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;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 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)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 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)"};
104 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)"};
105 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)"};
106 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)"};
107 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)"};
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
133 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"};
135 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"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 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);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
451 "// enable various extensions depending on permutation:\n"
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "# extension GL_EXT_gpu_shader4 : enable\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "# extension GL_ARB_texture_gather : enable\n"
464 "# ifdef GL_AMD_texture_texture4\n"
465 "# extension GL_AMD_texture_texture4 : enable\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "#ifdef USESHADOWSAMPLER\n"
475 "# extension GL_ARB_shadow : enable\n"
478 "// common definitions between vertex shader and fragment shader:\n"
480 "//#ifdef __GLSL_CG_DATA_TYPES\n"
481 "//# define myhalf half\n"
482 "//# define myhalf2 half2\n"
483 "//# define myhalf3half3\n"
484 "//# define myhalf4 half4\n"
486 "# define myhalf float\n"
487 "# define myhalf2 vec2\n"
488 "# define myhalf3 vec3\n"
489 "# define myhalf4 vec4\n"
492 "#ifdef MODE_DEPTH_OR_SHADOW\n"
494 "# ifdef VERTEX_SHADER\n"
497 " gl_Position = ftransform();\n"
502 "#ifdef MODE_SHOWDEPTH\n"
503 "# ifdef VERTEX_SHADER\n"
506 " gl_Position = ftransform();\n"
507 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
510 "# ifdef FRAGMENT_SHADER\n"
513 " gl_FragColor = gl_Color;\n"
517 "#else // !MODE_SHOWDEPTH\n"
519 "#ifdef MODE_POSTPROCESS\n"
520 "# ifdef VERTEX_SHADER\n"
523 " gl_FrontColor = gl_Color;\n"
524 " gl_Position = ftransform();\n"
525 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
527 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
531 "# ifdef FRAGMENT_SHADER\n"
533 "uniform sampler2D Texture_First;\n"
535 "uniform sampler2D Texture_Second;\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "uniform sampler2D Texture_GammaRamps;\n"
540 "#ifdef USESATURATION\n"
541 "uniform float Saturation;\n"
543 "#ifdef USEVIEWTINT\n"
544 "uniform vec4 TintColor;\n"
546 "//uncomment these if you want to use them:\n"
547 "uniform vec4 UserVec1;\n"
548 "// uniform vec4 UserVec2;\n"
549 "// uniform vec4 UserVec3;\n"
550 "// uniform vec4 UserVec4;\n"
551 "// uniform float ClientTime;\n"
552 "uniform vec2 PixelSize;\n"
555 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
557 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
559 "#ifdef USEVIEWTINT\n"
560 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
563 "#ifdef USEPOSTPROCESSING\n"
564 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
565 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
567 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
568 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
569 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
570 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
571 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
574 "#ifdef USESATURATION\n"
575 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
576 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
577 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
578 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
581 "#ifdef USEGAMMARAMPS\n"
582 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
583 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
584 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
591 "#ifdef MODE_GENERIC\n"
592 "# ifdef VERTEX_SHADER\n"
595 " gl_FrontColor = gl_Color;\n"
596 "# ifdef USEDIFFUSE\n"
597 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
599 "# ifdef USESPECULAR\n"
600 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
602 " gl_Position = ftransform();\n"
605 "# ifdef FRAGMENT_SHADER\n"
607 "# ifdef USEDIFFUSE\n"
608 "uniform sampler2D Texture_First;\n"
610 "# ifdef USESPECULAR\n"
611 "uniform sampler2D Texture_Second;\n"
616 " gl_FragColor = gl_Color;\n"
617 "# ifdef USEDIFFUSE\n"
618 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
621 "# ifdef USESPECULAR\n"
622 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
624 "# ifdef USECOLORMAPPING\n"
625 " gl_FragColor *= tex2;\n"
628 " gl_FragColor += tex2;\n"
630 "# ifdef USEVERTEXTEXTUREBLEND\n"
631 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
636 "#else // !MODE_GENERIC\n"
638 "varying vec2 TexCoord;\n"
639 "#ifdef USEVERTEXTEXTUREBLEND\n"
640 "varying vec2 TexCoord2;\n"
642 "varying vec2 TexCoordLightmap;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 CubeVector;\n"
648 "#ifdef MODE_LIGHTSOURCE\n"
649 "varying vec3 LightVector;\n"
651 "#ifdef MODE_LIGHTDIRECTION\n"
652 "varying vec3 LightVector;\n"
655 "varying vec3 EyeVector;\n"
657 "varying vec3 EyeVectorModelSpace;\n"
660 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
661 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
662 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
664 "#ifdef MODE_WATER\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
667 "#ifdef MODE_REFRACTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
670 "#ifdef USEREFLECTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
678 "// vertex shader specific:\n"
679 "#ifdef VERTEX_SHADER\n"
681 "uniform vec3 LightPosition;\n"
682 "uniform vec3 EyePosition;\n"
683 "uniform vec3 LightDir;\n"
685 "// 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"
689 " gl_FrontColor = gl_Color;\n"
690 " // copy the surface texcoord\n"
691 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
692 "#ifdef USEVERTEXTEXTUREBLEND\n"
693 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
695 "#ifndef MODE_LIGHTSOURCE\n"
696 "# ifndef MODE_LIGHTDIRECTION\n"
697 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
701 "#ifdef MODE_LIGHTSOURCE\n"
702 " // transform vertex position into light attenuation/cubemap space\n"
703 " // (-1 to +1 across the light box)\n"
704 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
706 " // transform unnormalized light direction into tangent space\n"
707 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
708 " // normalize it per pixel)\n"
709 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
710 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
711 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
712 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
715 "#ifdef MODE_LIGHTDIRECTION\n"
716 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
717 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
718 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
721 " // transform unnormalized eye direction into tangent space\n"
723 " vec3 EyeVectorModelSpace;\n"
725 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
726 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
727 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
728 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
731 " VectorS = gl_MultiTexCoord1.xyz;\n"
732 " VectorT = gl_MultiTexCoord2.xyz;\n"
733 " VectorR = gl_MultiTexCoord3.xyz;\n"
736 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
737 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
738 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
739 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
742 "// transform vertex to camera space, using ftransform to match non-VS\n"
744 " gl_Position = ftransform();\n"
746 "#ifdef MODE_WATER\n"
747 " ModelViewProjectionPosition = gl_Position;\n"
749 "#ifdef MODE_REFRACTION\n"
750 " ModelViewProjectionPosition = gl_Position;\n"
752 "#ifdef USEREFLECTION\n"
753 " ModelViewProjectionPosition = gl_Position;\n"
757 "#endif // VERTEX_SHADER\n"
762 "// fragment shader specific:\n"
763 "#ifdef FRAGMENT_SHADER\n"
765 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
766 "uniform sampler2D Texture_Normal;\n"
767 "uniform sampler2D Texture_Color;\n"
768 "uniform sampler2D Texture_Gloss;\n"
769 "uniform sampler2D Texture_Glow;\n"
770 "uniform sampler2D Texture_SecondaryNormal;\n"
771 "uniform sampler2D Texture_SecondaryColor;\n"
772 "uniform sampler2D Texture_SecondaryGloss;\n"
773 "uniform sampler2D Texture_SecondaryGlow;\n"
774 "uniform sampler2D Texture_Pants;\n"
775 "uniform sampler2D Texture_Shirt;\n"
776 "uniform sampler2D Texture_FogMask;\n"
777 "uniform sampler2D Texture_Lightmap;\n"
778 "uniform sampler2D Texture_Deluxemap;\n"
779 "uniform sampler2D Texture_Refraction;\n"
780 "uniform sampler2D Texture_Reflection;\n"
781 "uniform sampler2D Texture_Attenuation;\n"
782 "uniform samplerCube Texture_Cube;\n"
784 "#define showshadowmap 0\n"
786 "#ifdef USESHADOWMAPRECT\n"
787 "# ifdef USESHADOWSAMPLER\n"
788 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
790 "uniform sampler2DRect Texture_ShadowMapRect;\n"
794 "#ifdef USESHADOWMAP2D\n"
795 "# ifdef USESHADOWSAMPLER\n"
796 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
798 "uniform sampler2D Texture_ShadowMap2D;\n"
802 "#ifdef USESHADOWMAPVSDCT\n"
803 "uniform samplerCube Texture_CubeProjection;\n"
806 "#ifdef USESHADOWMAPCUBE\n"
807 "# ifdef USESHADOWSAMPLER\n"
808 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
810 "uniform samplerCube Texture_ShadowMapCube;\n"
814 "uniform myhalf3 LightColor;\n"
815 "uniform myhalf3 AmbientColor;\n"
816 "uniform myhalf3 DiffuseColor;\n"
817 "uniform myhalf3 SpecularColor;\n"
818 "uniform myhalf3 Color_Pants;\n"
819 "uniform myhalf3 Color_Shirt;\n"
820 "uniform myhalf3 FogColor;\n"
822 "uniform myhalf4 TintColor;\n"
825 "//#ifdef MODE_WATER\n"
826 "uniform vec4 DistortScaleRefractReflect;\n"
827 "uniform vec4 ScreenScaleRefractReflect;\n"
828 "uniform vec4 ScreenCenterRefractReflect;\n"
829 "uniform myhalf4 RefractColor;\n"
830 "uniform myhalf4 ReflectColor;\n"
831 "uniform myhalf ReflectFactor;\n"
832 "uniform myhalf ReflectOffset;\n"
834 "//# ifdef MODE_REFRACTION\n"
835 "//uniform vec4 DistortScaleRefractReflect;\n"
836 "//uniform vec4 ScreenScaleRefractReflect;\n"
837 "//uniform vec4 ScreenCenterRefractReflect;\n"
838 "//uniform myhalf4 RefractColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform myhalf4 ReflectColor;\n"
843 "//# ifdef USEREFLECTION\n"
844 "//uniform vec4 DistortScaleRefractReflect;\n"
845 "//uniform vec4 ScreenScaleRefractReflect;\n"
846 "//uniform vec4 ScreenCenterRefractReflect;\n"
847 "//uniform myhalf4 ReflectColor;\n"
852 "uniform myhalf3 GlowColor;\n"
853 "uniform myhalf SceneBrightness;\n"
855 "uniform float OffsetMapping_Scale;\n"
856 "uniform float OffsetMapping_Bias;\n"
857 "uniform float FogRangeRecip;\n"
859 "uniform myhalf AmbientScale;\n"
860 "uniform myhalf DiffuseScale;\n"
861 "uniform myhalf SpecularScale;\n"
862 "uniform myhalf SpecularPower;\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 "vec2 OffsetMapping(vec2 TexCoord)\n"
867 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
868 " // 14 sample relief mapping: linear search and then binary search\n"
869 " // this basically steps forward a small amount repeatedly until it finds\n"
870 " // itself inside solid, then jitters forward and back using decreasing\n"
871 " // amounts to find the impact\n"
872 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
873 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
874 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
875 " vec3 RT = vec3(TexCoord, 1);\n"
876 " OffsetVector *= 0.1;\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
887 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
888 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
889 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
890 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
893 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
894 " // this basically moves forward the full distance, and then backs up based\n"
895 " // on height of samples\n"
896 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
897 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
898 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
899 " TexCoord += OffsetVector;\n"
900 " OffsetVector *= 0.333;\n"
901 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
902 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
903 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
904 " return TexCoord;\n"
907 "#endif // USEOFFSETMAPPING\n"
909 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
910 "uniform vec2 ShadowMap_TextureScale;\n"
911 "uniform vec4 ShadowMap_Parameters;\n"
914 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
915 "vec3 GetShadowMapTC2D(vec3 dir)\n"
917 " vec3 adir = abs(dir);\n"
918 "# ifndef USESHADOWMAPVSDCT\n"
922 " if (adir.x > adir.y)\n"
924 " if (adir.x > adir.z) // X\n"
928 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
934 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
939 " if (adir.y > adir.z) // Y\n"
943 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
949 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
953 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
954 " stc.xy += offset * ShadowMap_Parameters.y;\n"
955 " stc.z += ShadowMap_Parameters.z;\n"
956 "# if showshadowmap\n"
957 " stc.xy *= ShadowMap_TextureScale;\n"
961 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
962 " float ma = max(max(adir.x, adir.y), adir.z);\n"
963 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
964 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
965 " stc.z += ShadowMap_Parameters.z;\n"
966 "# if showshadowmap\n"
967 " stc.xy *= ShadowMap_TextureScale;\n"
972 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
974 "#ifdef USESHADOWMAPCUBE\n"
975 "vec4 GetShadowMapTCCube(vec3 dir)\n"
977 " vec3 adir = abs(dir);\n"
978 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
982 "#if !showshadowmap\n"
983 "# ifdef USESHADOWMAPRECT\n"
984 "float ShadowMapCompare(vec3 dir)\n"
986 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
988 "# ifdef USESHADOWSAMPLER\n"
990 "# ifdef USESHADOWMAPPCF\n"
991 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
992 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
994 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
999 "# ifdef USESHADOWMAPPCF\n"
1000 "# if USESHADOWMAPPCF > 1\n"
1001 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1002 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1003 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1004 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1005 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1006 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1007 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1008 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1010 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1011 " vec2 offset = fract(shadowmaptc.xy);\n"
1012 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1013 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1014 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1015 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1016 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1019 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1027 "# ifdef USESHADOWMAP2D\n"
1028 "float ShadowMapCompare(vec3 dir)\n"
1030 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1033 "# ifdef USESHADOWSAMPLER\n"
1034 "# ifdef USESHADOWMAPPCF\n"
1035 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1036 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1037 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1039 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1042 "# ifdef USESHADOWMAPPCF\n"
1043 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1044 "# ifdef GL_ARB_texture_gather\n"
1045 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1047 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1049 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1050 " center *= ShadowMap_TextureScale;\n"
1051 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1052 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1053 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1054 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1055 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "# ifdef GL_EXT_gpu_shader4\n"
1060 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1062 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1064 "# if USESHADOWMAPPCF > 1\n"
1065 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1066 " center *= ShadowMap_TextureScale;\n"
1067 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1069 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1070 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1071 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1074 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1075 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1076 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1077 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1078 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1079 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1083 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1090 "# ifdef USESHADOWMAPCUBE\n"
1091 "float ShadowMapCompare(vec3 dir)\n"
1093 " // apply depth texture cubemap as light filter\n"
1094 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1096 "# ifdef USESHADOWSAMPLER\n"
1097 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1099 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1106 "#ifdef MODE_WATER\n"
1111 "#ifdef USEOFFSETMAPPING\n"
1112 " // apply offsetmapping\n"
1113 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1114 "#define TexCoord TexCoordOffset\n"
1117 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1118 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1119 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1120 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1121 " // FIXME temporary hack to detect the case that the reflection\n"
1122 " // gets blackened at edges due to leaving the area that contains actual\n"
1124 " // Remove this 'ack once we have a better way to stop this thing from\n"
1126 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1127 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1128 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1129 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1130 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1131 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1136 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1137 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1140 "#else // !MODE_WATER\n"
1141 "#ifdef MODE_REFRACTION\n"
1143 "// refraction pass\n"
1146 "#ifdef USEOFFSETMAPPING\n"
1147 " // apply offsetmapping\n"
1148 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1149 "#define TexCoord TexCoordOffset\n"
1152 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1153 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1154 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1155 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1156 " // FIXME temporary hack to detect the case that the reflection\n"
1157 " // gets blackened at edges due to leaving the area that contains actual\n"
1159 " // Remove this 'ack once we have a better way to stop this thing from\n"
1161 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1162 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1163 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1164 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1165 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1166 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1169 "#else // !MODE_REFRACTION\n"
1172 "#ifdef USEOFFSETMAPPING\n"
1173 " // apply offsetmapping\n"
1174 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1175 "#define TexCoord TexCoordOffset\n"
1178 " // combine the diffuse textures (base, pants, shirt)\n"
1179 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1185 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1186 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1187 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1189 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1192 "#ifdef USEDIFFUSE\n"
1193 " // get the surface normal and the gloss color\n"
1194 "# ifdef USEVERTEXTEXTUREBLEND\n"
1195 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1196 "# ifdef USESPECULAR\n"
1197 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1200 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "# ifdef USESPECULAR\n"
1202 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1209 "#ifdef MODE_LIGHTSOURCE\n"
1210 " // light source\n"
1212 " // calculate surface normal, light normal, and specular normal\n"
1213 " // compute color intensity for the two textures (colormap and glossmap)\n"
1214 " // scale by light color and attenuation as efficiently as possible\n"
1215 " // (do as much scalar math as possible rather than vector math)\n"
1216 "# ifdef USEDIFFUSE\n"
1217 " // get the light normal\n"
1218 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1220 "# ifdef USESPECULAR\n"
1221 "# ifndef USEEXACTSPECULARMATH\n"
1222 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1225 " // calculate directional shading\n"
1226 "# ifdef USEEXACTSPECULARMATH\n"
1227 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1229 " 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"
1232 "# ifdef USEDIFFUSE\n"
1233 " // calculate directional shading\n"
1234 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1236 " // calculate directionless shading\n"
1237 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1242 "#if !showshadowmap\n"
1243 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1247 "# ifdef USECUBEFILTER\n"
1248 " // apply light cubemap filter\n"
1249 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1250 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1252 "#endif // MODE_LIGHTSOURCE\n"
1257 "#ifdef MODE_LIGHTDIRECTION\n"
1258 " // directional model lighting\n"
1259 "# ifdef USEDIFFUSE\n"
1260 " // get the light normal\n"
1261 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1263 "# ifdef USESPECULAR\n"
1264 " // calculate directional shading\n"
1265 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1266 "# ifdef USEEXACTSPECULARMATH\n"
1267 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1269 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1270 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1273 "# ifdef USEDIFFUSE\n"
1275 " // calculate directional shading\n"
1276 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1278 " color.rgb *= AmbientColor;\n"
1281 "#endif // MODE_LIGHTDIRECTION\n"
1286 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1287 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1289 " // get the light normal\n"
1290 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1291 " myhalf3 diffusenormal;\n"
1292 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1293 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1294 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1295 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1296 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1297 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1298 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1299 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1300 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1301 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1302 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1303 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1304 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1305 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1306 "# ifdef USESPECULAR\n"
1307 "# ifdef USEEXACTSPECULARMATH\n"
1308 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1310 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1311 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1315 " // apply lightmap color\n"
1316 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1317 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1322 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1323 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1325 " // get the light normal\n"
1326 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1327 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1328 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1329 "# ifdef USESPECULAR\n"
1330 "# ifdef USEEXACTSPECULARMATH\n"
1331 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1333 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1334 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1338 " // apply lightmap color\n"
1339 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1340 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1345 "#ifdef MODE_LIGHTMAP\n"
1346 " // apply lightmap color\n"
1347 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1348 "#endif // MODE_LIGHTMAP\n"
1353 "#ifdef MODE_VERTEXCOLOR\n"
1354 " // apply lightmap color\n"
1355 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1356 "#endif // MODE_VERTEXCOLOR\n"
1361 "#ifdef MODE_FLATCOLOR\n"
1362 "#endif // MODE_FLATCOLOR\n"
