_refdef.view.showdebug)
3883 if (cl_locs_show.integer)
3886 if (r_timereport_active)
3887 R_TimeReport("showlocs");
3890 if (r_drawportals.integer)
3893 if (r_timereport_active)
3894 R_TimeReport("portals");
3897 if (r_showbboxes.value > 0)
3899 R_DrawEntityBBoxes();
3900 if (r_timereport_active)
3901 R_TimeReport("bboxes");
3905 R_SetupGenericShader(true);
3906 R_MeshQueue_RenderTransparent();
3907 if (r_timereport_active)
3908 R_TimeReport("drawtrans");
3910 R_SetupGenericShader(true);
3912 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))
3914 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3915 if (r_timereport_active)
3916 R_TimeReport("worlddebug");
3917 R_DrawModelsDebug();
3918 if (r_timereport_active)
3919 R_TimeReport("modeldebug");
3922 R_SetupGenericShader(true);
3924 if (cl.csqc_vidvars.drawworld)
3927 if (r_timereport_active)
3928 R_TimeReport("coronas");
3931 // don't let sound skip if going slow
3932 if (r_refdef.scene.extraupdate)
3935 R_ResetViewRendering2D();
3938 static const int bboxelements[36] =
3948 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3951 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3952 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3953 GL_DepthMask(false);
3954 GL_DepthRange(0, 1);
3955 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3956 R_Mesh_Matrix(&identitymatrix);
3957 R_Mesh_ResetTextureState();
3959 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3960 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3961 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3962 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3963 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3964 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3965 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3966 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3967 R_FillColors(color4f, 8, cr, cg, cb, ca);
3968 if (r_refdef.fogenabled)
3970 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3972 f1 = FogPoint_World(v);
3974 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3975 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3976 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3979 R_Mesh_VertexPointer(vertex3f, 0, 0);
3980 R_Mesh_ColorPointer(color4f, 0, 0);
3981 R_Mesh_ResetTextureState();
3982 R_SetupGenericShader(false);
3983 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3986 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3990 prvm_edict_t *edict;
3991 // this function draws bounding boxes of server entities
3994 R_SetupGenericShader(false);
3996 for (i = 0;i < numsurfaces;i++)
3998 edict = PRVM_EDICT_NUM(surfacelist[i]);
3999 switch ((int)edict->fields.server->solid)
4001 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4002 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4003 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4004 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4005 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4006 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4008 color[3] *= r_showbboxes.value;
4009 color[3] = bound(0, color[3], 1);
4010 GL_DepthTest(!r_showdisabledepthtest.integer);
4011 GL_CullFace(r_refdef.view.cullface_front);
4012 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4017 static void R_DrawEntityBBoxes(void)
4020 prvm_edict_t *edict;
4022 // this function draws bounding boxes of server entities
4026 for (i = 0;i < prog->num_edicts;i++)
4028 edict = PRVM_EDICT_NUM(i);
4029 if (edict->priv.server->free)
4031 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4032 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4037 int nomodelelements[24] =
4049 float nomodelvertex3f[6*3] =
4059 float nomodelcolor4f[6*4] =
4061 0.0f, 0.0f, 0.5f, 1.0f,
4062 0.0f, 0.0f, 0.5f, 1.0f,
4063 0.0f, 0.5f, 0.0f, 1.0f,
4064 0.0f, 0.5f, 0.0f, 1.0f,
4065 0.5f, 0.0f, 0.0f, 1.0f,
4066 0.5f, 0.0f, 0.0f, 1.0f
4069 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4074 // this is only called once per entity so numsurfaces is always 1, and
4075 // surfacelist is always {0}, so this code does not handle batches
4076 R_Mesh_Matrix(&ent->matrix);
4078 if (ent->flags & EF_ADDITIVE)
4080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4081 GL_DepthMask(false);
4083 else if (ent->alpha < 1)
4085 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4086 GL_DepthMask(false);
4090 GL_BlendFunc(GL_ONE, GL_ZERO);
4093 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4094 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4095 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4096 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4097 R_SetupGenericShader(false);
4098 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4099 if (r_refdef.fogenabled)
4102 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4103 R_Mesh_ColorPointer(color4f, 0, 0);
4104 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4105 f1 = FogPoint_World(org);
4107 for (i = 0, c = color4f;i < 6;i++, c += 4)
4109 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4110 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4111 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4115 else if (ent->alpha != 1)
4117 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4118 R_Mesh_ColorPointer(color4f, 0, 0);
4119 for (i = 0, c = color4f;i < 6;i++, c += 4)
4123 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4124 R_Mesh_ResetTextureState();
4125 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4128 void R_DrawNoModel(entity_render_t *ent)
4131 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4132 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4133 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4135 // R_DrawNoModelCallback(ent, 0);
4138 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4140 vec3_t right1, right2, diff, normal;
4142 VectorSubtract (org2, org1, normal);
4144 // calculate 'right' vector for start
4145 VectorSubtract (r_refdef.view.origin, org1, diff);
4146 CrossProduct (normal, diff, right1);
4147 VectorNormalize (right1);
4149 // calculate 'right' vector for end
4150 VectorSubtract (r_refdef.view.origin, org2, diff);
4151 CrossProduct (normal, diff, right2);
4152 VectorNormalize (right2);
4154 vert[ 0] = org1[0] + width * right1[0];
4155 vert[ 1] = org1[1] + width * right1[1];
4156 vert[ 2] = org1[2] + width * right1[2];
4157 vert[ 3] = org1[0] - width * right1[0];
4158 vert[ 4] = org1[1] - width * right1[1];
4159 vert[ 5] = org1[2] - width * right1[2];
4160 vert[ 6] = org2[0] - width * right2[0];
4161 vert[ 7] = org2[1] - width * right2[1];
4162 vert[ 8] = org2[2] - width * right2[2];
4163 vert[ 9] = org2[0] + width * right2[0];
4164 vert[10] = org2[1] + width * right2[1];
4165 vert[11] = org2[2] + width * right2[2];
4168 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4170 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)
4175 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4176 fog = FogPoint_World(origin);
4178 R_Mesh_Matrix(&identitymatrix);
4179 GL_BlendFunc(blendfunc1, blendfunc2);
4185 GL_CullFace(r_refdef.view.cullface_front);
4188 GL_CullFace(r_refdef.view.cullface_back);
4189 GL_CullFace(GL_NONE);
4191 GL_DepthMask(false);
4192 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4193 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4194 GL_DepthTest(!depthdisable);
4196 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4197 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4198 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4199 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4200 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4201 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4202 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4203 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4204 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4205 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4206 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4207 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4209 R_Mesh_VertexPointer(vertex3f, 0, 0);
4210 R_Mesh_ColorPointer(NULL, 0, 0);
4211 R_Mesh_ResetTextureState();
4212 R_SetupGenericShader(true);
4213 R_Mesh_TexBind(0, R_GetTexture(texture));
4214 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4215 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4216 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4217 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4219 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4221 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4222 GL_BlendFunc(blendfunc1, GL_ONE);
4224 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4225 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4229 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4234 VectorSet(v, x, y, z);
4235 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4236 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4238 if (i == mesh->numvertices)
4240 if (mesh->numvertices < mesh->maxvertices)
4242 VectorCopy(v, vertex3f);
4243 mesh->numvertices++;
4245 return mesh->numvertices;
4251 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4255 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4256 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4257 e = mesh->element3i + mesh->numtriangles * 3;
4258 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4260 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4261 if (mesh->numtriangles < mesh->maxtriangles)
4266 mesh->numtriangles++;
4268 element[1] = element[2];
4272 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4276 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4277 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4278 e = mesh->element3i + mesh->numtriangles * 3;
4279 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4281 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4282 if (mesh->numtriangles < mesh->maxtriangles)
4287 mesh->numtriangles++;
4289 element[1] = element[2];
4293 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4294 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4296 int planenum, planenum2;
4299 mplane_t *plane, *plane2;
4301 double temppoints[2][256*3];
4302 // figure out how large a bounding box we need to properly compute this brush
4304 for (w = 0;w < numplanes;w++)
4305 maxdist = max(maxdist, planes[w].dist);
4306 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4307 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4308 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4312 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4313 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4315 if (planenum2 == planenum)
4317 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);
4320 if (tempnumpoints < 3)
4322 // generate elements forming a triangle fan for this polygon