1370 " color *= TintColor;\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1376 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1380 " color.rgb *= SceneBrightness;\n"
1382 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1384 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1387 " // 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"
1388 "#ifdef USEREFLECTION\n"
1389 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1390 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1391 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1392 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1393 " // FIXME temporary hack to detect the case that the reflection\n"
1394 " // gets blackened at edges due to leaving the area that contains actual\n"
1396 " // Remove this 'ack once we have a better way to stop this thing from\n"
1398 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1399 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1400 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1401 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1402 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1403 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1406 " gl_FragColor = vec4(color);\n"
1408 "#if showshadowmap\n"
1409 "# ifdef USESHADOWMAPRECT\n"
1410 "# ifdef USESHADOWSAMPLER\n"
1411 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1413 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1416 "# ifdef USESHADOWMAP2D\n"
1417 "# ifdef USESHADOWSAMPLER\n"
1418 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1420 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1424 "# ifdef USESHADOWMAPCUBE\n"
1425 "# ifdef USESHADOWSAMPLER\n"
1426 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1428 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_WATER\n"
1436 "#endif // FRAGMENT_SHADER\n"
1438 "#endif // !MODE_GENERIC\n"
1439 "#endif // !MODE_POSTPROCESS\n"
1440 "#endif // !MODE_SHOWDEPTH\n"
1441 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1444 typedef struct shaderpermutationinfo_s
1446 const char *pretext;
1449 shaderpermutationinfo_t;
1451 typedef struct shadermodeinfo_s
1453 const char *vertexfilename;
1454 const char *geometryfilename;
1455 const char *fragmentfilename;
1456 const char *pretext;
1461 typedef enum shaderpermutation_e
1463 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1464 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1465 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1466 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1467 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1468 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1469 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1470 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1471 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1472 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1473 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1474 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1475 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1476 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1477 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1478 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1479 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1480 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1481 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1482 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1483 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1484 SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1485 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1486 SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1487 SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1489 shaderpermutation_t;
1491 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1492 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1494 {"#define USEDIFFUSE\n", " diffuse"},
1495 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1496 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1497 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1498 {"#define USECUBEFILTER\n", " cubefilter"},
1499 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1500 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1501 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1502 {"#define USEREFLECTION\n", " reflection"},
1503 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1504 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1505 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1506 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1507 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1508 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1509 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1510 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1511 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1514 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1515 typedef enum shadermode_e
1517 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1518 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1519 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1520 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1521 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1522 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1523 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1524 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1525 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1526 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1527 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1528 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1529 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1534 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1535 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1537 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1538 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1539 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1540 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1541 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1542 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1543 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1544 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1545 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1546 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1547 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1548 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1549 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1552 struct r_glsl_permutation_s;
1553 typedef struct r_glsl_permutation_s
1555 /// hash lookup data
1556 struct r_glsl_permutation_s *hashnext;
1558 unsigned int permutation;
1560 /// indicates if we have tried compiling this permutation already
1562 /// 0 if compilation failed
1564 /// locations of detected uniforms in program object, or -1 if not found
1565 int loc_Texture_First;
1566 int loc_Texture_Second;
1567 int loc_Texture_GammaRamps;
1568 int loc_Texture_Normal;
1569 int loc_Texture_Color;
1570 int loc_Texture_Gloss;
1571 int loc_Texture_Glow;
1572 int loc_Texture_SecondaryNormal;
1573 int loc_Texture_SecondaryColor;
1574 int loc_Texture_SecondaryGloss;
1575 int loc_Texture_SecondaryGlow;
1576 int loc_Texture_Pants;
1577 int loc_Texture_Shirt;
1578 int loc_Texture_FogMask;
1579 int loc_Texture_Lightmap;
1580 int loc_Texture_Deluxemap;
1581 int loc_Texture_Attenuation;
1582 int loc_Texture_Cube;
1583 int loc_Texture_Refraction;
1584 int loc_Texture_Reflection;
1585 int loc_Texture_ShadowMapRect;
1586 int loc_Texture_ShadowMapCube;
1587 int loc_Texture_ShadowMap2D;
1588 int loc_Texture_CubeProjection;
1590 int loc_LightPosition;
1591 int loc_EyePosition;
1592 int loc_Color_Pants;
1593 int loc_Color_Shirt;
1594 int loc_FogRangeRecip;
1595 int loc_AmbientScale;
1596 int loc_DiffuseScale;
1597 int loc_SpecularScale;
1598 int loc_SpecularPower;
1600 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1601 int loc_OffsetMapping_Scale;
1603 int loc_AmbientColor;
1604 int loc_DiffuseColor;
1605 int loc_SpecularColor;
1607 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1608 int loc_GammaCoeff; ///< 1 / gamma
1609 int loc_DistortScaleRefractReflect;
1610 int loc_ScreenScaleRefractReflect;
1611 int loc_ScreenCenterRefractReflect;
1612 int loc_RefractColor;
1613 int loc_ReflectColor;
1614 int loc_ReflectFactor;
1615 int loc_ReflectOffset;
1623 int loc_ShadowMap_TextureScale;
1624 int loc_ShadowMap_Parameters;
1626 r_glsl_permutation_t;
1628 #define SHADERPERMUTATION_HASHSIZE 4096
1630 /// information about each possible shader permutation
1631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1632 /// currently selected permutation
1633 r_glsl_permutation_t *r_glsl_permutation;
1634 /// storage for permutations linked in the hash table
1635 memexpandablearray_t r_glsl_permutationarray;
1637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1639 //unsigned int hashdepth = 0;
1640 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1641 r_glsl_permutation_t *p;
1642 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1644 if (p->mode == mode && p->permutation == permutation)
1646 //if (hashdepth > 10)
1647 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1652 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1654 p->permutation = permutation;
1655 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1656 r_glsl_permutationhash[mode][hashindex] = p;
1657 //if (hashdepth > 10)
1658 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1665 if (!filename || !filename[0])
1667 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1670 if (printfromdisknotice)
1671 Con_DPrint("from disk... ");
1672 return shaderstring;
1674 else if (!strcmp(filename, "glsl/default.glsl"))
1676 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1677 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1679 return shaderstring;
1682 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1685 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1686 int vertstrings_count = 0;
1687 int geomstrings_count = 0;
1688 int fragstrings_count = 0;
1689 char *vertexstring, *geometrystring, *fragmentstring;
1690 const char *vertstrings_list[32+3];
1691 const char *geomstrings_list[32+3];
1692 const char *fragstrings_list[32+3];
1693 char permutationname[256];
1700 permutationname[0] = 0;
1701 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1702 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1703 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1705 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1707 // the first pretext is which type of shader to compile as
1708 // (later these will all be bound together as a program object)
1709 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1710 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1711 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1713 // the second pretext is the mode (for example a light source)
1714 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1715 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1716 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1717 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1719 // now add all the permutation pretexts
1720 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1722 if (permutation & (1<<i))
1724 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1725 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1726 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1727 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1731 // keep line numbers correct
1732 vertstrings_list[vertstrings_count++] = "\n";
1733 geomstrings_list[geomstrings_count++] = "\n";
1734 fragstrings_list[fragstrings_count++] = "\n";
1738 // now append the shader text itself
1739 vertstrings_list[vertstrings_count++] = vertexstring;
1740 geomstrings_list[geomstrings_count++] = geometrystring;
1741 fragstrings_list[fragstrings_count++] = fragmentstring;
1743 // if any sources were NULL, clear the respective list
1745 vertstrings_count = 0;
1746 if (!geometrystring)
1747 geomstrings_count = 0;
1748 if (!fragmentstring)
1749 fragstrings_count = 0;
1751 // compile the shader program
1752 if (vertstrings_count + geomstrings_count + fragstrings_count)
1753 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1757 qglUseProgramObjectARB(p->program);CHECKGLERROR
1758 // look up all the uniform variable names we care about, so we don't
1759 // have to look them up every time we set them
1760 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1761 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1762 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1763 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1764 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1765 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1766 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1767 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1768 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1769 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1770 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1771 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1772 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1773 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1774 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1775 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1776 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1777 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1778 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1779 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1780 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1781 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1782 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1783 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1784 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1785 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1786 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1787 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1788 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1789 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1790 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1791 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1792 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1793 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1794 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1795 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1796 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1797 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1798 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1799 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1800 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1801 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1802 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1803 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1804 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1805 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1806 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1807 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1808 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1809 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1810 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1811 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1812 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1813 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1814 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1815 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1816 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1817 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1818 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1819 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1820 // initialize the samplers to refer to the texture units we use
1821 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1822 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1823 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1824 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1825 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1826 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1827 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1828 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1829 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1830 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1831 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1832 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1833 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1834 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1835 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1836 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1837 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1838 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1839 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1840 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1841 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1842 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1843 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1844 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1846 if (developer.integer)
1847 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1850 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1854 Mem_Free(vertexstring);
1856 Mem_Free(geometrystring);
1858 Mem_Free(fragmentstring);
1861 void R_GLSL_Restart_f(void)
1863 unsigned int i, limit;
1864 r_glsl_permutation_t *p;
1865 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1866 for (i = 0;i < limit;i++)
1868 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1870 GL_Backend_FreeProgram(p->program);
1871 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1874 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1877 void R_GLSL_DumpShader_f(void)
1881 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1884 Con_Printf("failed to write to glsl/default.glsl\n");
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, shadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1898 Con_Printf("glsl/default.glsl written\n");
1901 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1903 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1904 if (r_glsl_permutation != perm)
1906 r_glsl_permutation = perm;
1907 if (!r_glsl_permutation->program)
1909 if (!r_glsl_permutation->compiled)
1910 R_GLSL_CompilePermutation(perm, mode, permutation);
1911 if (!r_glsl_permutation->program)
1913 // remove features until we find a valid permutation
1915 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1917 // reduce i more quickly whenever it would not remove any bits
1918 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1919 if (!(permutation & j))
1922 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1923 if (!r_glsl_permutation->compiled)
1924 R_GLSL_CompilePermutation(perm, mode, permutation);
1925 if (r_glsl_permutation->program)
1928 if (i >= SHADERPERMUTATION_COUNT)
1930 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");
1931 Cvar_SetValueQuick(&r_glsl, 0);
1932 R_GLSL_Restart_f(); // unload shaders
1933 return; // no bit left to clear
1938 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1942 void R_SetupGenericShader(qboolean usetexture)
1944 if (gl_support_fragment_shader)
1946 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1948 else if (r_glsl_permutation)
1950 r_glsl_permutation = NULL;
1951 qglUseProgramObjectARB(0);CHECKGLERROR
1956 void R_SetupGenericTwoTextureShader(int texturemode)
1958 if (gl_support_fragment_shader)
1960 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1962 else if (r_glsl_permutation)
1964 r_glsl_permutation = NULL;
1965 qglUseProgramObjectARB(0);CHECKGLERROR
1968 if (!r_glsl_permutation)
1970 if (texturemode == GL_DECAL && gl_combine.integer)
1971 texturemode = GL_INTERPOLATE_ARB;
1972 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1976 void R_SetupDepthOrShadowShader(void)
1978 if (gl_support_fragment_shader)
1980 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982 else if (r_glsl_permutation)
1984 r_glsl_permutation = NULL;
1985 qglUseProgramObjectARB(0);CHECKGLERROR
1990 void R_SetupShowDepthShader(void)
1992 if (gl_support_fragment_shader)
1994 if (r_glsl.integer && r_glsl_usegeneric.integer)
1995 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1996 else if (r_glsl_permutation)
1998 r_glsl_permutation = NULL;
1999 qglUseProgramObjectARB(0);CHECKGLERROR
2004 extern rtexture_t *r_shadow_attenuationgradienttexture;
2005 extern rtexture_t *r_shadow_attenuation2dtexture;
2006 extern rtexture_t *r_shadow_attenuation3dtexture;
2007 extern qboolean r_shadow_usingshadowmaprect;
2008 extern qboolean r_shadow_usingshadowmapcube;
2009 extern qboolean r_shadow_usingshadowmap2d;
2010 extern float r_shadow_shadowmap_texturescale[2];
2011 extern float r_shadow_shadowmap_parameters[4];
2012 extern qboolean r_shadow_shadowmapvsdct;
2013 extern qboolean r_shadow_shadowmapsampler;
2014 extern int r_shadow_shadowmappcf;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2017 // select a permutation of the lighting shader appropriate to this
2018 // combination of texture, entity, light source, and fogging, only use the
2019 // minimum features necessary to avoid wasting rendering time in the
2020 // fragment shader on features that are not being used
2021 unsigned int permutation = 0;
2022 unsigned int mode = 0;
2023 // TODO: implement geometry-shader based shadow volumes someday
2024 if (r_glsl_offsetmapping.integer)
2026 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027 if (r_glsl_offsetmapping_reliefmapping.integer)
2028 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2030 if (rsurfacepass == RSURFPASS_BACKGROUND)
2032 // distorted background
2033 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034 mode = SHADERMODE_WATER;
2036 mode = SHADERMODE_REFRACTION;
2038 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2041 mode = SHADERMODE_LIGHTSOURCE;
2042 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045 permutation |= SHADERPERMUTATION_CUBEFILTER;
2046 if (diffusescale > 0)
2047 permutation |= SHADERPERMUTATION_DIFFUSE;
2048 if (specularscale > 0)
2049 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050 if (r_refdef.fogenabled)
2051 permutation |= SHADERPERMUTATION_FOG;
2052 if (rsurface.texture->colormapping)
2053 permutation |= SHADERPERMUTATION_COLORMAPPING;
2054 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2056 if (r_shadow_usingshadowmaprect)
2057 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2058 if (r_shadow_usingshadowmap2d)
2059 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060 if (r_shadow_usingshadowmapcube)
2061 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2062 else if(r_shadow_shadowmapvsdct)
2063 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2065 if (r_shadow_shadowmapsampler)
2066 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067 if (r_shadow_shadowmappcf > 1)
2068 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2069 else if (r_shadow_shadowmappcf)
2070 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2073 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2075 // unshaded geometry (fullbright or ambient model lighting)
2076 mode = SHADERMODE_FLATCOLOR;
2077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080 permutation |= SHADERPERMUTATION_GLOW;
2081 if (r_refdef.fogenabled)
2082 permutation |= SHADERPERMUTATION_FOG;
2083 if (rsurface.texture->colormapping)
2084 permutation |= SHADERPERMUTATION_COLORMAPPING;
2085 if (r_glsl_offsetmapping.integer)
2087 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088 if (r_glsl_offsetmapping_reliefmapping.integer)
2089 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2091 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092 permutation |= SHADERPERMUTATION_REFLECTION;
2094 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2096 // directional model lighting
2097 mode = SHADERMODE_LIGHTDIRECTION;
2098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101 permutation |= SHADERPERMUTATION_GLOW;
2102 permutation |= SHADERPERMUTATION_DIFFUSE;
2103 if (specularscale > 0)
2104 permutation |= SHADERPERMUTATION_SPECULAR;
2105 if (r_refdef.fogenabled)
2106 permutation |= SHADERPERMUTATION_FOG;
2107 if (rsurface.texture->colormapping)
2108 permutation |= SHADERPERMUTATION_COLORMAPPING;
2109 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110 permutation |= SHADERPERMUTATION_REFLECTION;
2112 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2114 // ambient model lighting
2115 mode = SHADERMODE_LIGHTDIRECTION;
2116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119 permutation |= SHADERPERMUTATION_GLOW;
2120 if (r_refdef.fogenabled)
2121 permutation |= SHADERPERMUTATION_FOG;
2122 if (rsurface.texture->colormapping)
2123 permutation |= SHADERPERMUTATION_COLORMAPPING;
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125 permutation |= SHADERPERMUTATION_REFLECTION;
2130 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2132 // deluxemapping (light direction texture)
2133 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2136 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137 permutation |= SHADERPERMUTATION_DIFFUSE;
2138 if (specularscale > 0)
2139 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2141 else if (r_glsl_deluxemapping.integer >= 2)
2143 // fake deluxemapping (uniform light direction in tangentspace)
2144 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145 permutation |= SHADERPERMUTATION_DIFFUSE;
2146 if (specularscale > 0)
2147 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2149 else if (rsurface.uselightmaptexture)
2151 // ordinary lightmapping (q1bsp, q3bsp)
2152 mode = SHADERMODE_LIGHTMAP;
2156 // ordinary vertex coloring (q3bsp)
2157 mode = SHADERMODE_VERTEXCOLOR;
2159 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162 permutation |= SHADERPERMUTATION_GLOW;
2163 if (r_refdef.fogenabled)
2164 permutation |= SHADERPERMUTATION_FOG;
2165 if (rsurface.texture->colormapping)
2166 permutation |= SHADERPERMUTATION_COLORMAPPING;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168 permutation |= SHADERPERMUTATION_REFLECTION;
2170 if(permutation & SHADERPERMUTATION_SPECULAR)
2171 if(r_shadow_glossexact.integer)
2172 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173 R_SetupShader_SetPermutation(mode, permutation);
2174 if (mode == SHADERMODE_LIGHTSOURCE)
2176 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177 if (permutation & SHADERPERMUTATION_DIFFUSE)
2179 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2186 // ambient only is simpler
2187 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]);
2188 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2192 // additive passes are only darkened by fog, not tinted
2193 if (r_glsl_permutation->loc_FogColor >= 0)
2194 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2196 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2200 if (mode == SHADERMODE_LIGHTDIRECTION)
2202 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);
2203 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);
2204 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);
2205 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]);
2209 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2213 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]);
2214 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2215 // additive passes are only darkened by fog, not tinted
2216 if (r_glsl_permutation->loc_FogColor >= 0)
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2221 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2223 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);
2224 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]);
2225 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]);
2226 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2231 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233 if (r_glsl_permutation->loc_Color_Pants >= 0)
2235 if (rsurface.texture->currentskinframe->pants)
2236 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2238 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2240 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2242 if (rsurface.texture->currentskinframe->shirt)
2243 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2245 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2247 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2250 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2254 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2256 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2260 #define SKINFRAME_HASH 1024
2264 int loadsequence; // incremented each level change
2265 memexpandablearray_t array;
2266 skinframe_t *hash[SKINFRAME_HASH];
2269 r_skinframe_t r_skinframe;
2271 void R_SkinFrame_PrepareForPurge(void)
2273 r_skinframe.loadsequence++;
2274 // wrap it without hitting zero
2275 if (r_skinframe.loadsequence >= 200)
2276 r_skinframe.loadsequence = 1;
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2283 // mark the skinframe as used for the purging code
2284 skinframe->loadsequence = r_skinframe.loadsequence;
2287 void R_SkinFrame_Purge(void)
2291 for (i = 0;i < SKINFRAME_HASH;i++)
2293 for (s = r_skinframe.hash[i];s;s = s->next)
2295 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2297 if (s->merged == s->base)
2299 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300 R_PurgeTexture(s->stain );s->stain = NULL;
2301 R_PurgeTexture(s->merged);s->merged = NULL;
2302 R_PurgeTexture(s->base );s->base = NULL;
2303 R_PurgeTexture(s->pants );s->pants = NULL;
2304 R_PurgeTexture(s->shirt );s->shirt = NULL;
2305 R_PurgeTexture(s->nmap );s->nmap = NULL;
2306 R_PurgeTexture(s->gloss );s->gloss = NULL;
2307 R_PurgeTexture(s->glow );s->glow = NULL;
2308 R_PurgeTexture(s->fog );s->fog = NULL;
2309 s->loadsequence = 0;
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2317 char basename[MAX_QPATH];
2319 Image_StripImageExtension(name, basename, sizeof(basename));
2321 if( last == NULL ) {
2323 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324 item = r_skinframe.hash[hashindex];
2329 // linearly search through the hash bucket
2330 for( ; item ; item = item->next ) {
2331 if( !strcmp( item->basename, basename ) ) {
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2342 char basename[MAX_QPATH];
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2352 rtexture_t *dyntexture;
2353 // check whether its a dynamic texture
2354 dyntexture = CL_GetDynTexture( basename );
2355 if (!add && !dyntexture)
2357 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358 memset(item, 0, sizeof(*item));
2359 strlcpy(item->basename, basename, sizeof(item->basename));
2360 item->base = dyntexture; // either NULL or dyntexture handle
2361 item->textureflags = textureflags;
2362 item->comparewidth = comparewidth;
2363 item->compareheight = compareheight;
2364 item->comparecrc = comparecrc;
2365 item->next = r_skinframe.hash[hashindex];
2366 r_skinframe.hash[hashindex] = item;
2368 else if( item->base == NULL )
2370 rtexture_t *dyntexture;
2371 // check whether its a dynamic texture
2372 // 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]
2373 dyntexture = CL_GetDynTexture( basename );
2374 item->base = dyntexture; // either NULL or dyntexture handle
2377 R_SkinFrame_MarkUsed(item);
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2383 unsigned long long avgcolor[5], wsum; \
2391 for(pix = 0; pix < cnt; ++pix) \
2394 for(comp = 0; comp < 3; ++comp) \
2396 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2399 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2401 for(comp = 0; comp < 3; ++comp) \
2402 avgcolor[comp] += getpixel * w; \
2405 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406 avgcolor[4] += getpixel; \
2408 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2410 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2418 // FIXME: it should be possible to disable loading various layers using
2419 // cvars, to prevent wasted loading time and memory usage if the user does
2421 qboolean loadnormalmap = true;
2422 qboolean loadgloss = true;
2423 qboolean loadpantsandshirt = true;
2424 qboolean loadglow = true;
2426 unsigned char *pixels;
2427 unsigned char *bumppixels;
2428 unsigned char *basepixels = NULL;
2429 int basepixels_width;
2430 int basepixels_height;
2431 skinframe_t *skinframe;
2435 if (cls.state == ca_dedicated)
2438 // return an existing skinframe if already loaded
2439 // if loading of the first image fails, don't make a new skinframe as it
2440 // would cause all future lookups of this to be missing
2441 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442 if (skinframe && skinframe->base)
2445 basepixels = loadimagepixelsbgra(name, complain, true);
2446 if (basepixels == NULL)
2449 if (developer_loading.integer)
2450 Con_Printf("loading skin \"%s\"\n", name);
2452 // we've got some pixels to store, so really allocate this new texture now
2454 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455 skinframe->stain = NULL;
2456 skinframe->merged = NULL;
2457 skinframe->base = r_texture_notexture;
2458 skinframe->pants = NULL;
2459 skinframe->shirt = NULL;
2460 skinframe->nmap = r_texture_blanknormalmap;
2461 skinframe->gloss = NULL;
2462 skinframe->glow = NULL;
2463 skinframe->fog = NULL;
2465 basepixels_width = image_width;
2466 basepixels_height = image_height;
2467 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);
2469 if (textureflags & TEXF_ALPHA)
2471 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472 if (basepixels[j] < 255)
2474 if (j < basepixels_width * basepixels_height * 4)
2476 // has transparent pixels
2478 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479 for (j = 0;j < image_width * image_height * 4;j += 4)
2484 pixels[j+3] = basepixels[j+3];
2486 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);
2491 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2494 // _norm is the name used by tenebrae and has been adopted as standard
2497 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2499 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2503 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2505 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2509 Mem_Free(bumppixels);
2511 else if (r_shadow_bumpscale_basetexture.value > 0)
2513 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2519 // _luma is supported for tenebrae compatibility
2520 // (I think it's a very stupid name, but oh well)
2521 // _glow is the preferred name
2522 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;}
2523 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;}
2524 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;}
2525 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;}
2528 Mem_Free(basepixels);
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2536 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2539 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)
2544 for (i = 0;i < width*height;i++)
2545 if (((unsigned char *)&palette[in[i]])[3] > 0)
2547 if (i == width*height)
2550 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2557 unsigned char *temp1, *temp2;
2558 skinframe_t *skinframe;
2560 if (cls.state == ca_dedicated)
2563 // if already loaded just return it, otherwise make a new skinframe
2564 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565 if (skinframe && skinframe->base)
2568 skinframe->stain = NULL;
2569 skinframe->merged = NULL;
2570 skinframe->base = r_texture_notexture;
2571 skinframe->pants = NULL;
2572 skinframe->shirt = NULL;
2573 skinframe->nmap = r_texture_blanknormalmap;
2574 skinframe->gloss = NULL;
2575 skinframe->glow = NULL;
2576 skinframe->fog = NULL;
2578 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2582 if (developer_loading.integer)
2583 Con_Printf("loading 32bit skin \"%s\"\n", name);
2585 if (r_shadow_bumpscale_basetexture.value > 0)
2587 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588 temp2 = temp1 + width * height * 4;
2589 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2593 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594 if (textureflags & TEXF_ALPHA)
2596 for (i = 3;i < width * height * 4;i += 4)
2597 if (skindata[i] < 255)
2599 if (i < width * height * 4)
2601 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602 memcpy(fogpixels, skindata, width * height * 4);
2603 for (i = 0;i < width * height * 4;i += 4)
2604 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606 Mem_Free(fogpixels);
2610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2619 unsigned char *temp1, *temp2;
2620 unsigned int *palette;
2621 skinframe_t *skinframe;
2623 if (cls.state == ca_dedicated)
2626 // if already loaded just return it, otherwise make a new skinframe
2627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628 if (skinframe && skinframe->base)
2631 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2633 skinframe->stain = NULL;
2634 skinframe->merged = NULL;
2635 skinframe->base = r_texture_notexture;
2636 skinframe->pants = NULL;
2637 skinframe->shirt = NULL;
2638 skinframe->nmap = r_texture_blanknormalmap;
2639 skinframe->gloss = NULL;
2640 skinframe->glow = NULL;
2641 skinframe->fog = NULL;
2643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2647 if (developer_loading.integer)
2648 Con_Printf("loading quake skin \"%s\"\n", name);
2650 if (r_shadow_bumpscale_basetexture.value > 0)
2652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653 temp2 = temp1 + width * height * 4;
2654 // use either a custom palette or the quake palette
2655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2660 // use either a custom palette, or the quake palette
2661 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662 if (loadglowtexture)
2663 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664 if (loadpantsandshirt)
2666 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2669 if (skinframe->pants || skinframe->shirt)
2670 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
2671 if (textureflags & TEXF_ALPHA)
2673 for (i = 0;i < width * height;i++)
2674 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2676 if (i < width * height)
2677 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2680 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2688 skinframe_t *skinframe;
2690 if (cls.state == ca_dedicated)
2693 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694 skinframe->stain = NULL;
2695 skinframe->merged = NULL;
2696 skinframe->base = r_texture_notexture;
2697 skinframe->pants = NULL;
2698 skinframe->shirt = NULL;
2699 skinframe->nmap = r_texture_blanknormalmap;
2700 skinframe->gloss = NULL;
2701 skinframe->glow = NULL;
2702 skinframe->fog = NULL;
2704 skinframe->avgcolor[0] = rand() / RAND_MAX;
2705 skinframe->avgcolor[1] = rand() / RAND_MAX;
2706 skinframe->avgcolor[2] = rand() / RAND_MAX;
2707 skinframe->avgcolor[3] = 1;
2712 void gl_main_start(void)
2716 memset(r_queries, 0, sizeof(r_queries));
2718 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2721 // set up r_skinframe loading system for textures
2722 memset(&r_skinframe, 0, sizeof(r_skinframe));
2723 r_skinframe.loadsequence = 1;
2724 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2726 r_main_texturepool = R_AllocTexturePool();
2727 R_BuildBlankTextures();
2729 if (gl_texturecubemap)
2732 R_BuildNormalizationCube();
2734 r_texture_fogattenuation = NULL;
2735 r_texture_gammaramps = NULL;
2736 //r_texture_fogintensity = NULL;
2737 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738 memset(&r_waterstate, 0, sizeof(r_waterstate));
2739 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741 memset(&r_svbsp, 0, sizeof (r_svbsp));
2743 r_refdef.fogmasktable_density = 0;
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2750 qglDeleteQueriesARB(r_maxqueries, r_queries);
2754 memset(r_queries, 0, sizeof(r_queries));
2756 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2759 // clear out the r_skinframe state
2760 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761 memset(&r_skinframe, 0, sizeof(r_skinframe));
2764 Mem_Free(r_svbsp.nodes);
2765 memset(&r_svbsp, 0, sizeof (r_svbsp));
2766 R_FreeTexturePool(&r_main_texturepool);
2767 loadingscreentexture = NULL;
2768 r_texture_blanknormalmap = NULL;
2769 r_texture_white = NULL;
2770 r_texture_grey128 = NULL;
2771 r_texture_black = NULL;
2772 r_texture_whitecube = NULL;
2773 r_texture_normalizationcube = NULL;
2774 r_texture_fogattenuation = NULL;
2775 r_texture_gammaramps = NULL;
2776 //r_texture_fogintensity = NULL;
2777 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778 memset(&r_waterstate, 0, sizeof(r_waterstate));
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2785 // FIXME: move this code to client
2787 char *entities, entname[MAX_QPATH];
2790 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791 l = (int)strlen(entname) - 4;
2792 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2794 memcpy(entname + l, ".ent", 5);
2795 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2797 CL_ParseEntityLump(entities);
2802 if (cl.worldmodel->brush.entities)
2803 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2807 void GL_Main_Init(void)
2809 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2811 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814 if (gamemode == GAME_NEHAHRA)
2816 Cvar_RegisterVariable (&gl_fogenable);
2817 Cvar_RegisterVariable (&gl_fogdensity);
2818 Cvar_RegisterVariable (&gl_fogred);
2819 Cvar_RegisterVariable (&gl_foggreen);
2820 Cvar_RegisterVariable (&gl_fogblue);
2821 Cvar_RegisterVariable (&gl_fogstart);
2822 Cvar_RegisterVariable (&gl_fogend);
2823 Cvar_RegisterVariable (&gl_skyclip);
2825 Cvar_RegisterVariable(&r_motionblur);
2826 Cvar_RegisterVariable(&r_motionblur_maxblur);
2827 Cvar_RegisterVariable(&r_motionblur_bmin);
2828 Cvar_RegisterVariable(&r_motionblur_vmin);
2829 Cvar_RegisterVariable(&r_motionblur_vmax);
2830 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831 Cvar_RegisterVariable(&r_motionblur_randomize);
2832 Cvar_RegisterVariable(&r_damageblur);
2833 Cvar_RegisterVariable(&r_animcache);
2834 Cvar_RegisterVariable(&r_depthfirst);
2835 Cvar_RegisterVariable(&r_useinfinitefarclip);
2836 Cvar_RegisterVariable(&r_nearclip);
2837 Cvar_RegisterVariable(&r_showbboxes);
2838 Cvar_RegisterVariable(&r_showsurfaces);
2839 Cvar_RegisterVariable(&r_showtris);
2840 Cvar_RegisterVariable(&r_shownormals);
2841 Cvar_RegisterVariable(&r_showlighting);
2842 Cvar_RegisterVariable(&r_showshadowvolumes);
2843 Cvar_RegisterVariable(&r_showcollisionbrushes);
2844 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846 Cvar_RegisterVariable(&r_showdisabledepthtest);
2847 Cvar_RegisterVariable(&r_drawportals);
2848 Cvar_RegisterVariable(&r_drawentities);
2849 Cvar_RegisterVariable(&r_cullentities_trace);
2850 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853 Cvar_RegisterVariable(&r_drawviewmodel);
2854 Cvar_RegisterVariable(&r_speeds);
2855 Cvar_RegisterVariable(&r_fullbrights);
2856 Cvar_RegisterVariable(&r_wateralpha);
2857 Cvar_RegisterVariable(&r_dynamic);
2858 Cvar_RegisterVariable(&r_fullbright);
2859 Cvar_RegisterVariable(&r_shadows);
2860 Cvar_RegisterVariable(&r_shadows_darken);
2861 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863 Cvar_RegisterVariable(&r_shadows_throwdistance);
2864 Cvar_RegisterVariable(&r_shadows_throwdirection);
2865 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868 Cvar_RegisterVariable(&r_fog_exp2);
2869 Cvar_RegisterVariable(&r_drawfog);
2870 Cvar_RegisterVariable(&r_textureunits);
2871 Cvar_RegisterVariable(&r_glsl);
2872 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876 Cvar_RegisterVariable(&r_glsl_postprocess);
2877 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881 Cvar_RegisterVariable(&r_glsl_usegeneric);
2882 Cvar_RegisterVariable(&r_water);
2883 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884 Cvar_RegisterVariable(&r_water_clippingplanebias);
2885 Cvar_RegisterVariable(&r_water_refractdistort);
2886 Cvar_RegisterVariable(&r_water_reflectdistort);
2887 Cvar_RegisterVariable(&r_lerpsprites);
2888 Cvar_RegisterVariable(&r_lerpmodels);
2889 Cvar_RegisterVariable(&r_lerplightstyles);
2890 Cvar_RegisterVariable(&r_waterscroll);
2891 Cvar_RegisterVariable(&r_bloom);
2892 Cvar_RegisterVariable(&r_bloom_colorscale);
2893 Cvar_RegisterVariable(&r_bloom_brighten);
2894 Cvar_RegisterVariable(&r_bloom_blur);
2895 Cvar_RegisterVariable(&r_bloom_resolution);
2896 Cvar_RegisterVariable(&r_bloom_colorexponent);
2897 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898 Cvar_RegisterVariable(&r_hdr);
2899 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900 Cvar_RegisterVariable(&r_hdr_glowintensity);
2901 Cvar_RegisterVariable(&r_hdr_range);
2902 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903 Cvar_RegisterVariable(&developer_texturelogging);
2904 Cvar_RegisterVariable(&gl_lightmaps);
2905 Cvar_RegisterVariable(&r_test);
2906 Cvar_RegisterVariable(&r_batchmode);
2907 Cvar_RegisterVariable(&r_glsl_saturation);
2908 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909 Cvar_SetValue("r_fullbrights", 0);
2910 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2912 Cvar_RegisterVariable(&r_track_sprites);
2913 Cvar_RegisterVariable(&r_track_sprites_flags);
2914 Cvar_RegisterVariable(&r_track_sprites_scalew);
2915 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2931 void Render_Init(void)
2943 R_LightningBeams_Init();
2952 extern char *ENGINE_EXTENSIONS;
2955 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957 gl_version = (const char *)qglGetString(GL_VERSION);
2958 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2962 if (!gl_platformextensions)
2963 gl_platformextensions = "";
2965 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967 Con_Printf("GL_VERSION: %s\n", gl_version);
2968 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2971 VID_CheckExtensions();
2973 // LordHavoc: report supported extensions
2974 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2976 // clear to black (loading plaque will be seen over this)
2978 qglClearColor(0,0,0,1);CHECKGLERROR
2979 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2986 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2988 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2991 p = r_refdef.view.frustum + i;
2996 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3000 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3004 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3008 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3012 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3016 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3020 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3024 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3036 for (i = 0;i < numplanes;i++)
3043 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3047 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3051 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3055 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3059 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3063 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3067 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3071 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3079 //==================================================================================
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3084 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3089 typedef struct r_animcache_entity_s
3096 qboolean wantnormals;
3097 qboolean wanttangents;
3099 r_animcache_entity_t;
3101 typedef struct r_animcache_s
3103 r_animcache_entity_t entity[MAX_EDICTS*2];
3109 static r_animcache_t r_animcachestate;
3111 void R_AnimCache_Free(void)
3114 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3116 r_animcachestate.entity[idx].maxvertices = 0;
3117 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118 r_animcachestate.entity[idx].vertex3f = NULL;
3119 r_animcachestate.entity[idx].normal3f = NULL;
3120 r_animcachestate.entity[idx].svector3f = NULL;
3121 r_animcachestate.entity[idx].tvector3f = NULL;
3123 r_animcachestate.currentindex = 0;
3124 r_animcachestate.maxindex = 0;
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3131 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3133 if (cache->maxvertices >= numvertices)
3136 // Release existing memory
3137 if (cache->vertex3f)
3138 Mem_Free(cache->vertex3f);
3140 // Pad by 1024 verts
3141 cache->maxvertices = (numvertices + 1023) & ~1023;
3142 arraySize = cache->maxvertices * 3;
3144 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146 r_animcachestate.entity[cacheIdx].vertex3f = base;
3147 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3151 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3154 void R_AnimCache_NewFrame(void)
3158 if (r_animcache.integer && r_drawentities.integer)
3159 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160 else if (r_animcachestate.maxindex)
3163 r_animcachestate.currentindex = 0;
3165 for (i = 0;i < r_refdef.scene.numentities;i++)
3166 r_refdef.scene.entities[i]->animcacheindex = -1;
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3171 dp_model_t *model = ent->model;
3172 r_animcache_entity_t *c;
3173 // see if it's already cached this frame
3174 if (ent->animcacheindex >= 0)
3176 // add normals/tangents if needed
3177 c = r_animcachestate.entity + ent->animcacheindex;
3179 wantnormals = false;
3180 if (c->wanttangents)
3181 wanttangents = false;
3182 if (wantnormals || wanttangents)
3183 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3187 // see if this ent is worth caching
3188 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3190 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3192 // assign it a cache entry and make sure the arrays are big enough
3193 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194 ent->animcacheindex = r_animcachestate.currentindex++;
3195 c = r_animcachestate.entity + ent->animcacheindex;
3196 c->wantnormals = wantnormals;
3197 c->wanttangents = wanttangents;
3198 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3203 void R_AnimCache_CacheVisibleEntities(void)
3206 qboolean wantnormals;
3207 qboolean wanttangents;
3209 if (!r_animcachestate.maxindex)
3212 wantnormals = !r_showsurfaces.integer;
3213 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3215 // TODO: thread this?
3217 for (i = 0;i < r_refdef.scene.numentities;i++)
3219 if (!r_refdef.viewcache.entityvisible[i])
3221 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3225 //==================================================================================
3227 static void R_View_UpdateEntityLighting (void)
3230 entity_render_t *ent;
3231 vec3_t tempdiffusenormal;
3233 for (i = 0;i < r_refdef.scene.numentities;i++)
3235 ent = r_refdef.scene.entities[i];
3237 // skip unseen models
3238 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3242 if (ent->model && ent->model->brush.num_leafs)
3244 // TODO: use modellight for r_ambient settings on world?