4323 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4327 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)
4329 texturelayer_t *layer;
4330 layer = t->currentlayers + t->currentnumlayers++;
4332 layer->depthmask = depthmask;
4333 layer->blendfunc1 = blendfunc1;
4334 layer->blendfunc2 = blendfunc2;
4335 layer->texture = texture;
4336 layer->texmatrix = *matrix;
4337 layer->color[0] = r * r_refdef.view.colorscale;
4338 layer->color[1] = g * r_refdef.view.colorscale;
4339 layer->color[2] = b * r_refdef.view.colorscale;
4340 layer->color[3] = a;
4343 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4346 index = parms[2] + r_refdef.scene.time * parms[3];
4347 index -= floor(index);
4351 case Q3WAVEFUNC_NONE:
4352 case Q3WAVEFUNC_NOISE:
4353 case Q3WAVEFUNC_COUNT:
4356 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4357 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4358 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4359 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4360 case Q3WAVEFUNC_TRIANGLE:
4362 f = index - floor(index);
4373 return (float)(parms[0] + parms[1] * f);
4376 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4379 model_t *model = ent->model;
4382 q3shaderinfo_layer_tcmod_t *tcmod;
4384 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4386 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4390 // switch to an alternate material if this is a q1bsp animated material
4392 texture_t *texture = t;
4393 int s = ent->skinnum;
4394 if ((unsigned int)s >= (unsigned int)model->numskins)
4396 if (model->skinscenes)
4398 if (model->skinscenes[s].framecount > 1)
4399 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4401 s = model->skinscenes[s].firstframe;
4404 t = t + s * model->num_surfaces;
4407 // use an alternate animation if the entity's frame is not 0,
4408 // and only if the texture has an alternate animation
4409 if (ent->frame2 != 0 && t->anim_total[1])
4410 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4412 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4414 texture->currentframe = t;
4417 // update currentskinframe to be a qw skin or animation frame
4418 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4420 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4422 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4423 if (developer_loading.integer)
4424 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4425 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);
4427 t->currentskinframe = r_qwskincache_skinframe[i];
4428 if (t->currentskinframe == NULL)
4429 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4431 else if (t->numskinframes >= 2)
4432 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4433 if (t->backgroundnumskinframes >= 2)
4434 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4436 t->currentmaterialflags = t->basematerialflags;
4437 t->currentalpha = ent->alpha;
4438 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4440 t->currentalpha *= r_wateralpha.value;
4442 * FIXME what is this supposed to do?
4443 // if rendering refraction/reflection, disable transparency
4444 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4445 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4448 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4449 t->currentalpha *= t->r_water_wateralpha;
4450 if(!r_waterstate.enabled)
4451 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4452 if (!(ent->flags & RENDER_LIGHT))
4453 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4454 else if (rsurface.modeltexcoordlightmap2f == NULL)
4456 // pick a model lighting mode
4457 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4458 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4460 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4462 if (ent->effects & EF_ADDITIVE)
4463 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4464 else if (t->currentalpha < 1)
4465 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4466 if (ent->effects & EF_DOUBLESIDED)
4467 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4468 if (ent->effects & EF_NODEPTHTEST)
4469 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4470 if (ent->flags & RENDER_VIEWMODEL)
4471 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4472 if (t->backgroundnumskinframes)
4473 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4474 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4476 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4477 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4480 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4482 // there is no tcmod
4483 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4484 t->currenttexmatrix = r_waterscrollmatrix;
4486 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4489 switch(tcmod->tcmod)
4493 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4494 matrix = r_waterscrollmatrix;
4496 matrix = identitymatrix;
4498 case Q3TCMOD_ENTITYTRANSLATE:
4499 // this is used in Q3 to allow the gamecode to control texcoord
4500 // scrolling on the entity, which is not supported in darkplaces yet.
4501 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4503 case Q3TCMOD_ROTATE:
4504 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4505 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4506 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4509 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4511 case Q3TCMOD_SCROLL:
4512 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4514 case Q3TCMOD_STRETCH:
4515 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4516 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4518 case Q3TCMOD_TRANSFORM:
4519 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4520 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4521 VectorSet(tcmat + 6, 0 , 0 , 1);
4522 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4523 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4525 case Q3TCMOD_TURBULENT:
4526 // this is handled in the RSurf_PrepareVertices function
4527 matrix = identitymatrix;
4530 // either replace or concatenate the transformation
4532 t->currenttexmatrix = matrix;
4535 matrix4x4_t temp = t->currenttexmatrix;
4536 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4540 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4541 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4542 t->glosstexture = r_texture_black;
4543 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4544 t->backgroundglosstexture = r_texture_black;
4545 t->specularpower = r_shadow_glossexponent.value;
4546 // TODO: store reference values for these in the texture?
4547 t->specularscale = 0;
4548 if (r_shadow_gloss.integer > 0)
4550 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4552 if (r_shadow_glossintensity.value > 0)
4554 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4555 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4556 t->specularscale = r_shadow_glossintensity.value;
4559 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4561 t->glosstexture = r_texture_white;
4562 t->backgroundglosstexture = r_texture_white;
4563 t->specularscale = r_shadow_gloss2intensity.value;
4567 // lightmaps mode looks bad with dlights using actual texturing, so turn
4568 // off the colormap and glossmap, but leave the normalmap on as it still
4569 // accurately represents the shading involved
4570 if (gl_lightmaps.integer)
4572 t->basetexture = r_texture_grey128;
4573 t->backgroundbasetexture = NULL;
4574 t->specularscale = 0;
4575 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4578 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4579 VectorClear(t->dlightcolor);
4580 t->currentnumlayers = 0;
4581 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4584 int blendfunc1, blendfunc2, depthmask;
4585 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4587 blendfunc1 = GL_SRC_ALPHA;
4588 blendfunc2 = GL_ONE;
4590 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4592 blendfunc1 = GL_SRC_ALPHA;
4593 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4595 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4597 blendfunc1 = t->customblendfunc[0];
4598 blendfunc2 = t->customblendfunc[1];
4602 blendfunc1 = GL_ONE;
4603 blendfunc2 = GL_ZERO;
4605 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4606 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4607 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4608 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4610 // fullbright is not affected by r_refdef.lightmapintensity
4611 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]);
4612 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4613 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]);
4614 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4615 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]);
4619 vec3_t ambientcolor;
4621 // set the color tint used for lights affecting this surface
4622 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4624 // q3bsp has no lightmap updates, so the lightstylevalue that
4625 // would normally be baked into the lightmap must be
4626 // applied to the color
4627 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4628 if (ent->model->type == mod_brushq3)
4629 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4630 colorscale *= r_refdef.lightmapintensity;
4631 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4632 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4633 // basic lit geometry
4634 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]);
4635 // add pants/shirt if needed
4636 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4637 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]);
4638 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4639 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]);
4640 // now add ambient passes if needed
4641 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4643 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]);
4644 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4645 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4646 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4647 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4650 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4651 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]);
4652 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4654 // if this is opaque use alpha blend which will darken the earlier
4657 // if this is an alpha blended material, all the earlier passes
4658 // were darkened by fog already, so we only need to add the fog
4659 // color ontop through the fog mask texture
4661 // if this is an additive blended material, all the earlier passes
4662 // were darkened by fog already, and we should not add fog color
4663 // (because the background was not darkened, there is no fog color
4664 // that was lost behind it).