3245 VectorSet(ent->modellight_ambient, 0, 0, 0);
3246 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3251 // fetch the lighting from the worldmodel data
3252 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3253 VectorClear(ent->modellight_diffuse);
3254 VectorClear(tempdiffusenormal);
3255 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3258 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3262 VectorSet(ent->modellight_ambient, 1, 1, 1);
3264 // move the light direction into modelspace coordinates for lighting code
3265 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266 if(VectorLength2(ent->modellight_lightdir) == 0)
3267 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268 VectorNormalize(ent->modellight_lightdir);
3272 static void R_View_UpdateEntityVisible (void)
3275 entity_render_t *ent;
3277 if (!r_drawentities.integer)
3280 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3283 // worldmodel can check visibility
3284 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285 for (i = 0;i < r_refdef.scene.numentities;i++)
3287 ent = r_refdef.scene.entities[i];
3288 if (!(ent->flags & renderimask))
3289 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3290 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3291 r_refdef.viewcache.entityvisible[i] = true;
3293 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3295 for (i = 0;i < r_refdef.scene.numentities;i++)
3297 ent = r_refdef.scene.entities[i];
3298 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3300 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))
3301 ent->last_trace_visibility = realtime;
3302 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303 r_refdef.viewcache.entityvisible[i] = 0;
3310 // no worldmodel or it can't check visibility
3311 for (i = 0;i < r_refdef.scene.numentities;i++)
3313 ent = r_refdef.scene.entities[i];
3314 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));
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3323 entity_render_t *ent;
3325 if (!r_drawentities.integer)
3329 for (i = 0;i < r_refdef.scene.numentities;i++)
3331 if (!r_refdef.viewcache.entityvisible[i])
3333 ent = r_refdef.scene.entities[i];
3334 if (!ent->model || !ent->model->DrawSky)
3336 ent->model->DrawSky(ent);
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3346 entity_render_t *ent;
3348 if (!r_drawentities.integer)
3351 for (i = 0;i < r_refdef.scene.numentities;i++)
3353 if (!r_refdef.viewcache.entityvisible[i])
3355 ent = r_refdef.scene.entities[i];
3356 r_refdef.stats.entities++;
3357 if (ent->model && ent->model->Draw != NULL)
3358 ent->model->Draw(ent);
3364 static void R_DrawModelsDepth(void)
3367 entity_render_t *ent;
3369 if (!r_drawentities.integer)
3372 for (i = 0;i < r_refdef.scene.numentities;i++)
3374 if (!r_refdef.viewcache.entityvisible[i])
3376 ent = r_refdef.scene.entities[i];
3377 if (ent->model && ent->model->DrawDepth != NULL)
3378 ent->model->DrawDepth(ent);
3382 static void R_DrawModelsDebug(void)
3385 entity_render_t *ent;
3387 if (!r_drawentities.integer)
3390 for (i = 0;i < r_refdef.scene.numentities;i++)
3392 if (!r_refdef.viewcache.entityvisible[i])
3394 ent = r_refdef.scene.entities[i];
3395 if (ent->model && ent->model->DrawDebug != NULL)
3396 ent->model->DrawDebug(ent);
3400 static void R_DrawModelsAddWaterPlanes(void)
3403 entity_render_t *ent;
3405 if (!r_drawentities.integer)
3408 for (i = 0;i < r_refdef.scene.numentities;i++)
3410 if (!r_refdef.viewcache.entityvisible[i])
3412 ent = r_refdef.scene.entities[i];
3413 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414 ent->model->DrawAddWaterPlanes(ent);
3418 static void R_View_SetFrustum(void)
3421 double slopex, slopey;
3422 vec3_t forward, left, up, origin;
3424 // we can't trust r_refdef.view.forward and friends in reflected scenes
3425 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3428 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3443 zNear = r_refdef.nearclip;
3444 nudge = 1.0 - 1.0 / (1<<23);
3445 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3458 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461 r_refdef.view.frustum[0].dist = m[15] - m[12];
3463 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466 r_refdef.view.frustum[1].dist = m[15] + m[12];
3468 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471 r_refdef.view.frustum[2].dist = m[15] - m[13];
3473 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476 r_refdef.view.frustum[3].dist = m[15] + m[13];
3478 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481 r_refdef.view.frustum[4].dist = m[15] - m[14];
3483 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486 r_refdef.view.frustum[5].dist = m[15] + m[14];
3489 if (r_refdef.view.useperspective)
3491 slopex = 1.0 / r_refdef.view.frustum_x;
3492 slopey = 1.0 / r_refdef.view.frustum_y;
3493 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3495 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3496 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3497 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3499 // Leaving those out was a mistake, those were in the old code, and they
3500 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501 // I couldn't reproduce it after adding those normalizations. --blub
3502 VectorNormalize(r_refdef.view.frustum[0].normal);
3503 VectorNormalize(r_refdef.view.frustum[1].normal);
3504 VectorNormalize(r_refdef.view.frustum[2].normal);
3505 VectorNormalize(r_refdef.view.frustum[3].normal);
3507 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3509 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3510 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3511 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3513 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3521 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3532 r_refdef.view.numfrustumplanes = 5;
3534 if (r_refdef.view.useclipplane)
3536 r_refdef.view.numfrustumplanes = 6;
3537 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3540 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541 PlaneClassify(r_refdef.view.frustum + i);
3543 // LordHavoc: note to all quake engine coders, Quake had a special case
3544 // for 90 degrees which assumed a square view (wrong), so I removed it,
3545 // Quake2 has it disabled as well.
3547 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550 //PlaneClassify(&frustum[0]);
3552 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555 //PlaneClassify(&frustum[1]);
3557 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560 //PlaneClassify(&frustum[2]);
3562 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565 //PlaneClassify(&frustum[3]);
3568 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570 //PlaneClassify(&frustum[4]);
3573 void R_View_Update(void)
3575 R_View_SetFrustum();
3576 R_View_WorldVisibility(r_refdef.view.useclipplane);
3577 R_View_UpdateEntityVisible();
3578 R_View_UpdateEntityLighting();
3581 void R_SetupView(qboolean allowwaterclippingplane)
3583 const double *customclipplane = NULL;
3585 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3587 // LordHavoc: couldn't figure out how to make this approach the
3588 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591 dist = r_refdef.view.clipplane.dist;
3592 plane[0] = r_refdef.view.clipplane.normal[0];
3593 plane[1] = r_refdef.view.clipplane.normal[1];
3594 plane[2] = r_refdef.view.clipplane.normal[2];
3596 customclipplane = plane;
3599 if (!r_refdef.view.useperspective)
3600 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3601 else if (gl_stencil && r_useinfinitefarclip.integer)
3602 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3604 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3605 R_SetViewport(&r_refdef.view.viewport);
3608 void R_ResetViewRendering2D(void)
3610 r_viewport_t viewport;
3613 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3615 R_SetViewport(&viewport);
3616 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617 GL_Color(1, 1, 1, 1);
3618 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619 GL_BlendFunc(GL_ONE, GL_ZERO);
3620 GL_AlphaTest(false);
3621 GL_ScissorTest(false);
3622 GL_DepthMask(false);
3623 GL_DepthRange(0, 1);
3624 GL_DepthTest(false);
3625 R_Mesh_Matrix(&identitymatrix);
3626 R_Mesh_ResetTextureState();
3627 GL_PolygonOffset(0, 0);
3628 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631 qglStencilMask(~0);CHECKGLERROR
3632 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635 R_SetupGenericShader(true);
3638 void R_ResetViewRendering3D(void)
3643 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644 GL_Color(1, 1, 1, 1);
3645 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646 GL_BlendFunc(GL_ONE, GL_ZERO);
3647 GL_AlphaTest(false);
3648 GL_ScissorTest(true);
3650 GL_DepthRange(0, 1);
3652 R_Mesh_Matrix(&identitymatrix);
3653 R_Mesh_ResetTextureState();
3654 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658 qglStencilMask(~0);CHECKGLERROR
3659 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661 GL_CullFace(r_refdef.view.cullface_back);
3662 R_SetupGenericShader(true);
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3668 static void R_Water_StartFrame(void)
3671 int waterwidth, waterheight, texturewidth, textureheight;
3672 r_waterstate_waterplane_t *p;
3674 // set waterwidth and waterheight to the water resolution that will be
3675 // used (often less than the screen resolution for faster rendering)
3676 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3679 // calculate desired texture sizes
3680 // can't use water if the card does not support the texture size
3681 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682 texturewidth = textureheight = waterwidth = waterheight = 0;
3683 else if (gl_support_arb_texture_non_power_of_two)
3685 texturewidth = waterwidth;
3686 textureheight = waterheight;
3690 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3691 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3694 // allocate textures as needed
3695 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3697 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3700 if (p->texture_refraction)
3701 R_FreeTexture(p->texture_refraction);
3702 p->texture_refraction = NULL;
3703 if (p->texture_reflection)
3704 R_FreeTexture(p->texture_reflection);
3705 p->texture_reflection = NULL;
3707 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708 r_waterstate.texturewidth = texturewidth;
3709 r_waterstate.textureheight = textureheight;
3712 if (r_waterstate.texturewidth)
3714 r_waterstate.enabled = true;
3716 // when doing a reduced render (HDR) we want to use a smaller area
3717 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3718 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3720 // set up variables that will be used in shader setup
3721 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3722 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3723 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3724 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3727 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3728 r_waterstate.numwaterplanes = 0;
3731 void R_Water_AddWaterPlane(msurface_t *surface)
3733 int triangleindex, planeindex;
3739 r_waterstate_waterplane_t *p;
3740 texture_t *t = R_GetCurrentTexture(surface->texture);
3741 // just use the first triangle with a valid normal for any decisions
3742 VectorClear(normal);
3743 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3745 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3746 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3747 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3748 TriangleNormal(vert[0], vert[1], vert[2], normal);
3749 if (VectorLength2(normal) >= 0.001)
3753 VectorCopy(normal, plane.normal);
3754 VectorNormalize(plane.normal);
3755 plane.dist = DotProduct(vert[0], plane.normal);
3756 PlaneClassify(&plane);
3757 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3759 // skip backfaces (except if nocullface is set)
3760 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3762 VectorNegate(plane.normal, plane.normal);
3764 PlaneClassify(&plane);
3768 // find a matching plane if there is one
3769 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3770 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3772 if (planeindex >= r_waterstate.maxwaterplanes)
3773 return; // nothing we can do, out of planes
3775 // if this triangle does not fit any known plane rendered this frame, add one
3776 if (planeindex >= r_waterstate.numwaterplanes)
3778 // store the new plane
3779 r_waterstate.numwaterplanes++;
3781 // clear materialflags and pvs
3782 p->materialflags = 0;
3783 p->pvsvalid = false;
3785 // merge this surface's materialflags into the waterplane
3786 p->materialflags |= t->currentmaterialflags;
3787 // merge this surface's PVS into the waterplane
3788 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3789 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3790 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3792 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3797 static void R_Water_ProcessPlanes(void)
3799 r_refdef_view_t originalview;
3800 r_refdef_view_t myview;
3802 r_waterstate_waterplane_t *p;
3804 originalview = r_refdef.view;
3806 // make sure enough textures are allocated
3807 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3809 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3811 if (!p->texture_refraction)
3812 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);
3813 if (!p->texture_refraction)
3817 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3819 if (!p->texture_reflection)
3820 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);
3821 if (!p->texture_reflection)
3827 r_refdef.view = originalview;
3828 r_refdef.view.showdebug = false;
3829 r_refdef.view.width = r_waterstate.waterwidth;
3830 r_refdef.view.height = r_waterstate.waterheight;
3831 r_refdef.view.useclipplane = true;
3832 myview = r_refdef.view;
3833 r_waterstate.renderingscene = true;
3834 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3836 // render the normal view scene and copy into texture
3837 // (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)
3838 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3840 r_refdef.view = myview;
3841 r_refdef.view.clipplane = p->plane;
3842 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3843 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3844 PlaneClassify(&r_refdef.view.clipplane);
3846 R_ResetViewRendering3D();
3847 R_ClearScreen(r_refdef.fogenabled);
3851 // copy view into the screen texture
3852 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3853 GL_ActiveTexture(0);
3855 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3860 r_refdef.view = myview;
3861 // render reflected scene and copy into texture
3862 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3863 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3864 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3865 r_refdef.view.clipplane = p->plane;
3866 // reverse the cullface settings for this render
3867 r_refdef.view.cullface_front = GL_FRONT;
3868 r_refdef.view.cullface_back = GL_BACK;
3869 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3871 r_refdef.view.usecustompvs = true;
3873 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3875 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3878 R_ResetViewRendering3D();
3879 R_ClearScreen(r_refdef.fogenabled);
3883 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3884 GL_ActiveTexture(0);
3886 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3889 r_waterstate.renderingscene = false;
3890 r_refdef.view = originalview;
3891 R_ResetViewRendering3D();
3892 R_ClearScreen(r_refdef.fogenabled);
3896 r_refdef.view = originalview;
3897 r_waterstate.renderingscene = false;
3898 Cvar_SetValueQuick(&r_water, 0);
3899 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3903 void R_Bloom_StartFrame(void)
3905 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3907 // set bloomwidth and bloomheight to the bloom resolution that will be
3908 // used (often less than the screen resolution for faster rendering)
3909 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3910 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3911 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3912 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3913 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3915 // calculate desired texture sizes
3916 if (gl_support_arb_texture_non_power_of_two)
3918 screentexturewidth = r_refdef.view.width;
3919 screentextureheight = r_refdef.view.height;
3920 bloomtexturewidth = r_bloomstate.bloomwidth;
3921 bloomtextureheight = r_bloomstate.bloomheight;
3925 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3926 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3927 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3928 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3931 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((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))
3933 Cvar_SetValueQuick(&r_hdr, 0);
3934 Cvar_SetValueQuick(&r_bloom, 0);
3935 Cvar_SetValueQuick(&r_motionblur, 0);
3936 Cvar_SetValueQuick(&r_damageblur, 0);
3939 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3940 screentexturewidth = screentextureheight = 0;
3941 if (!r_hdr.integer && !r_bloom.integer)
3942 bloomtexturewidth = bloomtextureheight = 0;
3944 // allocate textures as needed
3945 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3947 if (r_bloomstate.texture_screen)
3948 R_FreeTexture(r_bloomstate.texture_screen);
3949 r_bloomstate.texture_screen = NULL;
3950 r_bloomstate.screentexturewidth = screentexturewidth;
3951 r_bloomstate.screentextureheight = screentextureheight;
3952 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3953 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);
3955 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3957 if (r_bloomstate.texture_bloom)
3958 R_FreeTexture(r_bloomstate.texture_bloom);
3959 r_bloomstate.texture_bloom = NULL;
3960 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3961 r_bloomstate.bloomtextureheight = bloomtextureheight;
3962 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3963 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);
3966 // when doing a reduced render (HDR) we want to use a smaller area
3967 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3968 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3969 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3970 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3971 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3973 // set up a texcoord array for the full resolution screen image
3974 // (we have to keep this around to copy back during final render)
3975 r_bloomstate.screentexcoord2f[0] = 0;
3976 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3977 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3978 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3979 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3980 r_bloomstate.screentexcoord2f[5] = 0;
3981 r_bloomstate.screentexcoord2f[6] = 0;
3982 r_bloomstate.screentexcoord2f[7] = 0;
3984 // set up a texcoord array for the reduced resolution bloom image
3985 // (which will be additive blended over the screen image)
3986 r_bloomstate.bloomtexcoord2f[0] = 0;
3987 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3988 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3989 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3991 r_bloomstate.bloomtexcoord2f[5] = 0;
3992 r_bloomstate.bloomtexcoord2f[6] = 0;
3993 r_bloomstate.bloomtexcoord2f[7] = 0;
3995 if (r_hdr.integer || r_bloom.integer)
3997 r_bloomstate.enabled = true;
3998 r_bloomstate.hdr = r_hdr.integer != 0;
4001 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4004 void R_Bloom_CopyBloomTexture(float colorscale)
4006 r_refdef.stats.bloom++;
4008 // scale down screen texture to the bloom texture size
4010 R_SetViewport(&r_bloomstate.viewport);
4011 GL_BlendFunc(GL_ONE, GL_ZERO);
4012 GL_Color(colorscale, colorscale, colorscale, 1);
4013 // TODO: optimize with multitexture or GLSL
4014 R_SetupGenericShader(true);
4015 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4016 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4017 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4018 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4020 // we now have a bloom image in the framebuffer
4021 // copy it into the bloom image texture for later processing
4022 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4023 GL_ActiveTexture(0);
4025 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4026 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4029 void R_Bloom_CopyHDRTexture(void)
4031 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032 GL_ActiveTexture(0);
4034 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4035 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4038 void R_Bloom_MakeTexture(void)
4041 float xoffset, yoffset, r, brighten;
4043 r_refdef.stats.bloom++;
4045 R_ResetViewRendering2D();
4046 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4047 R_Mesh_ColorPointer(NULL, 0, 0);
4048 R_SetupGenericShader(true);
4050 // we have a bloom image in the framebuffer
4052 R_SetViewport(&r_bloomstate.viewport);
4054 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4057 r = bound(0, r_bloom_colorexponent.value / x, 1);
4058 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4059 GL_Color(r, r, r, 1);
4060 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4061 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4062 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4063 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4065 // copy the vertically blurred bloom view to a texture
4066 GL_ActiveTexture(0);
4068 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4069 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4072 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4073 brighten = r_bloom_brighten.value;
4075 brighten *= r_hdr_range.value;
4076 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4077 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4079 for (dir = 0;dir < 2;dir++)
4081 // blend on at multiple vertical offsets to achieve a vertical blur
4082 // TODO: do offset blends using GLSL
4083 GL_BlendFunc(GL_ONE, GL_ZERO);
4084 for (x = -range;x <= range;x++)
4086 if (!dir){xoffset = 0;yoffset = x;}
4087 else {xoffset = x;yoffset = 0;}
4088 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4089 yoffset /= (float)r_bloomstate.bloomtextureheight;
4090 // compute a texcoord array with the specified x and y offset
4091 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4092 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4093 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4094 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4095 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4096 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4097 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4098 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4099 // this r value looks like a 'dot' particle, fading sharply to
4100 // black at the edges
4101 // (probably not realistic but looks good enough)
4102 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4103 //r = (dir ? 1.0f : brighten)/(range*2+1);
4104 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4105 GL_Color(r, r, r, 1);
4106 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4107 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4108 GL_BlendFunc(GL_ONE, GL_ONE);
4111 // copy the vertically blurred bloom view to a texture
4112 GL_ActiveTexture(0);
4114 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4115 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4118 // apply subtract last
4119 // (just like it would be in a GLSL shader)
4120 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4122 GL_BlendFunc(GL_ONE, GL_ZERO);
4123 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4125 GL_Color(1, 1, 1, 1);
4126 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4127 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4129 GL_BlendFunc(GL_ONE, GL_ONE);
4130 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4131 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4132 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4133 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4134 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4135 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4136 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4138 // copy the darkened bloom view to a texture
4139 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4140 GL_ActiveTexture(0);
4142 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4143 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4147 void R_HDR_RenderBloomTexture(void)
4149 int oldwidth, oldheight;
4150 float oldcolorscale;
4152 oldcolorscale = r_refdef.view.colorscale;
4153 oldwidth = r_refdef.view.width;
4154 oldheight = r_refdef.view.height;
4155 r_refdef.view.width = r_bloomstate.bloomwidth;
4156 r_refdef.view.height = r_bloomstate.bloomheight;
4158 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4159 // TODO: add exposure compensation features
4160 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4162 r_refdef.view.showdebug = false;
4163 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4165 R_ResetViewRendering3D();
4167 R_ClearScreen(r_refdef.fogenabled);
4168 if (r_timereport_active)
4169 R_TimeReport("HDRclear");
4172 if (r_timereport_active)
4173 R_TimeReport("visibility");
4175 // only do secondary renders with HDR if r_hdr is 2 or higher
4176 r_waterstate.numwaterplanes = 0;
4177 if (r_waterstate.enabled && r_hdr.integer >= 2)
4178 R_RenderWaterPlanes();
4180 r_refdef.view.showdebug = true;
4182 r_waterstate.numwaterplanes = 0;
4184 R_ResetViewRendering2D();
4186 R_Bloom_CopyHDRTexture();
4187 R_Bloom_MakeTexture();
4189 // restore the view settings
4190 r_refdef.view.width = oldwidth;
4191 r_refdef.view.height = oldheight;
4192 r_refdef.view.colorscale = oldcolorscale;
4194 R_ResetViewRendering3D();
4196 R_ClearScreen(r_refdef.fogenabled);
4197 if (r_timereport_active)
4198 R_TimeReport("viewclear");
4201 static void R_BlendView(void)
4203 if (r_bloomstate.texture_screen)
4205 // make sure the buffer is available
4206 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4208 R_ResetViewRendering2D();
4209 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4210 R_Mesh_ColorPointer(NULL, 0, 0);
4211 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4212 GL_ActiveTexture(0);CHECKGLERROR
4214 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4216 // declare variables
4218 static float avgspeed;
4220 speed = VectorLength(cl.movement_velocity);
4222 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4223 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4225 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4226 speed = bound(0, speed, 1);
4227 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4229 // calculate values into a standard alpha
4230 cl.motionbluralpha = 1 - exp(-
4232 (r_motionblur.value * speed / 80)
4234 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4237 max(0.0001, cl.time - cl.oldtime) // fps independent
4240 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4241 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4243 if (cl.motionbluralpha > 0)
4245 R_SetupGenericShader(true);
4246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4247 GL_Color(1, 1, 1, cl.motionbluralpha);
4248 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4250 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4251 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4255 // copy view into the screen texture
4256 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4257 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4260 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4262 unsigned int permutation =
4263 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4264 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4265 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4266 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4267 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4269 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4271 // render simple bloom effect
4272 // copy the screen and shrink it and darken it for the bloom process
4273 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4274 // make the bloom texture
4275 R_Bloom_MakeTexture();
4278 R_ResetViewRendering2D();
4279 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4280 R_Mesh_ColorPointer(NULL, 0, 0);
4281 GL_Color(1, 1, 1, 1);
4282 GL_BlendFunc(GL_ONE, GL_ZERO);
4283 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4284 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4286 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4287 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4288 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4289 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4290 if (r_glsl_permutation->loc_TintColor >= 0)
4291 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4292 if (r_glsl_permutation->loc_ClientTime >= 0)
4293 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4294 if (r_glsl_permutation->loc_PixelSize >= 0)
4295 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4296 if (r_glsl_permutation->loc_UserVec1 >= 0)
4298 float a=0, b=0, c=0, d=0;
4299 #if _MSC_VER >= 1400
4300 #define sscanf sscanf_s
4302 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4303 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4305 if (r_glsl_permutation->loc_UserVec2 >= 0)
4307 float a=0, b=0, c=0, d=0;
4308 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4309 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4311 if (r_glsl_permutation->loc_UserVec3 >= 0)
4313 float a=0, b=0, c=0, d=0;
4314 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4315 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4317 if (r_glsl_permutation->loc_UserVec4 >= 0)
4319 float a=0, b=0, c=0, d=0;
4320 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4321 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4323 if (r_glsl_permutation->loc_Saturation >= 0)
4324 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4325 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4326 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4332 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4334 // render high dynamic range bloom effect
4335 // the bloom texture was made earlier this render, so we just need to
4336 // blend it onto the screen...
4337 R_ResetViewRendering2D();
4338 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4339 R_Mesh_ColorPointer(NULL, 0, 0);
4340 R_SetupGenericShader(true);
4341 GL_Color(1, 1, 1, 1);
4342 GL_BlendFunc(GL_ONE, GL_ONE);
4343 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4344 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4345 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4346 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4348 else if (r_bloomstate.texture_bloom)
4350 // render simple bloom effect
4351 // copy the screen and shrink it and darken it for the bloom process
4352 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4353 // make the bloom texture
4354 R_Bloom_MakeTexture();
4355 // put the original screen image back in place and blend the bloom
4357 R_ResetViewRendering2D();
4358 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4359 R_Mesh_ColorPointer(NULL, 0, 0);
4360 GL_Color(1, 1, 1, 1);
4361 GL_BlendFunc(GL_ONE, GL_ZERO);
4362 // do both in one pass if possible
4363 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4364 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4365 if (r_textureunits.integer >= 2 && gl_combine.integer)
4367 R_SetupGenericTwoTextureShader(GL_ADD);
4368 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4369 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4373 R_SetupGenericShader(true);
4374 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4375 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4376 // now blend on the bloom texture
4377 GL_BlendFunc(GL_ONE, GL_ONE);
4378 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4379 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4381 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4382 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4384 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4386 // apply a color tint to the whole view
4387 R_ResetViewRendering2D();
4388 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4389 R_Mesh_ColorPointer(NULL, 0, 0);
4390 R_SetupGenericShader(false);
4391 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4392 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4393 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4397 matrix4x4_t r_waterscrollmatrix;
4399 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4401 if (r_refdef.fog_density)
4403 r_refdef.fogcolor[0] = r_refdef.fog_red;
4404 r_refdef.fogcolor[1] = r_refdef.fog_green;
4405 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4409 VectorCopy(r_refdef.fogcolor, fogvec);
4410 // color.rgb *= ContrastBoost * SceneBrightness;
4411 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4412 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4413 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4414 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4419 void R_UpdateVariables(void)
4423 r_refdef.scene.ambient = r_ambient.value;
4425 r_refdef.farclip = 4096;
4426 if (r_refdef.scene.worldmodel)
4427 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4428 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4430 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4431 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4432 r_refdef.polygonfactor = 0;
4433 r_refdef.polygonoffset = 0;
4434 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4435 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4437 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4438 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4439 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4440 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4441 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4442 if (r_showsurfaces.integer)
4444 r_refdef.scene.rtworld = false;
4445 r_refdef.scene.rtworldshadows = false;
4446 r_refdef.scene.rtdlight = false;
4447 r_refdef.scene.rtdlightshadows = false;
4448 r_refdef.lightmapintensity = 0;
4451 if (gamemode == GAME_NEHAHRA)
4453 if (gl_fogenable.integer)
4455 r_refdef.oldgl_fogenable = true;
4456 r_refdef.fog_density = gl_fogdensity.value;
4457 r_refdef.fog_red = gl_fogred.value;
4458 r_refdef.fog_green = gl_foggreen.value;
4459 r_refdef.fog_blue = gl_fogblue.value;
4460 r_refdef.fog_alpha = 1;
4461 r_refdef.fog_start = 0;
4462 r_refdef.fog_end = gl_skyclip.value;
4464 else if (r_refdef.oldgl_fogenable)
4466 r_refdef.oldgl_fogenable = false;
4467 r_refdef.fog_density = 0;
4468 r_refdef.fog_red = 0;
4469 r_refdef.fog_green = 0;
4470 r_refdef.fog_blue = 0;
4471 r_refdef.fog_alpha = 0;
4472 r_refdef.fog_start = 0;
4473 r_refdef.fog_end = 0;
4477 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4478 r_refdef.fog_start = max(0, r_refdef.fog_start);
4479 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4481 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4483 if (r_refdef.fog_density && r_drawfog.integer)
4485 r_refdef.fogenabled = true;
4486 // this is the point where the fog reaches 0.9986 alpha, which we
4487 // consider a good enough cutoff point for the texture
4488 // (0.9986 * 256 == 255.6)
4489 if (r_fog_exp2.integer)
4490 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4492 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4493 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4494 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4495 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4496 // fog color was already set
4497 // update the fog texture
4498 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)
4499 R_BuildFogTexture();
4502 r_refdef.fogenabled = false;
4504 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4506 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4508 // build GLSL gamma texture
4509 #define RAMPWIDTH 256
4510 unsigned short ramp[RAMPWIDTH * 3];
4511 unsigned char rampbgr[RAMPWIDTH][4];
4514 r_texture_gammaramps_serial = vid_gammatables_serial;
4516 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4517 for(i = 0; i < RAMPWIDTH; ++i)
4519 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4520 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4521 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4524 if (r_texture_gammaramps)
4526 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4530 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4536 // remove GLSL gamma texture
4540 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4541 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4547 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4548 if( scenetype != r_currentscenetype ) {
4549 // store the old scenetype
4550 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4551 r_currentscenetype = scenetype;
4552 // move in the new scene
4553 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4562 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4564 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4565 if( scenetype == r_currentscenetype ) {
4566 return &r_refdef.scene;
4568 return &r_scenes_store[ scenetype ];
4577 void R_RenderView(void)
4579 if (r_timereport_active)
4580 R_TimeReport("start");
4581 r_frame++; // used only by R_GetCurrentTexture
4582 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4584 R_AnimCache_NewFrame();
4586 if (r_refdef.view.isoverlay)
4588 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4589 GL_Clear( GL_DEPTH_BUFFER_BIT );
4590 R_TimeReport("depthclear");
4592 r_refdef.view.showdebug = false;
4594 r_waterstate.enabled = false;
4595 r_waterstate.numwaterplanes = 0;
4603 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4604 return; //Host_Error ("R_RenderView: NULL worldmodel");
4606 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4608 // break apart the view matrix into vectors for various purposes
4609 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4610 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4611 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4612 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4613 // make an inverted copy of the view matrix for tracking sprites
4614 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4616 R_Shadow_UpdateWorldLightSelection();
4618 R_Bloom_StartFrame();
4619 R_Water_StartFrame();
4622 if (r_timereport_active)
4623 R_TimeReport("viewsetup");
4625 R_ResetViewRendering3D();
4627 if (r_refdef.view.clear || r_refdef.fogenabled)
4629 R_ClearScreen(r_refdef.fogenabled);
4630 if (r_timereport_active)
4631 R_TimeReport("viewclear");
4633 r_refdef.view.clear = true;
4635 // this produces a bloom texture to be used in R_BlendView() later
4637 R_HDR_RenderBloomTexture();
4639 r_refdef.view.showdebug = true;
4642 if (r_timereport_active)
4643 R_TimeReport("visibility");
4645 r_waterstate.numwaterplanes = 0;
4646 if (r_waterstate.enabled)
4647 R_RenderWaterPlanes();
4650 r_waterstate.numwaterplanes = 0;
4653 if (r_timereport_active)
4654 R_TimeReport("blendview");
4656 GL_Scissor(0, 0, vid.width, vid.height);
4657 GL_ScissorTest(false);
4661 void R_RenderWaterPlanes(void)
4663 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4665 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4666 if (r_timereport_active)
4667 R_TimeReport("waterworld");
4670 // don't let sound skip if going slow
4671 if (r_refdef.scene.extraupdate)
4674 R_DrawModelsAddWaterPlanes();
4675 if (r_timereport_active)
4676 R_TimeReport("watermodels");
4678 if (r_waterstate.numwaterplanes)
4680 R_Water_ProcessPlanes();
4681 if (r_timereport_active)
4682 R_TimeReport("waterscenes");
4686 extern void R_DrawLightningBeams (void);
4687 extern void VM_CL_AddPolygonsToMeshQueue (void);
4688 extern void R_DrawPortals (void);
4689 extern cvar_t cl_locs_show;
4690 static void R_DrawLocs(void);
4691 static void R_DrawEntityBBoxes(void);
4692 void R_RenderScene(void)
4694 r_refdef.stats.renders++;
4698 // don't let sound skip if going slow
4699 if (r_refdef.scene.extraupdate)
4702 R_MeshQueue_BeginScene();
4706 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);
4708 if (cl.csqc_vidvars.drawworld)
4710 // don't let sound skip if going slow
4711 if (r_refdef.scene.extraupdate)
4714 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4716 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4717 if (r_timereport_active)
4718 R_TimeReport("worldsky");
4721 if (R_DrawBrushModelsSky() && r_timereport_active)
4722 R_TimeReport("bmodelsky");
4725 R_AnimCache_CacheVisibleEntities();
4727 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4729 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4730 if (r_timereport_active)
4731 R_TimeReport("worlddepth");
4733 if (r_depthfirst.integer >= 2)
4735 R_DrawModelsDepth();
4736 if (r_timereport_active)
4737 R_TimeReport("modeldepth");
4740 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4742 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4743 if (r_timereport_active)
4744 R_TimeReport("world");
4747 // don't let sound skip if going slow
4748 if (r_refdef.scene.extraupdate)
4752 if (r_timereport_active)
4753 R_TimeReport("models");
4755 // don't let sound skip if going slow
4756 if (r_refdef.scene.extraupdate)
4759 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4761 R_DrawModelShadows();
4762 R_ResetViewRendering3D();
4763 // don't let sound skip if going slow
4764 if (r_refdef.scene.extraupdate)
4768 R_ShadowVolumeLighting(false);
4769 if (r_timereport_active)
4770 R_TimeReport("rtlights");
4772 // don't let sound skip if going slow
4773 if (r_refdef.scene.extraupdate)
4776 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4778 R_DrawModelShadows();
4779 R_ResetViewRendering3D();
4780 // don't let sound skip if going slow
4781 if (r_refdef.scene.extraupdate)
4785 if (cl.csqc_vidvars.drawworld)
4787 R_DrawLightningBeams();
4788 if (r_timereport_active)
4789 R_TimeReport("lightning");
4792 if (r_timereport_active)
4793 R_TimeReport("decals");
4796 if (r_timereport_active)
4797 R_TimeReport("particles");
4800 if (r_timereport_active)
4801 R_TimeReport("explosions");
4804 R_SetupGenericShader(true);
4805 VM_CL_AddPolygonsToMeshQueue();
4807 if (r_refdef.view.showdebug)
4809 if (cl_locs_show.integer)
4812 if (r_timereport_active)
4813 R_TimeReport("showlocs");
4816 if (r_drawportals.integer)
4819 if (r_timereport_active)
4820 R_TimeReport("portals");
4823 if (r_showbboxes.value > 0)
4825 R_DrawEntityBBoxes();
4826 if (r_timereport_active)
4827 R_TimeReport("bboxes");
4831 R_SetupGenericShader(true);
4832 R_MeshQueue_RenderTransparent();
4833 if (r_timereport_active)
4834 R_TimeReport("drawtrans");
4836 R_SetupGenericShader(true);
4838 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))
4840 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4841 if (r_timereport_active)
4842 R_TimeReport("worlddebug");
4843 R_DrawModelsDebug();
4844 if (r_timereport_active)
4845 R_TimeReport("modeldebug");
4848 R_SetupGenericShader(true);
4850 if (cl.csqc_vidvars.drawworld)
4853 if (r_timereport_active)
4854 R_TimeReport("coronas");
4857 // don't let sound skip if going slow
4858 if (r_refdef.scene.extraupdate)
4861 R_ResetViewRendering2D();
4864 static const unsigned short bboxelements[36] =
4874 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4877 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4878 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4879 GL_DepthMask(false);
4880 GL_DepthRange(0, 1);
4881 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4882 R_Mesh_Matrix(&identitymatrix);
4883 R_Mesh_ResetTextureState();
4885 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4886 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4887 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4888 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4889 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4890 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4891 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4892 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4893 R_FillColors(color4f, 8, cr, cg, cb, ca);
4894 if (r_refdef.fogenabled)
4896 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4898 f1 = FogPoint_World(v);
4900 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4901 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4902 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4905 R_Mesh_VertexPointer(vertex3f, 0, 0);
4906 R_Mesh_ColorPointer(color4f, 0, 0);
4907 R_Mesh_ResetTextureState();
4908 R_SetupGenericShader(false);
4909 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4912 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4916 prvm_edict_t *edict;
4917 prvm_prog_t *prog_save = prog;
4919 // this function draws bounding boxes of server entities
4923 GL_CullFace(GL_NONE);
4924 R_SetupGenericShader(false);
4928 for (i = 0;i < numsurfaces;i++)
4930 edict = PRVM_EDICT_NUM(surfacelist[i]);
4931 switch ((int)edict->fields.server->solid)
4933 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4934 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4935 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4936 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4937 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4938 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4940 color[3] *= r_showbboxes.value;
4941 color[3] = bound(0, color[3], 1);
4942 GL_DepthTest(!r_showdisabledepthtest.integer);
4943 GL_CullFace(r_refdef.view.cullface_front);
4944 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4950 static void R_DrawEntityBBoxes(void)
4953 prvm_edict_t *edict;
4955 prvm_prog_t *prog_save = prog;
4957 // this function draws bounding boxes of server entities
4963 for (i = 0;i < prog->num_edicts;i++)
4965 edict = PRVM_EDICT_NUM(i);
4966 if (edict->priv.server->free)
4968 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4969 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4971 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4973 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4974 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4980 unsigned short nomodelelements[24] =
4992 float nomodelvertex3f[6*3] =
5002 float nomodelcolor4f[6*4] =
5004 0.0f, 0.0f, 0.5f, 1.0f,
5005 0.0f, 0.0f, 0.5f, 1.0f,
5006 0.0f, 0.5f, 0.0f, 1.0f,
5007 0.0f, 0.5f, 0.0f, 1.0f,
5008 0.5f, 0.0f, 0.0f, 1.0f,
5009 0.5f, 0.0f, 0.0f, 1.0f
5012 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5017 // this is only called once per entity so numsurfaces is always 1, and
5018 // surfacelist is always {0}, so this code does not handle batches
5019 R_Mesh_Matrix(&ent->matrix);
5021 if (ent->flags & EF_ADDITIVE)
5023 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5024 GL_DepthMask(false);
5026 else if (ent->alpha < 1)
5028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5029 GL_DepthMask(false);
5033 GL_BlendFunc(GL_ONE, GL_ZERO);
5036 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5037 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5038 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5039 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5040 R_SetupGenericShader(false);
5041 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5042 if (r_refdef.fogenabled)
5045 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5046 R_Mesh_ColorPointer(color4f, 0, 0);
5047 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5048 f1 = FogPoint_World(org);
5050 for (i = 0, c = color4f;i < 6;i++, c += 4)
5052 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5053 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5054 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5058 else if (ent->alpha != 1)
5060 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5061 R_Mesh_ColorPointer(color4f, 0, 0);
5062 for (i = 0, c = color4f;i < 6;i++, c += 4)
5066 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5067 R_Mesh_ResetTextureState();
5068 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5071 void R_DrawNoModel(entity_render_t *ent)
5074 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5075 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5076 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5078 // R_DrawNoModelCallback(ent, 0);
5081 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5083 vec3_t right1, right2, diff, normal;
5085 VectorSubtract (org2, org1, normal);
5087 // calculate 'right' vector for start
5088 VectorSubtract (r_refdef.view.origin, org1, diff);
5089 CrossProduct (normal, diff, right1);
5090 VectorNormalize (right1);
5092 // calculate 'right' vector for end
5093 VectorSubtract (r_refdef.view.origin, org2, diff);
5094 CrossProduct (normal, diff, right2);
5095 VectorNormalize (right2);
5097 vert[ 0] = org1[0] + width * right1[0];
5098 vert[ 1] = org1[1] + width * right1[1];
5099 vert[ 2] = org1[2] + width * right1[2];
5100 vert[ 3] = org1[0] - width * right1[0];
5101 vert[ 4] = org1[1] - width * right1[1];
5102 vert[ 5] = org1[2] - width * right1[2];
5103 vert[ 6] = org2[0] - width * right2[0];
5104 vert[ 7] = org2[1] - width * right2[1];
5105 vert[ 8] = org2[2] - width * right2[2];
5106 vert[ 9] = org2[0] + width * right2[0];
5107 vert[10] = org2[1] + width * right2[1];
5108 vert[11] = org2[2] + width * right2[2];
5111 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5113 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)
5115 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5119 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5120 fog = FogPoint_World(origin);
5122 R_Mesh_Matrix(&identitymatrix);
5123 GL_BlendFunc(blendfunc1, blendfunc2);
5125 GL_CullFace(GL_NONE);
5127 GL_DepthMask(false);
5128 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5129 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5130 GL_DepthTest(!depthdisable);
5132 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5133 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5134 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5135 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5136 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5137 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5138 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5139 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5140 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5141 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5142 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5143 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5145 R_Mesh_VertexPointer(vertex3f, 0, 0);
5146 R_Mesh_ColorPointer(NULL, 0, 0);
5147 R_Mesh_ResetTextureState();
5148 R_SetupGenericShader(true);
5149 R_Mesh_TexBind(0, R_GetTexture(texture));
5150 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5151 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5152 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5153 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5155 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5157 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5158 GL_BlendFunc(blendfunc1, GL_ONE);
5160 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5161 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5165 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5170 VectorSet(v, x, y, z);
5171 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5172 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5174 if (i == mesh->numvertices)
5176 if (mesh->numvertices < mesh->maxvertices)
5178 VectorCopy(v, vertex3f);
5179 mesh->numvertices++;
5181 return mesh->numvertices;
5187 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5191 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5192 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5193 e = mesh->element3i + mesh->numtriangles * 3;
5194 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5196 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5197 if (mesh->numtriangles < mesh->maxtriangles)
5202 mesh->numtriangles++;
5204 element[1] = element[2];
5208 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5212 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5213 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5214 e = mesh->element3i + mesh->numtriangles * 3;
5215 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5217 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5218 if (mesh->numtriangles < mesh->maxtriangles)
5223 mesh->numtriangles++;
5225 element[1] = element[2];
5229 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5230 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5232 int planenum, planenum2;
5235 mplane_t *plane, *plane2;
5237 double temppoints[2][256*3];
5238 // figure out how large a bounding box we need to properly compute this brush
5240 for (w = 0;w < numplanes;w++)
5241 maxdist = max(maxdist, planes[w].dist);
5242 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5243 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5244 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5248 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5249 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5251 if (planenum2 == planenum)
5253 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);
5256 if (tempnumpoints < 3)
5258 // generate elements forming a triangle fan for this polygon
5259 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5263 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)
5265 texturelayer_t *layer;
5266 layer = t->currentlayers + t->currentnumlayers++;
5268 layer->depthmask = depthmask;
5269 layer->blendfunc1 = blendfunc1;
5270 layer->blendfunc2 = blendfunc2;
5271 layer->texture = texture;
5272 layer->texmatrix = *matrix;
5273 layer->color[0] = r * r_refdef.view.colorscale;
5274 layer->color[1] = g * r_refdef.view.colorscale;
5275 layer->color[2] = b * r_refdef.view.colorscale;
5276 layer->color[3] = a;
5279 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5282 index = parms[2] + r_refdef.scene.time * parms[3];
5283 index -= floor(index);
5287 case Q3WAVEFUNC_NONE:
5288 case Q3WAVEFUNC_NOISE:
5289 case Q3WAVEFUNC_COUNT:
5292 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5293 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5294 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5295 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5296 case Q3WAVEFUNC_TRIANGLE:
5298 f = index - floor(index);
5309 return (float)(parms[0] + parms[1] * f);
5312 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5317 matrix4x4_t matrix, temp;
5318 switch(tcmod->tcmod)
5322 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5323 matrix = r_waterscrollmatrix;
5325 matrix = identitymatrix;
5327 case Q3TCMOD_ENTITYTRANSLATE:
5328 // this is used in Q3 to allow the gamecode to control texcoord
5329 // scrolling on the entity, which is not supported in darkplaces yet.