4665 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]);
4670 void R_UpdateAllTextureInfo(entity_render_t *ent)
4674 for (i = 0;i < ent->model->num_texturesperskin;i++)
4675 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4678 rsurfacestate_t rsurface;
4680 void R_Mesh_ResizeArrays(int newvertices)
4683 if (rsurface.array_size >= newvertices)
4685 if (rsurface.array_modelvertex3f)
4686 Mem_Free(rsurface.array_modelvertex3f);
4687 rsurface.array_size = (newvertices + 1023) & ~1023;
4688 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4689 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4690 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4691 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4692 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4693 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4694 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4695 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4696 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4697 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4698 rsurface.array_color4f = base + rsurface.array_size * 27;
4699 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4702 void RSurf_ActiveWorldEntity(void)
4704 model_t *model = r_refdef.scene.worldmodel;
4705 if (rsurface.array_size < model->surfmesh.num_vertices)
4706 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4707 rsurface.matrix = identitymatrix;
4708 rsurface.inversematrix = identitymatrix;
4709 R_Mesh_Matrix(&identitymatrix);
4710 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4711 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4712 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4713 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4714 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4715 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4716 rsurface.frameblend[0].frame = 0;
4717 rsurface.frameblend[0].lerp = 1;
4718 rsurface.frameblend[1].frame = 0;
4719 rsurface.frameblend[1].lerp = 0;
4720 rsurface.frameblend[2].frame = 0;
4721 rsurface.frameblend[2].lerp = 0;
4722 rsurface.frameblend[3].frame = 0;
4723 rsurface.frameblend[3].lerp = 0;
4724 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4725 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4726 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4727 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4728 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4729 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4730 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4731 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4732 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4733 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4734 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4735 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4736 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4737 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4738 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4739 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4740 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4741 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4742 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4743 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4744 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4745 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4746 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4747 rsurface.modelelement3i = model->surfmesh.data_element3i;
4748 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4749 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4750 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4751 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4752 rsurface.modelsurfaces = model->data_surfaces;
4753 rsurface.generatedvertex = false;
4754 rsurface.vertex3f = rsurface.modelvertex3f;
4755 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4756 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4757 rsurface.svector3f = rsurface.modelsvector3f;
4758 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4759 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4760 rsurface.tvector3f = rsurface.modeltvector3f;
4761 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4762 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4763 rsurface.normal3f = rsurface.modelnormal3f;
4764 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4765 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4766 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4769 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4771 model_t *model = ent->model;
4772 if (rsurface.array_size < model->surfmesh.num_vertices)
4773 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4774 rsurface.matrix = ent->matrix;
4775 rsurface.inversematrix = ent->inversematrix;
4776 R_Mesh_Matrix(&rsurface.matrix);
4777 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4778 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4779 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4780 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4781 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4782 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4783 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4784 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4785 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4786 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4787 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4788 rsurface.frameblend[0] = ent->frameblend[0];
4789 rsurface.frameblend[1] = ent->frameblend[1];
4790 rsurface.frameblend[2] = ent->frameblend[2];
4791 rsurface.frameblend[3] = ent->frameblend[3];
4792 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4793 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4794 if (ent->model->brush.submodel)
4796 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4797 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4799 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4803 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4804 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4805 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4806 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4807 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4809 else if (wantnormals)
4811 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4812 rsurface.modelsvector3f = NULL;
4813 rsurface.modeltvector3f = NULL;
4814 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4815 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4819 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4820 rsurface.modelsvector3f = NULL;
4821 rsurface.modeltvector3f = NULL;
4822 rsurface.modelnormal3f = NULL;
4823 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4825 rsurface.modelvertex3f_bufferobject = 0;
4826 rsurface.modelvertex3f_bufferoffset = 0;
4827 rsurface.modelsvector3f_bufferobject = 0;
4828 rsurface.modelsvector3f_bufferoffset = 0;
4829 rsurface.modeltvector3f_bufferobject = 0;
4830 rsurface.modeltvector3f_bufferoffset = 0;
4831 rsurface.modelnormal3f_bufferobject = 0;
4832 rsurface.modelnormal3f_bufferoffset = 0;
4833 rsurface.generatedvertex = true;
4837 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4838 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4839 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4840 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4841 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4842 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4843 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4844 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4845 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4846 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4847 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4848 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4849 rsurface.generatedvertex = false;
4851 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4852 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4853 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4854 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4855 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4856 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4857 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4858 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4859 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4860 rsurface.modelelement3i = model->surfmesh.data_element3i;
4861 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4862 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4863 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4864 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4865 rsurface.modelsurfaces = model->data_surfaces;
4866 rsurface.vertex3f = rsurface.modelvertex3f;
4867 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4868 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4869 rsurface.svector3f = rsurface.modelsvector3f;
4870 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4871 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4872 rsurface.tvector3f = rsurface.modeltvector3f;
4873 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4874 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4875 rsurface.normal3f = rsurface.modelnormal3f;
4876 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4877 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4878 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4881 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4882 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4885 int texturesurfaceindex;
4890 const float *v1, *in_tc;
4892 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4894 q3shaderinfo_deform_t *deform;
4895 // 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
4896 if (rsurface.generatedvertex)
4898 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4899 generatenormals = true;
4900 for (i = 0;i < Q3MAXDEFORMS;i++)
4902 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4904 generatetangents = true;
4905 generatenormals = true;
4907 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4908 generatenormals = true;
4910 if (generatenormals && !rsurface.modelnormal3f)
4912 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4913 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4914 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4915 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4917 if (generatetangents && !rsurface.modelsvector3f)
4919 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4920 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4921 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4922 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4923 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4924 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4925 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);
4928 rsurface.vertex3f = rsurface.modelvertex3f;
4929 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4930 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4931 rsurface.svector3f = rsurface.modelsvector3f;
4932 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4933 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4934 rsurface.tvector3f = rsurface.modeltvector3f;
4935 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4936 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4937 rsurface.normal3f = rsurface.modelnormal3f;
4938 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4939 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4940 // if vertices are deformed (sprite flares and things in maps, possibly
4941 // water waves, bulges and other deformations), generate them into
4942 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4943 // (may be static model data or generated data for an animated model, or
4944 // the previous deform pass)
4945 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4947 switch (deform->deform)
4950 case Q3DEFORM_PROJECTIONSHADOW:
4951 case Q3DEFORM_TEXT0:
4952 case Q3DEFORM_TEXT1:
4953 case Q3DEFORM_TEXT2:
4954 case Q3DEFORM_TEXT3:
4955 case Q3DEFORM_TEXT4:
4956 case Q3DEFORM_TEXT5:
4957 case Q3DEFORM_TEXT6:
4958 case Q3DEFORM_TEXT7:
4961 case Q3DEFORM_AUTOSPRITE:
4962 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4963 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4964 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4965 VectorNormalize(newforward);
4966 VectorNormalize(newright);
4967 VectorNormalize(newup);
4968 // make deformed versions of only the model vertices used by the specified surfaces
4969 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4971 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4972 // a single autosprite surface can contain multiple sprites...