5330 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5332 case Q3TCMOD_ROTATE:
5333 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5334 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5335 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5338 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5340 case Q3TCMOD_SCROLL:
5341 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5343 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5344 w = (int) tcmod->parms[0];
5345 h = (int) tcmod->parms[1];
5346 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5348 idx = (int) floor(f * w * h);
5349 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5351 case Q3TCMOD_STRETCH:
5352 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5353 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5355 case Q3TCMOD_TRANSFORM:
5356 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5357 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5358 VectorSet(tcmat + 6, 0 , 0 , 1);
5359 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5360 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5362 case Q3TCMOD_TURBULENT:
5363 // this is handled in the RSurf_PrepareVertices function
5364 matrix = identitymatrix;
5368 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5371 texture_t *R_GetCurrentTexture(texture_t *t)
5374 const entity_render_t *ent = rsurface.entity;
5375 dp_model_t *model = ent->model;
5376 q3shaderinfo_layer_tcmod_t *tcmod;
5378 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5379 return t->currentframe;
5380 t->update_lastrenderframe = r_frame;
5381 t->update_lastrenderentity = (void *)ent;
5383 // switch to an alternate material if this is a q1bsp animated material
5385 texture_t *texture = t;
5386 int s = ent->skinnum;
5387 if ((unsigned int)s >= (unsigned int)model->numskins)
5389 if (model->skinscenes)
5391 if (model->skinscenes[s].framecount > 1)
5392 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5394 s = model->skinscenes[s].firstframe;
5397 t = t + s * model->num_surfaces;
5400 // use an alternate animation if the entity's frame is not 0,
5401 // and only if the texture has an alternate animation
5402 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5403 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5405 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5407 texture->currentframe = t;
5410 // update currentskinframe to be a qw skin or animation frame
5411 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5413 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5415 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5416 if (developer_loading.integer)
5417 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5418 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);
5420 t->currentskinframe = r_qwskincache_skinframe[i];
5421 if (t->currentskinframe == NULL)
5422 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5424 else if (t->numskinframes >= 2)
5425 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5426 if (t->backgroundnumskinframes >= 2)
5427 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5429 t->currentmaterialflags = t->basematerialflags;
5430 t->currentalpha = ent->alpha;
5431 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5432 t->currentalpha *= r_wateralpha.value;
5433 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5434 t->currentalpha *= t->r_water_wateralpha;
5435 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5436 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5437 if (!(ent->flags & RENDER_LIGHT))
5438 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5439 else if (rsurface.modeltexcoordlightmap2f == NULL)
5441 // pick a model lighting mode
5442 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5443 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5445 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5447 if (ent->effects & EF_ADDITIVE)
5448 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5449 else if (t->currentalpha < 1)
5450 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5451 if (ent->effects & EF_DOUBLESIDED)
5452 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5453 if (ent->effects & EF_NODEPTHTEST)
5454 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5455 if (ent->flags & RENDER_VIEWMODEL)
5456 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5457 if (t->backgroundnumskinframes)
5458 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5459 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5461 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5462 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5465 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5467 // there is no tcmod
5468 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5470 t->currenttexmatrix = r_waterscrollmatrix;
5471 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5475 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5476 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5479 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5480 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5481 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5482 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5484 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5485 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5486 t->glosstexture = r_texture_black;
5487 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5488 t->backgroundglosstexture = r_texture_black;
5489 t->specularpower = r_shadow_glossexponent.value;
5490 // TODO: store reference values for these in the texture?
5491 t->specularscale = 0;
5492 if (r_shadow_gloss.integer > 0)
5494 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5496 if (r_shadow_glossintensity.value > 0)
5498 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5499 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5500 t->specularscale = r_shadow_glossintensity.value;
5503 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5505 t->glosstexture = r_texture_white;
5506 t->backgroundglosstexture = r_texture_white;
5507 t->specularscale = r_shadow_gloss2intensity.value;
5508 t->specularpower = r_shadow_gloss2exponent.value;
5511 t->specularpower *= t->specularpowermod;
5513 // lightmaps mode looks bad with dlights using actual texturing, so turn
5514 // off the colormap and glossmap, but leave the normalmap on as it still
5515 // accurately represents the shading involved
5516 if (gl_lightmaps.integer)
5518 t->basetexture = r_texture_grey128;
5519 t->backgroundbasetexture = NULL;
5520 t->specularscale = 0;
5521 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5524 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5525 VectorClear(t->dlightcolor);
5526 t->currentnumlayers = 0;
5527 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5530 int blendfunc1, blendfunc2;
5532 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5534 blendfunc1 = GL_SRC_ALPHA;
5535 blendfunc2 = GL_ONE;
5537 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5539 blendfunc1 = GL_SRC_ALPHA;
5540 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5542 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5544 blendfunc1 = t->customblendfunc[0];
5545 blendfunc2 = t->customblendfunc[1];
5549 blendfunc1 = GL_ONE;
5550 blendfunc2 = GL_ZERO;
5552 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5553 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5554 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5555 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5557 // fullbright is not affected by r_refdef.lightmapintensity
5558 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]);
5559 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5560 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]);
5561 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5562 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]);
5566 vec3_t ambientcolor;
5568 // set the color tint used for lights affecting this surface
5569 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5571 // q3bsp has no lightmap updates, so the lightstylevalue that
5572 // would normally be baked into the lightmap must be
5573 // applied to the color
5574 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5575 if (ent->model->type == mod_brushq3)
5576 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5577 colorscale *= r_refdef.lightmapintensity;
5578 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5579 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5580 // basic lit geometry
5581 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]);
5582 // add pants/shirt if needed
5583 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5584 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]);
5585 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5586 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]);
5587 // now add ambient passes if needed
5588 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5590 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]);
5591 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5592 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]);
5593 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5594 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]);
5597 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5598 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]);
5599 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5601 // if this is opaque use alpha blend which will darken the earlier
5604 // if this is an alpha blended material, all the earlier passes
5605 // were darkened by fog already, so we only need to add the fog
5606 // color ontop through the fog mask texture
5608 // if this is an additive blended material, all the earlier passes
5609 // were darkened by fog already, and we should not add fog color
5610 // (because the background was not darkened, there is no fog color
5611 // that was lost behind it).
5612 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]);
5616 return t->currentframe;
5619 rsurfacestate_t rsurface;
5621 void R_Mesh_ResizeArrays(int newvertices)
5624 if (rsurface.array_size >= newvertices)
5626 if (rsurface.array_modelvertex3f)
5627 Mem_Free(rsurface.array_modelvertex3f);
5628 rsurface.array_size = (newvertices + 1023) & ~1023;
5629 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5630 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5631 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5632 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5633 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5634 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5635 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5636 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5637 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5638 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5639 rsurface.array_color4f = base + rsurface.array_size * 27;
5640 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5643 void RSurf_ActiveWorldEntity(void)
5645 dp_model_t *model = r_refdef.scene.worldmodel;
5646 //if (rsurface.entity == r_refdef.scene.worldentity)
5648 rsurface.entity = r_refdef.scene.worldentity;
5649 if (rsurface.array_size < model->surfmesh.num_vertices)
5650 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5651 rsurface.matrix = identitymatrix;
5652 rsurface.inversematrix = identitymatrix;
5653 R_Mesh_Matrix(&identitymatrix);
5654 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5655 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5656 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5657 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5658 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5659 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5660 VectorSet(rsurface.glowmod, 1, 1, 1);
5661 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5662 rsurface.frameblend[0].lerp = 1;
5663 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5664 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5665 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5666 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5667 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5668 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5669 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5670 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5671 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5672 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5673 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5674 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5675 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5676 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5677 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5678 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5679 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5680 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5681 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5682 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5683 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5684 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5685 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5686 rsurface.modelelement3i = model->surfmesh.data_element3i;
5687 rsurface.modelelement3s = model->surfmesh.data_element3s;
5688 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5689 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5690 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5691 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5692 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5693 rsurface.modelsurfaces = model->data_surfaces;
5694 rsurface.generatedvertex = false;
5695 rsurface.vertex3f = rsurface.modelvertex3f;
5696 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5697 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5698 rsurface.svector3f = rsurface.modelsvector3f;
5699 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5700 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5701 rsurface.tvector3f = rsurface.modeltvector3f;
5702 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5703 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5704 rsurface.normal3f = rsurface.modelnormal3f;
5705 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5706 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5707 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5710 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5712 dp_model_t *model = ent->model;
5713 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5715 rsurface.entity = (entity_render_t *)ent;
5716 if (rsurface.array_size < model->surfmesh.num_vertices)
5717 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5718 rsurface.matrix = ent->matrix;
5719 rsurface.inversematrix = ent->inversematrix;
5720 R_Mesh_Matrix(&rsurface.matrix);
5721 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5722 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5723 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5724 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5725 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5726 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5727 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5728 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5729 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5730 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5731 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5732 VectorCopy(ent->glowmod, rsurface.glowmod);
5733 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5734 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5735 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5736 if (ent->model->brush.submodel)
5738 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5739 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5741 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5743 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5745 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5746 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5747 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5748 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5750 else if (wanttangents)
5752 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5753 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5754 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5755 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5756 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5758 else if (wantnormals)
5760 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5761 rsurface.modelsvector3f = NULL;
5762 rsurface.modeltvector3f = NULL;
5763 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5764 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5768 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5769 rsurface.modelsvector3f = NULL;
5770 rsurface.modeltvector3f = NULL;
5771 rsurface.modelnormal3f = NULL;
5772 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5774 rsurface.modelvertex3f_bufferobject = 0;
5775 rsurface.modelvertex3f_bufferoffset = 0;
5776 rsurface.modelsvector3f_bufferobject = 0;
5777 rsurface.modelsvector3f_bufferoffset = 0;
5778 rsurface.modeltvector3f_bufferobject = 0;
5779 rsurface.modeltvector3f_bufferoffset = 0;
5780 rsurface.modelnormal3f_bufferobject = 0;
5781 rsurface.modelnormal3f_bufferoffset = 0;
5782 rsurface.generatedvertex = true;
5786 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5787 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5788 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5789 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5790 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5791 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5792 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5793 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5794 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5795 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5796 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5797 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5798 rsurface.generatedvertex = false;
5800 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5801 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5802 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5803 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5804 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5805 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5806 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5807 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5808 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5809 rsurface.modelelement3i = model->surfmesh.data_element3i;
5810 rsurface.modelelement3s = model->surfmesh.data_element3s;
5811 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5812 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5813 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5814 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5815 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5816 rsurface.modelsurfaces = model->data_surfaces;
5817 rsurface.vertex3f = rsurface.modelvertex3f;
5818 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5819 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5820 rsurface.svector3f = rsurface.modelsvector3f;
5821 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5822 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5823 rsurface.tvector3f = rsurface.modeltvector3f;
5824 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5825 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5826 rsurface.normal3f = rsurface.modelnormal3f;
5827 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5828 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5829 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5832 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5833 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5836 int texturesurfaceindex;
5841 const float *v1, *in_tc;
5843 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5845 q3shaderinfo_deform_t *deform;
5846 // 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
5847 if (rsurface.generatedvertex)
5849 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5850 generatenormals = true;
5851 for (i = 0;i < Q3MAXDEFORMS;i++)
5853 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5855 generatetangents = true;
5856 generatenormals = true;
5858 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5859 generatenormals = true;
5861 if (generatenormals && !rsurface.modelnormal3f)
5863 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5864 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5865 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5866 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5868 if (generatetangents && !rsurface.modelsvector3f)
5870 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5871 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5872 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5873 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5874 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5875 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5876 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 != 0);
5879 rsurface.vertex3f = rsurface.modelvertex3f;
5880 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5881 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5882 rsurface.svector3f = rsurface.modelsvector3f;
5883 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5884 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5885 rsurface.tvector3f = rsurface.modeltvector3f;
5886 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5887 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5888 rsurface.normal3f = rsurface.modelnormal3f;
5889 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5890 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5891 // if vertices are deformed (sprite flares and things in maps, possibly
5892 // water waves, bulges and other deformations), generate them into
5893 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5894 // (may be static model data or generated data for an animated model, or
5895 // the previous deform pass)
5896 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5898 switch (deform->deform)
5901 case Q3DEFORM_PROJECTIONSHADOW:
5902 case Q3DEFORM_TEXT0:
5903 case Q3DEFORM_TEXT1:
5904 case Q3DEFORM_TEXT2:
5905 case Q3DEFORM_TEXT3:
5906 case Q3DEFORM_TEXT4:
5907 case Q3DEFORM_TEXT5:
5908 case Q3DEFORM_TEXT6:
5909 case Q3DEFORM_TEXT7:
5912 case Q3DEFORM_AUTOSPRITE:
5913 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5914 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5915 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5916 VectorNormalize(newforward);
5917 VectorNormalize(newright);
5918 VectorNormalize(newup);
5919 // make deformed versions of only the model vertices used by the specified surfaces
5920 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5922 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5923 // a single autosprite surface can contain multiple sprites...
5924 for (j = 0;j < surface->num_vertices - 3;j += 4)
5926 VectorClear(center);
5927 for (i = 0;i < 4;i++)
5928 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5929 VectorScale(center, 0.25f, center);
5930 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5931 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5932 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5933 for (i = 0;i < 4;i++)
5935 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5936 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5939 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 != 0);
5940 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 != 0);
5942 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5943 rsurface.vertex3f_bufferobject = 0;
5944 rsurface.vertex3f_bufferoffset = 0;
5945 rsurface.svector3f = rsurface.array_deformedsvector3f;
5946 rsurface.svector3f_bufferobject = 0;
5947 rsurface.svector3f_bufferoffset = 0;
5948 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5949 rsurface.tvector3f_bufferobject = 0;
5950 rsurface.tvector3f_bufferoffset = 0;
5951 rsurface.normal3f = rsurface.array_deformednormal3f;
5952 rsurface.normal3f_bufferobject = 0;
5953 rsurface.normal3f_bufferoffset = 0;
5955 case Q3DEFORM_AUTOSPRITE2:
5956 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5957 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5958 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5959 VectorNormalize(newforward);
5960 VectorNormalize(newright);
5961 VectorNormalize(newup);
5962 // make deformed versions of only the model vertices used by the specified surfaces
5963 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5965 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5966 const float *v1, *v2;
5976 memset(shortest, 0, sizeof(shortest));
5977 // a single autosprite surface can contain multiple sprites...
5978 for (j = 0;j < surface->num_vertices - 3;j += 4)
5980 VectorClear(center);
5981 for (i = 0;i < 4;i++)
5982 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5983 VectorScale(center, 0.25f, center);
5984 // find the two shortest edges, then use them to define the
5985 // axis vectors for rotating around the central axis
5986 for (i = 0;i < 6;i++)
5988 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5989 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5991 Debug_PolygonBegin(NULL, 0);
5992 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5993 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);
5994 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5997 l = VectorDistance2(v1, v2);
5998 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6000 l += (1.0f / 1024.0f);
6001 if (shortest[0].length2 > l || i == 0)
6003 shortest[1] = shortest[0];
6004 shortest[0].length2 = l;
6005 shortest[0].v1 = v1;
6006 shortest[0].v2 = v2;
6008 else if (shortest[1].length2 > l || i == 1)
6010 shortest[1].length2 = l;
6011 shortest[1].v1 = v1;
6012 shortest[1].v2 = v2;
6015 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6016 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6018 Debug_PolygonBegin(NULL, 0);
6019 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6020 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);
6021 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6024 // this calculates the right vector from the shortest edge
6025 // and the up vector from the edge midpoints
6026 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6027 VectorNormalize(right);
6028 VectorSubtract(end, start, up);
6029 VectorNormalize(up);
6030 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6031 VectorSubtract(rsurface.modelorg, center, forward);
6032 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6033 VectorNegate(forward, forward);
6034 VectorReflect(forward, 0, up, forward);
6035 VectorNormalize(forward);
6036 CrossProduct(up, forward, newright);
6037 VectorNormalize(newright);
6039 Debug_PolygonBegin(NULL, 0);
6040 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);
6041 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6042 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6046 Debug_PolygonBegin(NULL, 0);
6047 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6048 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6049 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6052 // rotate the quad around the up axis vector, this is made
6053 // especially easy by the fact we know the quad is flat,
6054 // so we only have to subtract the center position and
6055 // measure distance along the right vector, and then
6056 // multiply that by the newright vector and add back the
6058 // we also need to subtract the old position to undo the
6059 // displacement from the center, which we do with a
6060 // DotProduct, the subtraction/addition of center is also
6061 // optimized into DotProducts here
6062 l = DotProduct(right, center);
6063 for (i = 0;i < 4;i++)
6065 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6066 f = DotProduct(right, v1) - l;
6067 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6070 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 != 0);
6071 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 != 0);
6073 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6074 rsurface.vertex3f_bufferobject = 0;
6075 rsurface.vertex3f_bufferoffset = 0;
6076 rsurface.svector3f = rsurface.array_deformedsvector3f;
6077 rsurface.svector3f_bufferobject = 0;
6078 rsurface.svector3f_bufferoffset = 0;
6079 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6080 rsurface.tvector3f_bufferobject = 0;
6081 rsurface.tvector3f_bufferoffset = 0;
6082 rsurface.normal3f = rsurface.array_deformednormal3f;
6083 rsurface.normal3f_bufferobject = 0;
6084 rsurface.normal3f_bufferoffset = 0;
6086 case Q3DEFORM_NORMAL:
6087 // deform the normals to make reflections wavey
6088 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6090 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6091 for (j = 0;j < surface->num_vertices;j++)
6094 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6095 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6096 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6097 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6098 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6099 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6100 VectorNormalize(normal);
6102 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 != 0);
6104 rsurface.svector3f = rsurface.array_deformedsvector3f;
6105 rsurface.svector3f_bufferobject = 0;
6106 rsurface.svector3f_bufferoffset = 0;
6107 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6108 rsurface.tvector3f_bufferobject = 0;
6109 rsurface.tvector3f_bufferoffset = 0;
6110 rsurface.normal3f = rsurface.array_deformednormal3f;
6111 rsurface.normal3f_bufferobject = 0;
6112 rsurface.normal3f_bufferoffset = 0;
6115 // deform vertex array to make wavey water and flags and such
6116 waveparms[0] = deform->waveparms[0];
6117 waveparms[1] = deform->waveparms[1];
6118 waveparms[2] = deform->waveparms[2];
6119 waveparms[3] = deform->waveparms[3];
6120 // this is how a divisor of vertex influence on deformation
6121 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6122 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6123 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6125 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6126 for (j = 0;j < surface->num_vertices;j++)
6128 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6129 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6130 // if the wavefunc depends on time, evaluate it per-vertex
6133 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6134 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6136 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6139 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6140 rsurface.vertex3f_bufferobject = 0;
6141 rsurface.vertex3f_bufferoffset = 0;
6143 case Q3DEFORM_BULGE:
6144 // deform vertex array to make the surface have moving bulges
6145 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6147 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6148 for (j = 0;j < surface->num_vertices;j++)
6150 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6151 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6154 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6155 rsurface.vertex3f_bufferobject = 0;
6156 rsurface.vertex3f_bufferoffset = 0;
6159 // deform vertex array
6160 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6161 VectorScale(deform->parms, scale, waveparms);
6162 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6164 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6165 for (j = 0;j < surface->num_vertices;j++)
6166 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6168 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6169 rsurface.vertex3f_bufferobject = 0;
6170 rsurface.vertex3f_bufferoffset = 0;
6174 // generate texcoords based on the chosen texcoord source
6175 switch(rsurface.texture->tcgen.tcgen)
6178 case Q3TCGEN_TEXTURE:
6179 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6180 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6181 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6183 case Q3TCGEN_LIGHTMAP:
6184 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6185 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6186 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6188 case Q3TCGEN_VECTOR:
6189 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6191 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6192 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)
6194 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6195 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6198 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6199 rsurface.texcoordtexture2f_bufferobject = 0;
6200 rsurface.texcoordtexture2f_bufferoffset = 0;
6202 case Q3TCGEN_ENVIRONMENT:
6203 // make environment reflections using a spheremap
6204 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6206 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6207 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6208 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6209 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6210 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6212 // identical to Q3A's method, but executed in worldspace so
6213 // carried models can be shiny too
6215 float viewer[3], d, reflected[3], worldreflected[3];
6217 VectorSubtract(rsurface.modelorg, vertex, viewer);
6218 // VectorNormalize(viewer);
6220 d = DotProduct(normal, viewer);
6222 reflected[0] = normal[0]*2*d - viewer[0];
6223 reflected[1] = normal[1]*2*d - viewer[1];
6224 reflected[2] = normal[2]*2*d - viewer[2];
6225 // note: this is proportinal to viewer, so we can normalize later
6227 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6228 VectorNormalize(worldreflected);
6230 // note: this sphere map only uses world x and z!
6231 // so positive and negative y will LOOK THE SAME.
6232 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6233 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6236 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6237 rsurface.texcoordtexture2f_bufferobject = 0;
6238 rsurface.texcoordtexture2f_bufferoffset = 0;
6241 // the only tcmod that needs software vertex processing is turbulent, so
6242 // check for it here and apply the changes if needed
6243 // and we only support that as the first one
6244 // (handling a mixture of turbulent and other tcmods would be problematic
6245 // without punting it entirely to a software path)
6246 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6248 amplitude = rsurface.texture->tcmods[0].parms[1];
6249 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6250 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6252 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6253 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)
6255 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6256 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6259 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6260 rsurface.texcoordtexture2f_bufferobject = 0;
6261 rsurface.texcoordtexture2f_bufferoffset = 0;
6263 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6264 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6265 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6266 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6269 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6272 const msurface_t *surface = texturesurfacelist[0];
6273 const msurface_t *surface2;
6278 // TODO: lock all array ranges before render, rather than on each surface
6279 if (texturenumsurfaces == 1)
6281 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6282 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6284 else if (r_batchmode.integer == 2)
6286 #define MAXBATCHTRIANGLES 4096
6287 int batchtriangles = 0;
6288 int batchelements[MAXBATCHTRIANGLES*3];
6289 for (i = 0;i < texturenumsurfaces;i = j)
6291 surface = texturesurfacelist[i];
6293 if (surface->num_triangles > MAXBATCHTRIANGLES)
6295 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6298 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6299 batchtriangles = surface->num_triangles;
6300 firstvertex = surface->num_firstvertex;
6301 endvertex = surface->num_firstvertex + surface->num_vertices;
6302 for (;j < texturenumsurfaces;j++)
6304 surface2 = texturesurfacelist[j];
6305 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6307 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6308 batchtriangles += surface2->num_triangles;
6309 firstvertex = min(firstvertex, surface2->num_firstvertex);
6310 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6312 surface2 = texturesurfacelist[j-1];
6313 numvertices = endvertex - firstvertex;
6314 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6317 else if (r_batchmode.integer == 1)
6319 for (i = 0;i < texturenumsurfaces;i = j)
6321 surface = texturesurfacelist[i];
6322 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6323 if (texturesurfacelist[j] != surface2)
6325 surface2 = texturesurfacelist[j-1];
6326 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6327 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6328 GL_LockArrays(surface->num_firstvertex, numvertices);
6329 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6334 for (i = 0;i < texturenumsurfaces;i++)
6336 surface = texturesurfacelist[i];
6337 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6338 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6343 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6345 int i, planeindex, vertexindex;
6349 r_waterstate_waterplane_t *p, *bestp;
6350 msurface_t *surface;
6351 if (r_waterstate.renderingscene)
6353 for (i = 0;i < texturenumsurfaces;i++)
6355 surface = texturesurfacelist[i];
6356 if (lightmaptexunit >= 0)
6357 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6358 if (deluxemaptexunit >= 0)
6359 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6360 // pick the closest matching water plane
6363 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6366 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6368 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6369 d += fabs(PlaneDiff(vert, &p->plane));
6371 if (bestd > d || !bestp)
6379 if (refractiontexunit >= 0)
6380 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6381 if (reflectiontexunit >= 0)
6382 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6386 if (refractiontexunit >= 0)
6387 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6388 if (reflectiontexunit >= 0)
6389 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6391 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6392 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6396 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6400 const msurface_t *surface = texturesurfacelist[0];
6401 const msurface_t *surface2;
6406 // TODO: lock all array ranges before render, rather than on each surface
6407 if (texturenumsurfaces == 1)
6409 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6410 if (deluxemaptexunit >= 0)
6411 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6412 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6413 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6415 else if (r_batchmode.integer == 2)
6417 #define MAXBATCHTRIANGLES 4096
6418 int batchtriangles = 0;
6419 int batchelements[MAXBATCHTRIANGLES*3];
6420 for (i = 0;i < texturenumsurfaces;i = j)
6422 surface = texturesurfacelist[i];
6423 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6424 if (deluxemaptexunit >= 0)
6425 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6427 if (surface->num_triangles > MAXBATCHTRIANGLES)
6429 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6432 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6433 batchtriangles = surface->num_triangles;
6434 firstvertex = surface->num_firstvertex;
6435 endvertex = surface->num_firstvertex + surface->num_vertices;
6436 for (;j < texturenumsurfaces;j++)
6438 surface2 = texturesurfacelist[j];
6439 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6441 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6442 batchtriangles += surface2->num_triangles;
6443 firstvertex = min(firstvertex, surface2->num_firstvertex);
6444 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6446 surface2 = texturesurfacelist[j-1];
6447 numvertices = endvertex - firstvertex;
6448 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6451 else if (r_batchmode.integer == 1)
6454 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6455 for (i = 0;i < texturenumsurfaces;i = j)
6457 surface = texturesurfacelist[i];
6458 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6459 if (texturesurfacelist[j] != surface2)
6461 Con_Printf(" %i", j - i);
6464 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6466 for (i = 0;i < texturenumsurfaces;i = j)
6468 surface = texturesurfacelist[i];
6469 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6470 if (deluxemaptexunit >= 0)
6471 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6472 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6473 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6476 Con_Printf(" %i", j - i);
6478 surface2 = texturesurfacelist[j-1];
6479 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6480 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6481 GL_LockArrays(surface->num_firstvertex, numvertices);
6482 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6490 for (i = 0;i < texturenumsurfaces;i++)
6492 surface = texturesurfacelist[i];
6493 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6494 if (deluxemaptexunit >= 0)
6495 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6496 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6497 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6502 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6505 int texturesurfaceindex;
6506 if (r_showsurfaces.integer == 2)
6508 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6510 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6511 for (j = 0;j < surface->num_triangles;j++)
6513 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6514 GL_Color(f, f, f, 1);
6515 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6521 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6523 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6524 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6525 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);
6526 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6527 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6532 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6534 int texturesurfaceindex;
6537 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6539 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6540 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)
6548 rsurface.lightmapcolor4f = rsurface.array_color4f;
6549 rsurface.lightmapcolor4f_bufferobject = 0;
6550 rsurface.lightmapcolor4f_bufferoffset = 0;
6553 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6555 int texturesurfaceindex;
6559 if (rsurface.lightmapcolor4f)
6561 // generate color arrays for the surfaces in this list
6562 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6564 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6565 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)
6567 f = FogPoint_Model(v);
6577 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6579 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6580 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)
6582 f = FogPoint_Model(v);
6590 rsurface.lightmapcolor4f = rsurface.array_color4f;
6591 rsurface.lightmapcolor4f_bufferobject = 0;
6592 rsurface.lightmapcolor4f_bufferoffset = 0;
6595 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6597 int texturesurfaceindex;
6601 if (!rsurface.lightmapcolor4f)
6603 // generate color arrays for the surfaces in this list
6604 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6606 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6607 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)
6609 f = FogPoint_Model(v);
6610 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6611 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6612 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6616 rsurface.lightmapcolor4f = rsurface.array_color4f;
6617 rsurface.lightmapcolor4f_bufferobject = 0;
6618 rsurface.lightmapcolor4f_bufferoffset = 0;
6621 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6623 int texturesurfaceindex;
6626 if (!rsurface.lightmapcolor4f)
6628 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6630 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6631 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)
6639 rsurface.lightmapcolor4f = rsurface.array_color4f;
6640 rsurface.lightmapcolor4f_bufferobject = 0;
6641 rsurface.lightmapcolor4f_bufferoffset = 0;
6644 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6646 int texturesurfaceindex;
6649 if (!rsurface.lightmapcolor4f)
6651 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6653 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6654 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)
6656 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6657 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6658 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6662 rsurface.lightmapcolor4f = rsurface.array_color4f;
6663 rsurface.lightmapcolor4f_bufferobject = 0;
6664 rsurface.lightmapcolor4f_bufferoffset = 0;
6667 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6670 rsurface.lightmapcolor4f = NULL;
6671 rsurface.lightmapcolor4f_bufferobject = 0;
6672 rsurface.lightmapcolor4f_bufferoffset = 0;
6673 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6674 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6675 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6676 GL_Color(r, g, b, a);
6677 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6680 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6682 // TODO: optimize applyfog && applycolor case
6683 // just apply fog if necessary, and tint the fog color array if necessary
6684 rsurface.lightmapcolor4f = NULL;
6685 rsurface.lightmapcolor4f_bufferobject = 0;
6686 rsurface.lightmapcolor4f_bufferoffset = 0;
6687 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6688 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6689 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6690 GL_Color(r, g, b, a);
6691 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6694 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6696 int texturesurfaceindex;
6700 if (texturesurfacelist[0]->lightmapinfo)
6702 // generate color arrays for the surfaces in this list
6703 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6705 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6706 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6708 if (surface->lightmapinfo->samples)
6710 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6711 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6712 VectorScale(lm, scale, c);
6713 if (surface->lightmapinfo->styles[1] != 255)
6715 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6717 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6718 VectorMA(c, scale, lm, c);
6719 if (surface->lightmapinfo->styles[2] != 255)
6722 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6723 VectorMA(c, scale, lm, c);
6724 if (surface->lightmapinfo->styles[3] != 255)
6727 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6728 VectorMA(c, scale, lm, c);
6738 rsurface.lightmapcolor4f = rsurface.array_color4f;
6739 rsurface.lightmapcolor4f_bufferobject = 0;
6740 rsurface.lightmapcolor4f_bufferoffset = 0;
6744 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6745 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6746 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6748 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6749 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6750 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6751 GL_Color(r, g, b, a);
6752 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6755 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6757 int texturesurfaceindex;
6760 float *v, *c, *c2, alpha;
6761 vec3_t ambientcolor;
6762 vec3_t diffusecolor;
6766 VectorCopy(rsurface.modellight_lightdir, lightdir);
6767 f = 0.5f * r_refdef.lightmapintensity;
6768 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6769 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6770 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6771 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6772 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6773 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6775 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6777 // generate color arrays for the surfaces in this list
6778 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6780 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6781 int numverts = surface->num_vertices;
6782 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6783 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6784 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6785 // q3-style directional shading
6786 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6788 if ((f = DotProduct(c2, lightdir)) > 0)
6789 VectorMA(ambientcolor, f, diffusecolor, c);
6791 VectorCopy(ambientcolor, c);
6799 rsurface.lightmapcolor4f = rsurface.array_color4f;
6800 rsurface.lightmapcolor4f_bufferobject = 0;
6801 rsurface.lightmapcolor4f_bufferoffset = 0;
6802 *applycolor = false;
6806 *r = ambientcolor[0];
6807 *g = ambientcolor[1];
6808 *b = ambientcolor[2];
6809 rsurface.lightmapcolor4f = NULL;
6810 rsurface.lightmapcolor4f_bufferobject = 0;
6811 rsurface.lightmapcolor4f_bufferoffset = 0;
6815 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6817 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6818 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6819 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6820 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6821 GL_Color(r, g, b, a);
6822 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6825 void RSurf_SetupDepthAndCulling(void)
6827 // submodels are biased to avoid z-fighting with world surfaces that they
6828 // may be exactly overlapping (avoids z-fighting artifacts on certain
6829 // doors and things in Quake maps)
6830 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6831 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6832 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6833 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6836 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6838 // transparent sky would be ridiculous
6839 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6841 R_SetupGenericShader(false);
6844 skyrendernow = false;
6845 // we have to force off the water clipping plane while rendering sky
6849 // restore entity matrix
6850 R_Mesh_Matrix(&rsurface.matrix);
6852 RSurf_SetupDepthAndCulling();
6854 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6855 // skymasking on them, and Quake3 never did sky masking (unlike
6856 // software Quake and software Quake2), so disable the sky masking
6857 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6858 // and skymasking also looks very bad when noclipping outside the
6859 // level, so don't use it then either.
6860 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6862 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6863 R_Mesh_ColorPointer(NULL, 0, 0);
6864 R_Mesh_ResetTextureState();
6865 if (skyrendermasked)
6867 R_SetupDepthOrShadowShader();
6868 // depth-only (masking)
6869 GL_ColorMask(0,0,0,0);
6870 // just to make sure that braindead drivers don't draw
6871 // anything despite that colormask...