4973 for (j = 0;j < surface->num_vertices - 3;j += 4)
4975 VectorClear(center);
4976 for (i = 0;i < 4;i++)
4977 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4978 VectorScale(center, 0.25f, center);
4979 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4980 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4981 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4982 for (i = 0;i < 4;i++)
4984 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4985 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4988 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);
4989 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);
4991 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4992 rsurface.vertex3f_bufferobject = 0;
4993 rsurface.vertex3f_bufferoffset = 0;
4994 rsurface.svector3f = rsurface.array_deformedsvector3f;
4995 rsurface.svector3f_bufferobject = 0;
4996 rsurface.svector3f_bufferoffset = 0;
4997 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4998 rsurface.tvector3f_bufferobject = 0;
4999 rsurface.tvector3f_bufferoffset = 0;
5000 rsurface.normal3f = rsurface.array_deformednormal3f;
5001 rsurface.normal3f_bufferobject = 0;
5002 rsurface.normal3f_bufferoffset = 0;
5004 case Q3DEFORM_AUTOSPRITE2:
5005 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5006 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5007 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5008 VectorNormalize(newforward);
5009 VectorNormalize(newright);
5010 VectorNormalize(newup);
5011 // make deformed versions of only the model vertices used by the specified surfaces
5012 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5014 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5015 const float *v1, *v2;
5025 memset(shortest, 0, sizeof(shortest));
5026 // a single autosprite surface can contain multiple sprites...
5027 for (j = 0;j < surface->num_vertices - 3;j += 4)
5029 VectorClear(center);
5030 for (i = 0;i < 4;i++)
5031 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5032 VectorScale(center, 0.25f, center);
5033 // find the two shortest edges, then use them to define the
5034 // axis vectors for rotating around the central axis
5035 for (i = 0;i < 6;i++)
5037 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5038 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5040 Debug_PolygonBegin(NULL, 0);
5041 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5042 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);
5043 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5046 l = VectorDistance2(v1, v2);
5047 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5049 l += (1.0f / 1024.0f);
5050 if (shortest[0].length2 > l || i == 0)
5052 shortest[1] = shortest[0];
5053 shortest[0].length2 = l;
5054 shortest[0].v1 = v1;
5055 shortest[0].v2 = v2;
5057 else if (shortest[1].length2 > l || i == 1)
5059 shortest[1].length2 = l;
5060 shortest[1].v1 = v1;
5061 shortest[1].v2 = v2;
5064 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5065 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5067 Debug_PolygonBegin(NULL, 0);
5068 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5069 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);
5070 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5073 // this calculates the right vector from the shortest edge
5074 // and the up vector from the edge midpoints
5075 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5076 VectorNormalize(right);
5077 VectorSubtract(end, start, up);
5078 VectorNormalize(up);
5079 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5080 //VectorSubtract(rsurface.modelorg, center, forward);
5081 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5082 VectorNegate(forward, forward);
5083 VectorReflect(forward, 0, up, forward);
5084 VectorNormalize(forward);
5085 CrossProduct(up, forward, newright);
5086 VectorNormalize(newright);
5088 Debug_PolygonBegin(NULL, 0);
5089 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);
5090 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5091 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5095 Debug_PolygonBegin(NULL, 0);
5096 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5097 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5098 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5101 // rotate the quad around the up axis vector, this is made
5102 // especially easy by the fact we know the quad is flat,
5103 // so we only have to subtract the center position and
5104 // measure distance along the right vector, and then
5105 // multiply that by the newright vector and add back the
5107 // we also need to subtract the old position to undo the
5108 // displacement from the center, which we do with a
5109 // DotProduct, the subtraction/addition of center is also
5110 // optimized into DotProducts here
5111 l = DotProduct(right, center);
5112 for (i = 0;i < 4;i++)
5114 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5115 f = DotProduct(right, v1) - l;
5116 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5119 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);
5120 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);
5122 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5123 rsurface.vertex3f_bufferobject = 0;
5124 rsurface.vertex3f_bufferoffset = 0;
5125 rsurface.svector3f = rsurface.array_deformedsvector3f;
5126 rsurface.svector3f_bufferobject = 0;
5127 rsurface.svector3f_bufferoffset = 0;
5128 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5129 rsurface.tvector3f_bufferobject = 0;
5130 rsurface.tvector3f_bufferoffset = 0;
5131 rsurface.normal3f = rsurface.array_deformednormal3f;
5132 rsurface.normal3f_bufferobject = 0;
5133 rsurface.normal3f_bufferoffset = 0;
5135 case Q3DEFORM_NORMAL:
5136 // deform the normals to make reflections wavey
5137 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5139 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5140 for (j = 0;j < surface->num_vertices;j++)
5143 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5144 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5145 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5146 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5147 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5148 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5149 VectorNormalize(normal);
5151 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);
5153 rsurface.svector3f = rsurface.array_deformedsvector3f;
5154 rsurface.svector3f_bufferobject = 0;
5155 rsurface.svector3f_bufferoffset = 0;
5156 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5157 rsurface.tvector3f_bufferobject = 0;
5158 rsurface.tvector3f_bufferoffset = 0;
5159 rsurface.normal3f = rsurface.array_deformednormal3f;
5160 rsurface.normal3f_bufferobject = 0;
5161 rsurface.normal3f_bufferoffset = 0;
5164 // deform vertex array to make wavey water and flags and such
5165 waveparms[0] = deform->waveparms[0];
5166 waveparms[1] = deform->waveparms[1];
5167 waveparms[2] = deform->waveparms[2];
5168 waveparms[3] = deform->waveparms[3];
5169 // this is how a divisor of vertex influence on deformation
5170 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5171 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5172 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5174 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5175 for (j = 0;j < surface->num_vertices;j++)
5177 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5178 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5179 // if the wavefunc depends on time, evaluate it per-vertex
5182 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5183 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5185 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5188 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5189 rsurface.vertex3f_bufferobject = 0;
5190 rsurface.vertex3f_bufferoffset = 0;
5192 case Q3DEFORM_BULGE:
5193 // deform vertex array to make the surface have moving bulges
5194 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5196 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5197 for (j = 0;j < surface->num_vertices;j++)
5199 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5200 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5203 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5204 rsurface.vertex3f_bufferobject = 0;
5205 rsurface.vertex3f_bufferoffset = 0;
5208 // deform vertex array
5209 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5210 VectorScale(deform->parms, scale, waveparms);
5211 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5213 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5214 for (j = 0;j < surface->num_vertices;j++)
5215 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5217 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5218 rsurface.vertex3f_bufferobject = 0;
5219 rsurface.vertex3f_bufferoffset = 0;
5223 // generate texcoords based on the chosen texcoord source
5224 switch(rsurface.texture->tcgen.tcgen)
5227 case Q3TCGEN_TEXTURE:
5228 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5229 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5230 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5232 case Q3TCGEN_LIGHTMAP:
5233 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5234 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5235 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5237 case Q3TCGEN_VECTOR:
5238 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5240 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5241 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)
5243 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5244 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5247 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5248 rsurface.texcoordtexture2f_bufferobject = 0;
5249 rsurface.texcoordtexture2f_bufferoffset = 0;
5251 case Q3TCGEN_ENVIRONMENT:
5252 // make environment reflections using a spheremap
5253 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5255 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5256 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5257 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5258 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5259 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5261 float l, d, eyedir[3];
5262 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5263 l = 0.5f / VectorLength(eyedir);
5264 d = DotProduct(normal, eyedir)*2;
5265 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5266 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5269 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5270 rsurface.texcoordtexture2f_bufferobject = 0;
5271 rsurface.texcoordtexture2f_bufferoffset = 0;
5274 // the only tcmod that needs software vertex processing is turbulent, so
5275 // check for it here and apply the changes if needed
5276 // and we only support that as the first one
5277 // (handling a mixture of turbulent and other tcmods would be problematic
5278 // without punting it entirely to a software path)
5279 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5281 amplitude = rsurface.texture->tcmods[0].parms[1];
5282 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5283 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5285 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5286 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)
5288 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5289 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5292 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5293 rsurface.texcoordtexture2f_bufferobject = 0;
5294 rsurface.texcoordtexture2f_bufferoffset = 0;
5296 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5297 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5298 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5299 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5302 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5305 const msurface_t *surface = texturesurfacelist[0];
5306 const msurface_t *surface2;
5311 // TODO: lock all array ranges before render, rather than on each surface
5312 if (texturenumsurfaces == 1)
5314 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5315 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5317 else if (r_batchmode.integer == 2)
5319 #define MAXBATCHTRIANGLES 4096
5320 int batchtriangles = 0;
5321 int batchelements[MAXBATCHTRIANGLES*3];
5322 for (i = 0;i < texturenumsurfaces;i = j)
5324 surface = texturesurfacelist[i];
5326 if (surface->num_triangles > MAXBATCHTRIANGLES)
5328 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5331 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5332 batchtriangles = surface->num_triangles;
5333 firstvertex = surface->num_firstvertex;
5334 endvertex = surface->num_firstvertex + surface->num_vertices;
5335 for (;j < texturenumsurfaces;j++)
5337 surface2 = texturesurfacelist[j];
5338 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5340 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5341 batchtriangles += surface2->num_triangles;
5342 firstvertex = min(firstvertex, surface2->num_firstvertex);
5343 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5345 surface2 = texturesurfacelist[j-1];
5346 numvertices = endvertex - firstvertex;
5347 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5350 else if (r_batchmode.integer == 1)
5352 for (i = 0;i < texturenumsurfaces;i = j)
5354 surface = texturesurfacelist[i];
5355 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5356 if (texturesurfacelist[j] != surface2)
5358 surface2 = texturesurfacelist[j-1];
5359 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5360 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5361 GL_LockArrays(surface->num_firstvertex, numvertices);
5362 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5367 for (i = 0;i < texturenumsurfaces;i++)
5369 surface = texturesurfacelist[i];
5370 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5371 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5376 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5378 int i, planeindex, vertexindex;
5382 r_waterstate_waterplane_t *p, *bestp;
5383 msurface_t *surface;
5384 if (r_waterstate.renderingscene)
5386 for (i = 0;i < texturenumsurfaces;i++)
5388 surface = texturesurfacelist[i];
5389 if (lightmaptexunit >= 0)
5390 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5391 if (deluxemaptexunit >= 0)
5392 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5393 // pick the closest matching water plane
5396 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5399 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5401 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5402 d += fabs(PlaneDiff(vert, &p->plane));
5404 if (bestd > d || !bestp)
5412 if (refractiontexunit >= 0)
5413 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5414 if (reflectiontexunit >= 0)
5415 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5419 if (refractiontexunit >= 0)
5420 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5421 if (reflectiontexunit >= 0)
5422 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5424 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5425 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5429 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5433 const msurface_t *surface = texturesurfacelist[0];
5434 const msurface_t *surface2;
5439 // TODO: lock all array ranges before render, rather than on each surface
5440 if (texturenumsurfaces == 1)
5442 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5443 if (deluxemaptexunit >= 0)
5444 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5445 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5446 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5448 else if (r_batchmode.integer == 2)
5450 #define MAXBATCHTRIANGLES 4096
5451 int batchtriangles = 0;
5452 int batchelements[MAXBATCHTRIANGLES*3];
5453 for (i = 0;i < texturenumsurfaces;i = j)
5455 surface = texturesurfacelist[i];
5456 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5457 if (deluxemaptexunit >= 0)
5458 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5460 if (surface->num_triangles > MAXBATCHTRIANGLES)
5462 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5465 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5466 batchtriangles = surface->num_triangles;
5467 firstvertex = surface->num_firstvertex;
5468 endvertex = surface->num_firstvertex + surface->num_vertices;
5469 for (;j < texturenumsurfaces;j++)
5471 surface2 = texturesurfacelist[j];
5472 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5474 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5475 batchtriangles += surface2->num_triangles;
5476 firstvertex = min(firstvertex, surface2->num_firstvertex);
5477 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5479 surface2 = texturesurfacelist[j-1];
5480 numvertices = endvertex - firstvertex;
5481 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5484 else if (r_batchmode.integer == 1)
5487 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5488 for (i = 0;i < texturenumsurfaces;i = j)
5490 surface = texturesurfacelist[i];
5491 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5492 if (texturesurfacelist[j] != surface2)
5494 Con_Printf(" %i", j - i);
5497 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5499 for (i = 0;i < texturenumsurfaces;i = j)
5501 surface = texturesurfacelist[i];
5502 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5503 if (deluxemaptexunit >= 0)
5504 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5505 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5506 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5509 Con_Printf(" %i", j - i);
5511 surface2 = texturesurfacelist[j-1];
5512 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5513 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5514 GL_LockArrays(surface->num_firstvertex, numvertices);
5515 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5523 for (i = 0;i < texturenumsurfaces;i++)
5525 surface = texturesurfacelist[i];
5526 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5527 if (deluxemaptexunit >= 0)
5528 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5529 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5530 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5535 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5538 int texturesurfaceindex;
5539 if (r_showsurfaces.integer == 2)
5541 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5543 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5544 for (j = 0;j < surface->num_triangles;j++)
5546 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5547 GL_Color(f, f, f, 1);
5548 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5554 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5556 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5557 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5558 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);
5559 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5560 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5565 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5567 int texturesurfaceindex;
5571 if (rsurface.lightmapcolor4f)
5573 // generate color arrays for the surfaces in this list
5574 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5576 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5577 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)
5579 f = FogPoint_Model(v);
5589 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5591 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5592 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)
5594 f = FogPoint_Model(v);
5602 rsurface.lightmapcolor4f = rsurface.array_color4f;
5603 rsurface.lightmapcolor4f_bufferobject = 0;
5604 rsurface.lightmapcolor4f_bufferoffset = 0;
5607 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5609 int texturesurfaceindex;
5612 if (!rsurface.lightmapcolor4f)
5614 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5616 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5617 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)
5625 rsurface.lightmapcolor4f = rsurface.array_color4f;
5626 rsurface.lightmapcolor4f_bufferobject = 0;
5627 rsurface.lightmapcolor4f_bufferoffset = 0;
5630 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5633 rsurface.lightmapcolor4f = NULL;
5634 rsurface.lightmapcolor4f_bufferobject = 0;
5635 rsurface.lightmapcolor4f_bufferoffset = 0;
5636 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5637 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5638 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5639 GL_Color(r, g, b, a);
5640 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5643 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5645 // TODO: optimize applyfog && applycolor case
5646 // just apply fog if necessary, and tint the fog color array if necessary
5647 rsurface.lightmapcolor4f = NULL;
5648 rsurface.lightmapcolor4f_bufferobject = 0;
5649 rsurface.lightmapcolor4f_bufferoffset = 0;
5650 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5651 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5652 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5653 GL_Color(r, g, b, a);
5654 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5657 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5659 int texturesurfaceindex;
5663 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5665 // generate color arrays for the surfaces in this list
5666 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5668 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5669 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5671 if (surface->lightmapinfo->samples)
5673 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5674 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5675 VectorScale(lm, scale, c);
5676 if (surface->lightmapinfo->styles[1] != 255)
5678 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5680 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5681 VectorMA(c, scale, lm, c);
5682 if (surface->lightmapinfo->styles[2] != 255)
5685 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5686 VectorMA(c, scale, lm, c);
5687 if (surface->lightmapinfo->styles[3] != 255)
5690 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5691 VectorMA(c, scale, lm, c);
5701 rsurface.lightmapcolor4f = rsurface.array_color4f;
5702 rsurface.lightmapcolor4f_bufferobject = 0;
5703 rsurface.lightmapcolor4f_bufferoffset = 0;
5707 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5708 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5709 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5711 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5712 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5713 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5714 GL_Color(r, g, b, a);
5715 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5718 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5720 int texturesurfaceindex;
5724 vec3_t ambientcolor;
5725 vec3_t diffusecolor;
5729 VectorCopy(rsurface.modellight_lightdir, lightdir);
5730 f = 0.5f * r_refdef.lightmapintensity;
5731 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5732 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5733 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5734 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5735 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5736 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5737 if (VectorLength2(diffusecolor) > 0)
5739 // generate color arrays for the surfaces in this list
5740 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5742 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5743 int numverts = surface->num_vertices;
5744 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5745 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5746 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5747 // q3-style directional shading
5748 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5750 if ((f = DotProduct(c2, lightdir)) > 0)
5751 VectorMA(ambientcolor, f, diffusecolor, c);
5753 VectorCopy(ambientcolor, c);
5762 rsurface.lightmapcolor4f = rsurface.array_color4f;
5763 rsurface.lightmapcolor4f_bufferobject = 0;
5764 rsurface.lightmapcolor4f_bufferoffset = 0;
5768 r = ambientcolor[0];
5769 g = ambientcolor[1];
5770 b = ambientcolor[2];
5771 rsurface.lightmapcolor4f = NULL;
5772 rsurface.lightmapcolor4f_bufferobject = 0;
5773 rsurface.lightmapcolor4f_bufferoffset = 0;
5775 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5776 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5777 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5778 GL_Color(r, g, b, a);
5779 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5782 void RSurf_SetupDepthAndCulling(void)
5784 // submodels are biased to avoid z-fighting with world surfaces that they
5785 // may be exactly overlapping (avoids z-fighting artifacts on certain
5786 // doors and things in Quake maps)
5787 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5788 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5789 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5790 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5793 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5795 // transparent sky would be ridiculous
5796 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5798 R_SetupGenericShader(false);
5801 skyrendernow = false;
5802 // we have to force off the water clipping plane while rendering sky
5806 // restore entity matrix
5807 R_Mesh_Matrix(&rsurface.matrix);
5809 RSurf_SetupDepthAndCulling();
5811 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5812 // skymasking on them, and Quake3 never did sky masking (unlike
5813 // software Quake and software Quake2), so disable the sky masking
5814 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5815 // and skymasking also looks very bad when noclipping outside the
5816 // level, so don't use it then either.
5817 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5819 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5820 R_Mesh_ColorPointer(NULL, 0, 0);
5821 R_Mesh_ResetTextureState();
5822 if (skyrendermasked)
5824 R_SetupDepthOrShadowShader();
5825 // depth-only (masking)
5826 GL_ColorMask(0,0,0,0);
5827 // just to make sure that braindead drivers don't draw
5828 // anything despite that colormask...
5829 GL_BlendFunc(GL_ZERO, GL_ONE);
5833 R_SetupGenericShader(false);
5835 GL_BlendFunc(GL_ONE, GL_ZERO);
5837 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5838 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5839 if (skyrendermasked)
5840 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5842 R_Mesh_ResetTextureState();
5843 GL_Color(1, 1, 1, 1);
5846 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5848 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5851 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5852 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5853 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5854 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5855 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5856 if (rsurface.texture->backgroundcurrentskinframe)
5858 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5859 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5860 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5861 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5863 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5864 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5865 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5866 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5867 R_Mesh_ColorPointer(NULL, 0, 0);
5869 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5871 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5873 // render background
5874 GL_BlendFunc(GL_ONE, GL_ZERO);
5876 GL_AlphaTest(false);
5878 GL_Color(1, 1, 1, 1);
5879 R_Mesh_ColorPointer(NULL, 0, 0);
5881 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5882 if (r_glsl_permutation)
5884 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5885 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5886 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5887 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5888 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5889 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5890 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);
5892 GL_LockArrays(0, 0);
5894 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5895 GL_DepthMask(false);
5896 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5897 R_Mesh_ColorPointer(NULL, 0, 0);
5899 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5900 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5901 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5904 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5905 if (!r_glsl_permutation)
5908 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5909 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5910 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5911 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5912 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5913 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5915 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5917 GL_BlendFunc(GL_ONE, GL_ZERO);
5919 GL_AlphaTest(false);
5923 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5924 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5925 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5928 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5930 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5931 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);
5933 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5937 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5938 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);
5940 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5942 GL_LockArrays(0, 0);
5945 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5947 // OpenGL 1.3 path - anything not completely ancient
5948 int texturesurfaceindex;
5949 qboolean applycolor;
5953 const texturelayer_t *layer;
5954 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5956 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5959 int layertexrgbscale;
5960 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5962 if (layerindex == 0)
5966 GL_AlphaTest(false);
5967 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5970 GL_DepthMask(layer->depthmask && writedepth);
5971 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5972 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5974 layertexrgbscale = 4;
5975 VectorScale(layer->color, 0.25f, layercolor);
5977 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5979 layertexrgbscale = 2;
5980 VectorScale(layer->color, 0.5f, layercolor);
5984 layertexrgbscale = 1;
5985 VectorScale(layer->color, 1.0f, layercolor);
5987 layercolor[3] = layer->color[3];
5988 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5989 R_Mesh_ColorPointer(NULL, 0, 0);
5990 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5991 switch (layer->type)
5993 case TEXTURELAYERTYPE_LITTEXTURE:
5994 memset(&m, 0, sizeof(m));
5995 m.tex[0] = R_GetTexture(r_texture_white);
5996 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5997 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5998 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5999 m.tex[1] = R_GetTexture(layer->texture);
6000 m.texmatrix[1] = layer->texmatrix;
6001 m.texrgbscale[1] = layertexrgbscale;
6002 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6003 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6004 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6005 R_Mesh_TextureState(&m);
6006 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6007 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6008 else if (rsurface.uselightmaptexture)
6009 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6011 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6013 case TEXTURELAYERTYPE_TEXTURE:
6014 memset(&m, 0, sizeof(m));
6015 m.tex[0] = R_GetTexture(layer->texture);
6016 m.texmatrix[0] = layer->texmatrix;
6017 m.texrgbscale[0] = layertexrgbscale;
6018 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6019 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6020 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6021 R_Mesh_TextureState(&m);
6022 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6024 case TEXTURELAYERTYPE_FOG:
6025 memset(&m, 0, sizeof(m));
6026 m.texrgbscale[0] = layertexrgbscale;
6029 m.tex[0] = R_GetTexture(layer->texture);
6030 m.texmatrix[0] = layer->texmatrix;
6031 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6032 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6033 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6035 R_Mesh_TextureState(&m);
6036 // generate a color array for the fog pass
6037 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6038 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6042 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6043 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)
6045 f = 1 - FogPoint_Model(v);
6046 c[0] = layercolor[0];
6047 c[1] = layercolor[1];
6048 c[2] = layercolor[2];
6049 c[3] = f * layercolor[3];
6052 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6055 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6057 GL_LockArrays(0, 0);
6060 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6062 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6063 GL_AlphaTest(false);
6067 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6069 // OpenGL 1.1 - crusty old voodoo path
6070 int texturesurfaceindex;
6074 const texturelayer_t *layer;
6075 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6077 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6079 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6081 if (layerindex == 0)
6085 GL_AlphaTest(false);
6086 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6089 GL_DepthMask(layer->depthmask && writedepth);
6090 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6091 R_Mesh_ColorPointer(NULL, 0, 0);
6092 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6093 switch (layer->type)
6095 case TEXTURELAYERTYPE_LITTEXTURE:
6096 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6098 // two-pass lit texture with 2x rgbscale
6099 // first the lightmap pass
6100 memset(&m, 0, sizeof(m));
6101 m.tex[0] = R_GetTexture(r_texture_white);
6102 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6103 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6104 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6105 R_Mesh_TextureState(&m);
6106 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6107 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6108 else if (rsurface.uselightmaptexture)
6109 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6111 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6112 GL_LockArrays(0, 0);
6113 // then apply the texture to it
6114 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6115 memset(&m, 0, sizeof(m));
6116 m.tex[0] = R_GetTexture(layer->texture);
6117 m.texmatrix[0] = layer->texmatrix;
6118 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6119 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6120 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6121 R_Mesh_TextureState(&m);
6122 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);
6126 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6127 memset(&m, 0, sizeof(m));
6128 m.tex[0] = R_GetTexture(layer->texture);
6129 m.texmatrix[0] = layer->texmatrix;
6130 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6131 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6132 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6133 R_Mesh_TextureState(&m);
6134 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6135 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);
6137 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);
6140 case TEXTURELAYERTYPE_TEXTURE:
6141 // singletexture unlit texture with transparency support
6142 memset(&m, 0, sizeof(m));
6143 m.tex[0] = R_GetTexture(layer->texture);
6144 m.texmatrix[0] = layer->texmatrix;
6145 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6146 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6147 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6148 R_Mesh_TextureState(&m);
6149 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);
6151 case TEXTURELAYERTYPE_FOG:
6152 // singletexture fogging
6153 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6156 memset(&m, 0, sizeof(m));
6157 m.tex[0] = R_GetTexture(layer->texture);
6158 m.texmatrix[0] = layer->texmatrix;
6159 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6160 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6161 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6162 R_Mesh_TextureState(&m);
6165 R_Mesh_ResetTextureState();
6166 // generate a color array for the fog pass
6167 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6171 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6172 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)
6174 f = 1 - FogPoint_Model(v);
6175 c[0] = layer->color[0];
6176 c[1] = layer->color[1];
6177 c[2] = layer->color[2];
6178 c[3] = f * layer->color[3];
6181 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6184 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6186 GL_LockArrays(0, 0);
6189 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6191 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6192 GL_AlphaTest(false);
6196 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6199 RSurf_SetupDepthAndCulling();
6200 if (r_glsl.integer && gl_support_fragment_shader)
6201 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6202 else if (gl_combine.integer && r_textureunits.integer >= 2)
6203 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6205 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6209 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6212 int texturenumsurfaces, endsurface;
6214 msurface_t *surface;
6215 msurface_t *texturesurfacelist[1024];
6217 // if the model is static it doesn't matter what value we give for
6218 // wantnormals and wanttangents, so this logic uses only rules applicable
6219 // to a model, knowing that they are meaningless otherwise
6220 if (ent == r_refdef.scene.worldentity)
6221 RSurf_ActiveWorldEntity();
6222 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6223 RSurf_ActiveModelEntity(ent, false, false);
6225 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6227 for (i = 0;i < numsurfaces;i = j)
6230 surface = rsurface.modelsurfaces + surfacelist[i];
6231 texture = surface->texture;
6232 R_UpdateTextureInfo(ent, texture);
6233 rsurface.texture = texture->currentframe;
6234 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6235 // scan ahead until we find a different texture
6236 endsurface = min(i + 1024, numsurfaces);
6237 texturenumsurfaces = 0;
6238 texturesurfacelist[texturenumsurfaces++] = surface;
6239 for (;j < endsurface;j++)
6241 surface = rsurface.modelsurfaces + surfacelist[j];
6242 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6244 texturesurfacelist[texturenumsurfaces++] = surface;
6246 // render the range of surfaces
6247 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6249 GL_AlphaTest(false);
6252 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6257 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6259 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6261 RSurf_SetupDepthAndCulling();
6262 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6263 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6265 else if (r_showsurfaces.integer)
6267 RSurf_SetupDepthAndCulling();
6269 GL_BlendFunc(GL_ONE, GL_ZERO);
6271 GL_AlphaTest(false);
6272 R_Mesh_ColorPointer(NULL, 0, 0);
6273 R_Mesh_ResetTextureState();
6274 R_SetupGenericShader(false);
6275 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6276 if (!r_refdef.view.showdebug)
6278 GL_Color(0, 0, 0, 1);
6279 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6282 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6284 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6285 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6286 else if (!rsurface.texture->currentnumlayers)
6288 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6290 // transparent surfaces get pushed off into the transparent queue
6291 int surfacelistindex;
6292 const msurface_t *surface;
6293 vec3_t tempcenter, center;
6294 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6296 surface = texturesurfacelist[surfacelistindex];
6297 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6298 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6299 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6300 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6301 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6306 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6307 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6312 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6316 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6319 for (i = 0;i < numsurfaces;i++)
6320 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6321 R_Water_AddWaterPlane(surfacelist[i]);
6324 // break the surface list down into batches by texture and use of lightmapping
6325 for (i = 0;i < numsurfaces;i = j)
6328 // texture is the base texture pointer, rsurface.texture is the
6329 // current frame/skin the texture is directing us to use (for example
6330 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6331 // use skin 1 instead)
6332 texture = surfacelist[i]->texture;
6333 rsurface.texture = texture->currentframe;
6334 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6335 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6337 // if this texture is not the kind we want, skip ahead to the next one
6338 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6342 // simply scan ahead until we find a different texture or lightmap state
6343 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6345 // render the range of surfaces
6346 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6350 float locboxvertex3f[6*4*3] =
6352 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6353 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6354 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6355 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6356 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6357 1,0,0, 0,0,0, 0,1,0, 1,1,0
6360 int locboxelement3i[6*2*3] =
6370 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6373 cl_locnode_t *loc = (cl_locnode_t *)ent;
6375 float vertex3f[6*4*3];
6377 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6378 GL_DepthMask(false);
6379 GL_DepthRange(0, 1);
6380 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6382 GL_CullFace(GL_NONE);
6383 R_Mesh_Matrix(&identitymatrix);
6385 R_Mesh_VertexPointer(vertex3f, 0, 0);
6386 R_Mesh_ColorPointer(NULL, 0, 0);
6387 R_Mesh_ResetTextureState();
6388 R_SetupGenericShader(false);
6391 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6392 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6393 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6394 surfacelist[0] < 0 ? 0.5f : 0.125f);
6396 if (VectorCompare(loc->mins, loc->maxs))
6398 VectorSet(size, 2, 2, 2);
6399 VectorMA(loc->mins, -0.5f, size, mins);
6403 VectorCopy(loc->mins, mins);
6404 VectorSubtract(loc->maxs, loc->mins, size);
6407 for (i = 0;i < 6*4*3;)
6408 for (j = 0;j < 3;j++, i++)
6409 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6411 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6414 void R_DrawLocs(void)
6417 cl_locnode_t *loc, *nearestloc;
6419 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6420 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6422 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6423 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6427 void R_DrawDebugModel(entity_render_t *ent)
6429 int i, j, k, l, flagsmask;
6430 const int *elements;
6432 msurface_t *surface;
6433 model_t *model = ent->model;
6436 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6438 R_Mesh_ColorPointer(NULL, 0, 0);
6439 R_Mesh_ResetTextureState();
6440 R_SetupGenericShader(false);
6441 GL_DepthRange(0, 1);
6442 GL_DepthTest(!r_showdisabledepthtest.integer);
6443 GL_DepthMask(false);
6444 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6446 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6448 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6449 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6451 if (brush->colbrushf && brush->colbrushf->numtriangles)
6453 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6454 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);
6455 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6458 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6460 if (surface->num_collisiontriangles)
6462 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6463 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);
6464 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6469 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6471 if (r_showtris.integer || r_shownormals.integer)
6473 if (r_showdisabledepthtest.integer)
6475 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6476 GL_DepthMask(false);
6480 GL_BlendFunc(GL_ONE, GL_ZERO);
6483 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6485 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6487 rsurface.texture = surface->texture->currentframe;
6488 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6490 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6491 if (r_showtris.value > 0)
6493 if (!rsurface.texture->currentlayers->depthmask)
6494 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6495 else if (ent == r_refdef.scene.worldentity)
6496 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6498 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6499 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6502 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6504 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6505 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6506 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6507 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6512 if (r_shownormals.value > 0)
6515 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6517 VectorCopy(rsurface.vertex3f + l * 3, v);
6518 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6519 qglVertex3f(v[0], v[1], v[2]);
6520 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6521 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6522 qglVertex3f(v[0], v[1], v[2]);
6527 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6529 VectorCopy(rsurface.vertex3f + l * 3, v);
6530 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6531 qglVertex3f(v[0], v[1], v[2]);
6532 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6533 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6534 qglVertex3f(v[0], v[1], v[2]);
6539 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6541 VectorCopy(rsurface.vertex3f + l * 3, v);
6542 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6543 qglVertex3f(v[0], v[1], v[2]);
6544 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6545 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6546 qglVertex3f(v[0], v[1], v[2]);
6553 rsurface.texture = NULL;
6557 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6558 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6560 int i, j, endj, f, flagsmask;
6561 msurface_t *surface;
6563 model_t *model = r_refdef.scene.worldmodel;
6564 const int maxsurfacelist = 1024;
6565 int numsurfacelist = 0;
6566 msurface_t *surfacelist[1024];
6570 RSurf_ActiveWorldEntity();
6572 // update light styles on this submodel
6573 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6575 model_brush_lightstyleinfo_t *style;
6576 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6578 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6580 msurface_t *surfaces = model->data_surfaces;
6581 int *list = style->surfacelist;
6582 style->value = r_refdef.scene.lightstylevalue[style->style];
6583 for (j = 0;j < style->numsurfaces;j++)
6584 surfaces[list[j]].cached_dlight = true;
6589 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6590 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6594 R_DrawDebugModel(r_refdef.scene.worldentity);
6600 rsurface.uselightmaptexture = false;
6601 rsurface.texture = NULL;
6602 rsurface.rtlight = NULL;
6604 j = model->firstmodelsurface;
6605 endj = j + model->nummodelsurfaces;
6608 // quickly skip over non-visible surfaces
6609 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6611 // quickly iterate over visible surfaces
6612 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6614 // process this surface
6615 surface = model->data_surfaces + j;
6616 // if this surface fits the criteria, add it to the list
6617 if (surface->num_triangles)
6619 // if lightmap parameters changed, rebuild lightmap texture
6620 if (surface->cached_dlight)
6621 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6622 // add face to draw list
6623 surfacelist[numsurfacelist++] = surface;
6624 r_refdef.stats.world_triangles += surface->num_triangles;
6625 if (numsurfacelist >= maxsurfacelist)
6627 r_refdef.stats.world_surfaces += numsurfacelist;
6628 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6634 r_refdef.stats.world_surfaces += numsurfacelist;
6636 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6637 GL_AlphaTest(false);
6640 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6642 int i, j, f, flagsmask;
6643 msurface_t *surface, *endsurface;
6645 model_t *model = ent->model;
6646 const int maxsurfacelist = 1024;
6647 int numsurfacelist = 0;
6648 msurface_t *surfacelist[1024];
6652 // if the model is static it doesn't matter what value we give for
6653 // wantnormals and wanttangents, so this logic uses only rules applicable
6654 // to a model, knowing that they are meaningless otherwise
6655 if (ent == r_refdef.scene.worldentity)
6656 RSurf_ActiveWorldEntity();
6657 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6658 RSurf_ActiveModelEntity(ent, false, false);
6660 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6662 // update light styles
6663 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6665 model_brush_lightstyleinfo_t *style;
6666 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6668 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6670 msurface_t *surfaces = model->data_surfaces;
6671 int *list = style->surfacelist;
6672 style->value = r_refdef.scene.lightstylevalue[style->style];
6673 for (j = 0;j < style->numsurfaces;j++)
6674 surfaces[list[j]].cached_dlight = true;
6679 R_UpdateAllTextureInfo(ent);
6680 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6684 R_DrawDebugModel(ent);
6690 rsurface.uselightmaptexture = false;
6691 rsurface.texture = NULL;
6692 rsurface.rtlight = NULL;
6694 surface = model->data_surfaces + model->firstmodelsurface;
6695 endsurface = surface + model->nummodelsurfaces;
6696 for (;surface < endsurface;surface++)
6698 // if this surface fits the criteria, add it to the list
6699 if (surface->num_triangles)
6701 // if lightmap parameters changed, rebuild lightmap texture
6702 if (surface->cached_dlight)
6703 R_BuildLightMap(ent, surface);
6704 // add face to draw list
6705 surfacelist[numsurfacelist++] = surface;
6706 r_refdef.stats.entities_triangles += surface->num_triangles;
6707 if (numsurfacelist >= maxsurfacelist)
6709 r_refdef.stats.entities_surfaces += numsurfacelist;
6710 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6715 r_refdef.stats.entities_surfaces += numsurfacelist;
6717 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6718 GL_AlphaTest(false);