6872 GL_BlendFunc(GL_ZERO, GL_ONE);
6876 R_SetupGenericShader(false);
6878 GL_BlendFunc(GL_ONE, GL_ZERO);
6880 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6881 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6882 if (skyrendermasked)
6883 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6885 R_Mesh_ResetTextureState();
6886 GL_Color(1, 1, 1, 1);
6889 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6891 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6894 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6895 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6896 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6897 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6898 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6899 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6900 if (rsurface.texture->backgroundcurrentskinframe)
6902 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6903 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6904 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6905 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6907 if(rsurface.texture->colormapping)
6909 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6910 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6912 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6913 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6914 R_Mesh_ColorPointer(NULL, 0, 0);
6916 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6918 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6920 // render background
6921 GL_BlendFunc(GL_ONE, GL_ZERO);
6923 GL_AlphaTest(false);
6925 GL_Color(1, 1, 1, 1);
6926 R_Mesh_ColorPointer(NULL, 0, 0);
6928 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6929 if (r_glsl_permutation)
6931 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6932 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6933 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6934 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6935 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6936 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6937 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);
6939 GL_LockArrays(0, 0);
6941 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6942 GL_DepthMask(false);
6943 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6944 R_Mesh_ColorPointer(NULL, 0, 0);
6946 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6947 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6948 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6951 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6952 if (!r_glsl_permutation)
6955 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6956 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6957 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6958 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6959 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6960 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6962 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6964 GL_BlendFunc(GL_ONE, GL_ZERO);
6966 GL_AlphaTest(false);
6970 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6971 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6972 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6975 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6977 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6978 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);
6980 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6984 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6985 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);
6987 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6989 GL_LockArrays(0, 0);
6992 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6994 // OpenGL 1.3 path - anything not completely ancient
6995 int texturesurfaceindex;
6996 qboolean applycolor;
7000 const texturelayer_t *layer;
7001 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7003 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7006 int layertexrgbscale;
7007 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7009 if (layerindex == 0)
7013 GL_AlphaTest(false);
7014 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7017 GL_DepthMask(layer->depthmask && writedepth);
7018 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7019 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7021 layertexrgbscale = 4;
7022 VectorScale(layer->color, 0.25f, layercolor);
7024 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7026 layertexrgbscale = 2;
7027 VectorScale(layer->color, 0.5f, layercolor);
7031 layertexrgbscale = 1;
7032 VectorScale(layer->color, 1.0f, layercolor);
7034 layercolor[3] = layer->color[3];
7035 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7036 R_Mesh_ColorPointer(NULL, 0, 0);
7037 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7038 switch (layer->type)
7040 case TEXTURELAYERTYPE_LITTEXTURE:
7041 memset(&m, 0, sizeof(m));
7042 m.tex[0] = R_GetTexture(r_texture_white);
7043 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7044 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7045 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7046 m.tex[1] = R_GetTexture(layer->texture);
7047 m.texmatrix[1] = layer->texmatrix;
7048 m.texrgbscale[1] = layertexrgbscale;
7049 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7050 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7051 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7052 R_Mesh_TextureState(&m);
7053 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7054 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7055 else if (rsurface.uselightmaptexture)
7056 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7058 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7060 case TEXTURELAYERTYPE_TEXTURE:
7061 memset(&m, 0, sizeof(m));
7062 m.tex[0] = R_GetTexture(layer->texture);
7063 m.texmatrix[0] = layer->texmatrix;
7064 m.texrgbscale[0] = layertexrgbscale;
7065 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7066 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7067 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7068 R_Mesh_TextureState(&m);
7069 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7071 case TEXTURELAYERTYPE_FOG:
7072 memset(&m, 0, sizeof(m));
7073 m.texrgbscale[0] = layertexrgbscale;
7076 m.tex[0] = R_GetTexture(layer->texture);
7077 m.texmatrix[0] = layer->texmatrix;
7078 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7079 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7080 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7082 R_Mesh_TextureState(&m);
7083 // generate a color array for the fog pass
7084 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7085 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7090 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)
7092 f = 1 - FogPoint_Model(v);
7093 c[0] = layercolor[0];
7094 c[1] = layercolor[1];
7095 c[2] = layercolor[2];
7096 c[3] = f * layercolor[3];
7099 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7102 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7104 GL_LockArrays(0, 0);
7107 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7109 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7110 GL_AlphaTest(false);
7114 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7116 // OpenGL 1.1 - crusty old voodoo path
7117 int texturesurfaceindex;
7121 const texturelayer_t *layer;
7122 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7124 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7128 if (layerindex == 0)
7132 GL_AlphaTest(false);
7133 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7136 GL_DepthMask(layer->depthmask && writedepth);
7137 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7138 R_Mesh_ColorPointer(NULL, 0, 0);
7139 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7140 switch (layer->type)
7142 case TEXTURELAYERTYPE_LITTEXTURE:
7143 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7145 // two-pass lit texture with 2x rgbscale
7146 // first the lightmap pass
7147 memset(&m, 0, sizeof(m));
7148 m.tex[0] = R_GetTexture(r_texture_white);
7149 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7150 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7151 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7152 R_Mesh_TextureState(&m);
7153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7154 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7155 else if (rsurface.uselightmaptexture)
7156 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7158 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7159 GL_LockArrays(0, 0);
7160 // then apply the texture to it
7161 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7162 memset(&m, 0, sizeof(m));
7163 m.tex[0] = R_GetTexture(layer->texture);
7164 m.texmatrix[0] = layer->texmatrix;
7165 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7166 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7167 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7168 R_Mesh_TextureState(&m);
7169 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);
7173 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7174 memset(&m, 0, sizeof(m));
7175 m.tex[0] = R_GetTexture(layer->texture);
7176 m.texmatrix[0] = layer->texmatrix;
7177 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7178 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7179 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7180 R_Mesh_TextureState(&m);
7181 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7182 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);
7184 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);
7187 case TEXTURELAYERTYPE_TEXTURE:
7188 // singletexture unlit texture with transparency support
7189 memset(&m, 0, sizeof(m));
7190 m.tex[0] = R_GetTexture(layer->texture);
7191 m.texmatrix[0] = layer->texmatrix;
7192 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7193 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7194 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7195 R_Mesh_TextureState(&m);
7196 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);
7198 case TEXTURELAYERTYPE_FOG:
7199 // singletexture fogging
7200 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7203 memset(&m, 0, sizeof(m));
7204 m.tex[0] = R_GetTexture(layer->texture);
7205 m.texmatrix[0] = layer->texmatrix;
7206 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7207 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7208 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7209 R_Mesh_TextureState(&m);
7212 R_Mesh_ResetTextureState();
7213 // generate a color array for the fog pass
7214 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7218 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7219 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)
7221 f = 1 - FogPoint_Model(v);
7222 c[0] = layer->color[0];
7223 c[1] = layer->color[1];
7224 c[2] = layer->color[2];
7225 c[3] = f * layer->color[3];
7228 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7231 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7233 GL_LockArrays(0, 0);
7236 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7238 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7239 GL_AlphaTest(false);
7243 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7247 GL_AlphaTest(false);
7248 R_Mesh_ColorPointer(NULL, 0, 0);
7249 R_Mesh_ResetTextureState();
7250 R_SetupGenericShader(false);
7252 if(rsurface.texture && rsurface.texture->currentskinframe)
7254 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7255 c[3] *= rsurface.texture->currentalpha;
7265 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7267 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7268 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7269 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7272 // brighten it up (as texture value 127 means "unlit")
7273 c[0] *= 2 * r_refdef.view.colorscale;
7274 c[1] *= 2 * r_refdef.view.colorscale;
7275 c[2] *= 2 * r_refdef.view.colorscale;
7277 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7278 c[3] *= r_wateralpha.value;
7280 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7282 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7283 GL_DepthMask(false);
7285 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7287 GL_BlendFunc(GL_ONE, GL_ONE);
7288 GL_DepthMask(false);
7290 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7292 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7293 GL_DepthMask(false);
7295 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7297 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7298 GL_DepthMask(false);
7302 GL_BlendFunc(GL_ONE, GL_ZERO);
7303 GL_DepthMask(writedepth);
7306 rsurface.lightmapcolor4f = NULL;
7308 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7310 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7312 rsurface.lightmapcolor4f = NULL;
7313 rsurface.lightmapcolor4f_bufferobject = 0;
7314 rsurface.lightmapcolor4f_bufferoffset = 0;
7316 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7318 qboolean applycolor = true;
7321 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7323 r_refdef.lightmapintensity = 1;
7324 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7325 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7329 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7331 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7332 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7333 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7336 if(!rsurface.lightmapcolor4f)
7337 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7339 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7340 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7341 if(r_refdef.fogenabled)
7342 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7344 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7345 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7348 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7351 RSurf_SetupDepthAndCulling();
7352 if (r_showsurfaces.integer == 3)
7353 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7354 else if (r_glsl.integer && gl_support_fragment_shader)
7355 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7356 else if (gl_combine.integer && r_textureunits.integer >= 2)
7357 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7359 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7363 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7366 RSurf_SetupDepthAndCulling();
7367 if (r_showsurfaces.integer == 3)
7368 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7369 else if (r_glsl.integer && gl_support_fragment_shader)
7370 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7371 else if (gl_combine.integer && r_textureunits.integer >= 2)
7372 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7374 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7378 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7381 int texturenumsurfaces, endsurface;
7383 msurface_t *surface;
7384 msurface_t *texturesurfacelist[1024];
7386 // if the model is static it doesn't matter what value we give for
7387 // wantnormals and wanttangents, so this logic uses only rules applicable
7388 // to a model, knowing that they are meaningless otherwise
7389 if (ent == r_refdef.scene.worldentity)
7390 RSurf_ActiveWorldEntity();
7391 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7392 RSurf_ActiveModelEntity(ent, false, false);
7394 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7396 for (i = 0;i < numsurfaces;i = j)
7399 surface = rsurface.modelsurfaces + surfacelist[i];
7400 texture = surface->texture;
7401 rsurface.texture = R_GetCurrentTexture(texture);
7402 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7403 // scan ahead until we find a different texture
7404 endsurface = min(i + 1024, numsurfaces);
7405 texturenumsurfaces = 0;
7406 texturesurfacelist[texturenumsurfaces++] = surface;
7407 for (;j < endsurface;j++)
7409 surface = rsurface.modelsurfaces + surfacelist[j];
7410 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7412 texturesurfacelist[texturenumsurfaces++] = surface;
7414 // render the range of surfaces
7415 if (ent == r_refdef.scene.worldentity)
7416 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7418 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7420 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7421 GL_AlphaTest(false);
7424 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7426 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7430 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7432 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7434 RSurf_SetupDepthAndCulling();
7435 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7436 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7438 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7440 RSurf_SetupDepthAndCulling();
7441 GL_AlphaTest(false);
7442 R_Mesh_ColorPointer(NULL, 0, 0);
7443 R_Mesh_ResetTextureState();
7444 R_SetupGenericShader(false);
7445 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7447 GL_BlendFunc(GL_ONE, GL_ZERO);
7448 GL_Color(0, 0, 0, 1);
7449 GL_DepthTest(writedepth);
7450 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7452 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7454 RSurf_SetupDepthAndCulling();
7455 GL_AlphaTest(false);
7456 R_Mesh_ColorPointer(NULL, 0, 0);
7457 R_Mesh_ResetTextureState();
7458 R_SetupGenericShader(false);
7459 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7461 GL_BlendFunc(GL_ONE, GL_ZERO);
7463 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7465 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7466 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7467 else if (!rsurface.texture->currentnumlayers)
7469 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7471 // transparent surfaces get pushed off into the transparent queue
7472 int surfacelistindex;
7473 const msurface_t *surface;
7474 vec3_t tempcenter, center;
7475 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7477 surface = texturesurfacelist[surfacelistindex];
7478 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7479 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7480 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7481 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7482 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7487 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7488 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7493 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7497 // break the surface list down into batches by texture and use of lightmapping
7498 for (i = 0;i < numsurfaces;i = j)
7501 // texture is the base texture pointer, rsurface.texture is the
7502 // current frame/skin the texture is directing us to use (for example
7503 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7504 // use skin 1 instead)
7505 texture = surfacelist[i]->texture;
7506 rsurface.texture = R_GetCurrentTexture(texture);
7507 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7508 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7510 // if this texture is not the kind we want, skip ahead to the next one
7511 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7515 // simply scan ahead until we find a different texture or lightmap state
7516 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7518 // render the range of surfaces
7519 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7523 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7528 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7530 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7532 RSurf_SetupDepthAndCulling();
7533 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7534 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7536 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7538 RSurf_SetupDepthAndCulling();
7539 GL_AlphaTest(false);
7540 R_Mesh_ColorPointer(NULL, 0, 0);
7541 R_Mesh_ResetTextureState();
7542 R_SetupGenericShader(false);
7543 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7545 GL_BlendFunc(GL_ONE, GL_ZERO);
7546 GL_Color(0, 0, 0, 1);
7547 GL_DepthTest(writedepth);
7548 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7550 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7552 RSurf_SetupDepthAndCulling();
7553 GL_AlphaTest(false);
7554 R_Mesh_ColorPointer(NULL, 0, 0);
7555 R_Mesh_ResetTextureState();
7556 R_SetupGenericShader(false);
7557 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7559 GL_BlendFunc(GL_ONE, GL_ZERO);
7561 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7563 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7564 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7565 else if (!rsurface.texture->currentnumlayers)
7567 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7569 // transparent surfaces get pushed off into the transparent queue
7570 int surfacelistindex;
7571 const msurface_t *surface;
7572 vec3_t tempcenter, center;
7573 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7575 surface = texturesurfacelist[surfacelistindex];
7576 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7577 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7578 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7579 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7580 if (queueentity->transparent_offset) // transparent offset
7582 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7583 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7584 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7586 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7591 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7592 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7597 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7601 // break the surface list down into batches by texture and use of lightmapping
7602 for (i = 0;i < numsurfaces;i = j)
7605 // texture is the base texture pointer, rsurface.texture is the
7606 // current frame/skin the texture is directing us to use (for example
7607 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7608 // use skin 1 instead)
7609 texture = surfacelist[i]->texture;
7610 rsurface.texture = R_GetCurrentTexture(texture);
7611 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7612 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7614 // if this texture is not the kind we want, skip ahead to the next one
7615 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7619 // simply scan ahead until we find a different texture or lightmap state
7620 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7622 // render the range of surfaces
7623 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7627 float locboxvertex3f[6*4*3] =
7629 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7630 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7631 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7632 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7633 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7634 1,0,0, 0,0,0, 0,1,0, 1,1,0
7637 unsigned short locboxelements[6*2*3] =
7647 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7650 cl_locnode_t *loc = (cl_locnode_t *)ent;
7652 float vertex3f[6*4*3];
7654 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7655 GL_DepthMask(false);
7656 GL_DepthRange(0, 1);
7657 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7659 GL_CullFace(GL_NONE);
7660 R_Mesh_Matrix(&identitymatrix);
7662 R_Mesh_VertexPointer(vertex3f, 0, 0);
7663 R_Mesh_ColorPointer(NULL, 0, 0);
7664 R_Mesh_ResetTextureState();
7665 R_SetupGenericShader(false);
7668 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7669 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7670 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7671 surfacelist[0] < 0 ? 0.5f : 0.125f);
7673 if (VectorCompare(loc->mins, loc->maxs))
7675 VectorSet(size, 2, 2, 2);
7676 VectorMA(loc->mins, -0.5f, size, mins);
7680 VectorCopy(loc->mins, mins);
7681 VectorSubtract(loc->maxs, loc->mins, size);
7684 for (i = 0;i < 6*4*3;)
7685 for (j = 0;j < 3;j++, i++)
7686 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7688 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7691 void R_DrawLocs(void)
7694 cl_locnode_t *loc, *nearestloc;
7696 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7697 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7699 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7700 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7704 void R_DrawDebugModel(entity_render_t *ent)
7706 int i, j, k, l, flagsmask;
7707 const int *elements;
7709 msurface_t *surface;
7710 dp_model_t *model = ent->model;
7713 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7715 R_Mesh_ColorPointer(NULL, 0, 0);
7716 R_Mesh_ResetTextureState();
7717 R_SetupGenericShader(false);
7718 GL_DepthRange(0, 1);
7719 GL_DepthTest(!r_showdisabledepthtest.integer);
7720 GL_DepthMask(false);
7721 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7723 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7725 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7726 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7728 if (brush->colbrushf && brush->colbrushf->numtriangles)
7730 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7731 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);
7732 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7735 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7737 if (surface->num_collisiontriangles)
7739 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7740 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);
7741 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7746 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7748 if (r_showtris.integer || r_shownormals.integer)
7750 if (r_showdisabledepthtest.integer)
7752 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7753 GL_DepthMask(false);
7757 GL_BlendFunc(GL_ONE, GL_ZERO);
7760 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7762 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7764 rsurface.texture = R_GetCurrentTexture(surface->texture);
7765 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7767 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7768 if (r_showtris.value > 0)
7770 if (!rsurface.texture->currentlayers->depthmask)
7771 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7772 else if (ent == r_refdef.scene.worldentity)
7773 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7775 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7776 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7777 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7778 R_Mesh_ColorPointer(NULL, 0, 0);
7779 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7780 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7781 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7782 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7783 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7786 if (r_shownormals.value < 0)
7789 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7791 VectorCopy(rsurface.vertex3f + l * 3, v);
7792 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7793 qglVertex3f(v[0], v[1], v[2]);
7794 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7795 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7796 qglVertex3f(v[0], v[1], v[2]);
7801 if (r_shownormals.value > 0)
7804 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7806 VectorCopy(rsurface.vertex3f + l * 3, v);
7807 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7808 qglVertex3f(v[0], v[1], v[2]);
7809 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7810 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7811 qglVertex3f(v[0], v[1], v[2]);
7816 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7818 VectorCopy(rsurface.vertex3f + l * 3, v);
7819 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7820 qglVertex3f(v[0], v[1], v[2]);
7821 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7822 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7823 qglVertex3f(v[0], v[1], v[2]);
7828 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7830 VectorCopy(rsurface.vertex3f + l * 3, v);
7831 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7832 qglVertex3f(v[0], v[1], v[2]);
7833 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7834 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7835 qglVertex3f(v[0], v[1], v[2]);
7842 rsurface.texture = NULL;
7846 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7847 int r_maxsurfacelist = 0;
7848 msurface_t **r_surfacelist = NULL;
7849 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7851 int i, j, endj, f, flagsmask;
7853 dp_model_t *model = r_refdef.scene.worldmodel;
7854 msurface_t *surfaces;
7855 unsigned char *update;
7856 int numsurfacelist = 0;
7860 if (r_maxsurfacelist < model->num_surfaces)
7862 r_maxsurfacelist = model->num_surfaces;
7864 Mem_Free(r_surfacelist);
7865 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7868 RSurf_ActiveWorldEntity();
7870 surfaces = model->data_surfaces;
7871 update = model->brushq1.lightmapupdateflags;
7873 // update light styles on this submodel
7874 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7876 model_brush_lightstyleinfo_t *style;
7877 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7879 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7881 int *list = style->surfacelist;
7882 style->value = r_refdef.scene.lightstylevalue[style->style];
7883 for (j = 0;j < style->numsurfaces;j++)
7884 update[list[j]] = true;
7889 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7893 R_DrawDebugModel(r_refdef.scene.worldentity);
7894 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7900 rsurface.uselightmaptexture = false;
7901 rsurface.texture = NULL;
7902 rsurface.rtlight = NULL;
7904 // add visible surfaces to draw list
7905 for (i = 0;i < model->nummodelsurfaces;i++)
7907 j = model->sortedmodelsurfaces[i];
7908 if (r_refdef.viewcache.world_surfacevisible[j])
7909 r_surfacelist[numsurfacelist++] = surfaces + j;
7911 // update lightmaps if needed
7913 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7914 if (r_refdef.viewcache.world_surfacevisible[j])
7916 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7917 // don't do anything if there were no surfaces
7918 if (!numsurfacelist)
7920 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7923 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7924 GL_AlphaTest(false);
7926 // add to stats if desired
7927 if (r_speeds.integer && !skysurfaces && !depthonly)
7929 r_refdef.stats.world_surfaces += numsurfacelist;
7930 for (j = 0;j < numsurfacelist;j++)
7931 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7933 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7936 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7938 int i, j, endj, f, flagsmask;
7940 dp_model_t *model = ent->model;
7941 msurface_t *surfaces;
7942 unsigned char *update;
7943 int numsurfacelist = 0;
7947 if (r_maxsurfacelist < model->num_surfaces)
7949 r_maxsurfacelist = model->num_surfaces;
7951 Mem_Free(r_surfacelist);
7952 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7955 // if the model is static it doesn't matter what value we give for
7956 // wantnormals and wanttangents, so this logic uses only rules applicable
7957 // to a model, knowing that they are meaningless otherwise
7958 if (ent == r_refdef.scene.worldentity)
7959 RSurf_ActiveWorldEntity();
7960 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7961 RSurf_ActiveModelEntity(ent, false, false);
7963 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7965 surfaces = model->data_surfaces;
7966 update = model->brushq1.lightmapupdateflags;
7968 // update light styles
7969 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7971 model_brush_lightstyleinfo_t *style;
7972 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7974 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7976 int *list = style->surfacelist;
7977 style->value = r_refdef.scene.lightstylevalue[style->style];
7978 for (j = 0;j < style->numsurfaces;j++)
7979 update[list[j]] = true;
7984 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7988 R_DrawDebugModel(ent);
7989 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7995 rsurface.uselightmaptexture = false;
7996 rsurface.texture = NULL;
7997 rsurface.rtlight = NULL;
7999 // add visible surfaces to draw list
8000 for (i = 0;i < model->nummodelsurfaces;i++)
8001 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8002 // don't do anything if there were no surfaces
8003 if (!numsurfacelist)
8005 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8008 // update lightmaps if needed
8010 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8012 R_BuildLightMap(ent, surfaces + j);
8013 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8014 GL_AlphaTest(false);
8016 // add to stats if desired
8017 if (r_speeds.integer && !skysurfaces && !depthonly)
8019 r_refdef.stats.entities_surfaces += numsurfacelist;
8020 for (j = 0;j < numsurfacelist;j++)
8021 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8023 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity