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.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | 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"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "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)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "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"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "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"};
234 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qboolean v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
299 typedef struct r_qwskincache_s
301 char name[MAX_QPATH];
302 skinframe_t *skinframe;
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
322 for (i = 0;i < verts;i++)
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
336 for (i = 0;i < verts;i++)
346 // FIXME: move this to client?
349 if (gamemode == GAME_NEHAHRA)
351 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
357 r_refdef.fog_density = 0;
358 r_refdef.fog_red = 0;
359 r_refdef.fog_green = 0;
360 r_refdef.fog_blue = 0;
361 r_refdef.fog_alpha = 1;
362 r_refdef.fog_start = 0;
363 r_refdef.fog_end = 16384;
364 r_refdef.fog_height = 1<<30;
365 r_refdef.fog_fadedepth = 128;
366 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
369 static void R_BuildBlankTextures(void)
371 unsigned char data[4];
372 data[2] = 128; // normal X
373 data[1] = 128; // normal Y
374 data[0] = 255; // normal Z
375 data[3] = 255; // height
376 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNoTexture(void)
396 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildWhiteCube(void)
401 unsigned char data[6*1*1*4];
402 memset(data, 255, sizeof(data));
403 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 static void R_BuildNormalizationCube(void)
410 vec_t s, t, intensity;
413 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414 for (side = 0;side < 6;side++)
416 for (y = 0;y < NORMSIZE;y++)
418 for (x = 0;x < NORMSIZE;x++)
420 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456 intensity = 127.0f / sqrt(DotProduct(v, v));
457 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460 data[((side*64+y)*64+x)*4+3] = 255;
464 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468 static void R_BuildFogTexture(void)
472 unsigned char data1[FOGWIDTH][4];
473 //unsigned char data2[FOGWIDTH][4];
476 r_refdef.fogmasktable_start = r_refdef.fog_start;
477 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478 r_refdef.fogmasktable_range = r_refdef.fogrange;
479 r_refdef.fogmasktable_density = r_refdef.fog_density;
481 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
484 d = (x * r - r_refdef.fogmasktable_start);
485 if(developer_extra.integer)
486 Con_DPrintf("%f ", d);
488 if (r_fog_exp2.integer)
489 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
491 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492 if(developer_extra.integer)
493 Con_DPrintf(" : %f ", alpha);
494 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495 if(developer_extra.integer)
496 Con_DPrintf(" = %f\n", alpha);
497 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500 for (x = 0;x < FOGWIDTH;x++)
502 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507 //data2[x][0] = 255 - b;
508 //data2[x][1] = 255 - b;
509 //data2[x][2] = 255 - b;
512 if (r_texture_fogattenuation)
514 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524 static void R_BuildFogHeightTexture(void)
526 unsigned char *inpixels;
534 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535 if (r_refdef.fogheighttexturename[0])
536 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539 r_refdef.fog_height_tablesize = 0;
540 if (r_texture_fogheighttexture)
541 R_FreeTexture(r_texture_fogheighttexture);
542 r_texture_fogheighttexture = NULL;
543 if (r_refdef.fog_height_table2d)
544 Mem_Free(r_refdef.fog_height_table2d);
545 r_refdef.fog_height_table2d = NULL;
546 if (r_refdef.fog_height_table1d)
547 Mem_Free(r_refdef.fog_height_table1d);
548 r_refdef.fog_height_table1d = NULL;
552 r_refdef.fog_height_tablesize = size;
553 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
557 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
558 // average fog color table accounting for every fog layer between a point
559 // and the camera. (Note: attenuation is handled separately!)
560 for (y = 0;y < size;y++)
562 for (x = 0;x < size;x++)
568 for (j = x;j <= y;j++)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
576 for (j = x;j >= y;j--)
578 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 //=======================================================================================================================================================
594 static const char *builtinshaderstrings[] =
596 #include "shader_glsl.h"
600 //=======================================================================================================================================================
602 typedef struct shaderpermutationinfo_s
607 shaderpermutationinfo_t;
609 typedef struct shadermodeinfo_s
611 const char *sourcebasename;
612 const char *extension;
613 const char **builtinshaderstrings;
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {"#define USEDIFFUSE\n", " diffuse"},
626 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627 {"#define USEVIEWTINT\n", " viewtint"},
628 {"#define USECOLORMAPPING\n", " colormapping"},
629 {"#define USESATURATION\n", " saturation"},
630 {"#define USEFOGINSIDE\n", " foginside"},
631 {"#define USEFOGOUTSIDE\n", " fogoutside"},
632 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634 {"#define USEGAMMARAMPS\n", " gammaramps"},
635 {"#define USECUBEFILTER\n", " cubefilter"},
636 {"#define USEGLOW\n", " glow"},
637 {"#define USEBLOOM\n", " bloom"},
638 {"#define USESPECULAR\n", " specular"},
639 {"#define USEPOSTPROCESSING\n", " postprocessing"},
640 {"#define USEREFLECTION\n", " reflection"},
641 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
645 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
646 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
647 {"#define USEALPHAKILL\n", " alphakill"},
648 {"#define USEREFLECTCUBE\n", " reflectcube"},
649 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
650 {"#define USEBOUNCEGRID\n", " bouncegrid"},
651 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
652 {"#define USETRIPPY\n", " trippy"},
653 {"#define USEDEPTHRGB\n", " depthrgb"},
654 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
655 {"#define USESKELETAL\n", " skeletal"},
656 {"#define USEOCCLUDE\n", " occlude"}
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
662 // SHADERLANGUAGE_GLSL
664 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
665 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 struct r_glsl_permutation_s;
685 typedef struct r_glsl_permutation_s
688 struct r_glsl_permutation_s *hashnext;
690 uint64_t permutation;
692 /// indicates if we have tried compiling this permutation already
694 /// 0 if compilation failed
696 // texture units assigned to each detected uniform
697 int tex_Texture_First;
698 int tex_Texture_Second;
699 int tex_Texture_GammaRamps;
700 int tex_Texture_Normal;
701 int tex_Texture_Color;
702 int tex_Texture_Gloss;
703 int tex_Texture_Glow;
704 int tex_Texture_SecondaryNormal;
705 int tex_Texture_SecondaryColor;
706 int tex_Texture_SecondaryGloss;
707 int tex_Texture_SecondaryGlow;
708 int tex_Texture_Pants;
709 int tex_Texture_Shirt;
710 int tex_Texture_FogHeightTexture;
711 int tex_Texture_FogMask;
712 int tex_Texture_LightGrid;
713 int tex_Texture_Lightmap;
714 int tex_Texture_Deluxemap;
715 int tex_Texture_Attenuation;
716 int tex_Texture_Cube;
717 int tex_Texture_Refraction;
718 int tex_Texture_Reflection;
719 int tex_Texture_ShadowMap2D;
720 int tex_Texture_CubeProjection;
721 int tex_Texture_ScreenNormalMap;
722 int tex_Texture_ScreenDiffuse;
723 int tex_Texture_ScreenSpecular;
724 int tex_Texture_ReflectMask;
725 int tex_Texture_ReflectCube;
726 int tex_Texture_BounceGrid;
727 /// locations of detected uniforms in program object, or -1 if not found
728 int loc_Texture_First;
729 int loc_Texture_Second;
730 int loc_Texture_GammaRamps;
731 int loc_Texture_Normal;
732 int loc_Texture_Color;
733 int loc_Texture_Gloss;
734 int loc_Texture_Glow;
735 int loc_Texture_SecondaryNormal;
736 int loc_Texture_SecondaryColor;
737 int loc_Texture_SecondaryGloss;
738 int loc_Texture_SecondaryGlow;
739 int loc_Texture_Pants;
740 int loc_Texture_Shirt;
741 int loc_Texture_FogHeightTexture;
742 int loc_Texture_FogMask;
743 int loc_Texture_LightGrid;
744 int loc_Texture_Lightmap;
745 int loc_Texture_Deluxemap;
746 int loc_Texture_Attenuation;
747 int loc_Texture_Cube;
748 int loc_Texture_Refraction;
749 int loc_Texture_Reflection;
750 int loc_Texture_ShadowMap2D;
751 int loc_Texture_CubeProjection;
752 int loc_Texture_ScreenNormalMap;
753 int loc_Texture_ScreenDiffuse;
754 int loc_Texture_ScreenSpecular;
755 int loc_Texture_ReflectMask;
756 int loc_Texture_ReflectCube;
757 int loc_Texture_BounceGrid;
759 int loc_BloomBlur_Parameters;
761 int loc_Color_Ambient;
762 int loc_Color_Diffuse;
763 int loc_Color_Specular;
767 int loc_DeferredColor_Ambient;
768 int loc_DeferredColor_Diffuse;
769 int loc_DeferredColor_Specular;
770 int loc_DeferredMod_Diffuse;
771 int loc_DeferredMod_Specular;
772 int loc_DistortScaleRefractReflect;
775 int loc_FogHeightFade;
777 int loc_FogPlaneViewDist;
778 int loc_FogRangeRecip;
781 int loc_LightGridMatrix;
782 int loc_LightGridNormalMatrix;
783 int loc_LightPosition;
784 int loc_OffsetMapping_ScaleSteps;
785 int loc_OffsetMapping_LodDistance;
786 int loc_OffsetMapping_Bias;
788 int loc_ReflectColor;
789 int loc_ReflectFactor;
790 int loc_ReflectOffset;
791 int loc_RefractColor;
793 int loc_ScreenCenterRefractReflect;
794 int loc_ScreenScaleRefractReflect;
795 int loc_ScreenToDepth;
796 int loc_ShadowMap_Parameters;
797 int loc_ShadowMap_TextureScale;
798 int loc_SpecularPower;
799 int loc_Skeletal_Transform12;
805 int loc_ViewTintColor;
807 int loc_ModelToLight;
809 int loc_BackgroundTexMatrix;
810 int loc_ModelViewProjectionMatrix;
811 int loc_ModelViewMatrix;
812 int loc_PixelToScreenTexCoord;
813 int loc_ModelToReflectCube;
814 int loc_ShadowMapMatrix;
815 int loc_BloomColorSubtract;
816 int loc_NormalmapScrollBlend;
817 int loc_BounceGridMatrix;
818 int loc_BounceGridIntensity;
819 /// uniform block bindings
820 int ubibind_Skeletal_Transform12_UniformBlock;
821 /// uniform block indices
822 int ubiloc_Skeletal_Transform12_UniformBlock;
824 r_glsl_permutation_t;
826 #define SHADERPERMUTATION_HASHSIZE 256
829 // non-degradable "lightweight" shader parameters to keep the permutations simpler
830 // these can NOT degrade! only use for simple stuff
833 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
834 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
835 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
836 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
837 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
839 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
840 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
841 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
842 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
843 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
844 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
845 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
846 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
848 #define SHADERSTATICPARMS_COUNT 14
850 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
851 static int shaderstaticparms_count = 0;
853 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
854 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
856 extern qboolean r_shadow_shadowmapsampler;
857 extern int r_shadow_shadowmappcf;
858 qboolean R_CompileShader_CheckStaticParms(void)
860 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
861 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
862 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
865 if (r_glsl_saturation_redcompensate.integer)
866 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
867 if (r_glsl_vertextextureblend_usebothalphas.integer)
868 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
869 if (r_shadow_glossexact.integer)
870 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
871 if (r_glsl_postprocess.integer)
873 if (r_glsl_postprocess_uservec1_enable.integer)
874 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
875 if (r_glsl_postprocess_uservec2_enable.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
877 if (r_glsl_postprocess_uservec3_enable.integer)
878 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
879 if (r_glsl_postprocess_uservec4_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
884 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 if (r_shadow_shadowmapsampler)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
889 if (r_shadow_shadowmappcf > 1)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
891 else if (r_shadow_shadowmappcf)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
893 if (r_celshading.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
895 if (r_celoutlines.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
898 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
901 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
902 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
903 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
905 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
906 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
908 shaderstaticparms_count = 0;
911 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
912 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
913 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_ShaderStrCat(const char **strings)
962 const char **p = strings;
965 for (p = strings;(t = *p);p++)
968 s = string = (char *)Mem_Alloc(r_main_mempool, len);
970 for (p = strings;(t = *p);p++)
980 static char *R_ShaderStrCat(const char **strings);
981 static void R_InitShaderModeInfo(void)
984 shadermodeinfo_t *modeinfo;
985 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
986 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
988 for (i = 0; i < SHADERMODE_COUNT; i++)
990 char filename[MAX_QPATH];
991 modeinfo = &shadermodeinfo[language][i];
992 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
993 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
994 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
995 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1000 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1003 // if the mode has no filename we have to return the builtin string
1004 if (builtinonly || !modeinfo->filename)
1005 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1006 // note that FS_LoadFile appends a 0 byte to make it a valid string
1007 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1010 if (printfromdisknotice)
1011 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1012 return shaderstring;
1014 // fall back to builtinstring
1015 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1018 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1023 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1025 char permutationname[256];
1026 int vertstrings_count = 0;
1027 int geomstrings_count = 0;
1028 int fragstrings_count = 0;
1029 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1030 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1031 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038 permutationname[0] = 0;
1039 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1041 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1043 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1044 if(vid.support.glshaderversion >= 140)
1046 vertstrings_list[vertstrings_count++] = "#version 140\n";
1047 geomstrings_list[geomstrings_count++] = "#version 140\n";
1048 fragstrings_list[fragstrings_count++] = "#version 140\n";
1049 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1050 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1051 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1053 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1054 else if(vid.support.glshaderversion >= 130)
1056 vertstrings_list[vertstrings_count++] = "#version 130\n";
1057 geomstrings_list[geomstrings_count++] = "#version 130\n";
1058 fragstrings_list[fragstrings_count++] = "#version 130\n";
1059 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1060 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1061 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1063 // if we can do #version 120, we should (this adds the invariant keyword)
1064 else if(vid.support.glshaderversion >= 120)
1066 vertstrings_list[vertstrings_count++] = "#version 120\n";
1067 geomstrings_list[geomstrings_count++] = "#version 120\n";
1068 fragstrings_list[fragstrings_count++] = "#version 120\n";
1069 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1070 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1071 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1073 // GLES also adds several things from GLSL120
1074 switch(vid.renderpath)
1076 case RENDERPATH_GLES2:
1077 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1078 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1079 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1ll<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // we don't currently use geometry shaders for anything, so just empty the list
1131 geomstrings_count = 0;
1133 // compile the shader program
1134 if (vertstrings_count + geomstrings_count + fragstrings_count)
1135 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1139 qglUseProgram(p->program);CHECKGLERROR
1140 // look up all the uniform variable names we care about, so we don't
1141 // have to look them up every time we set them
1146 GLint activeuniformindex = 0;
1147 GLint numactiveuniforms = 0;
1148 char uniformname[128];
1149 GLsizei uniformnamelength = 0;
1150 GLint uniformsize = 0;
1151 GLenum uniformtype = 0;
1152 memset(uniformname, 0, sizeof(uniformname));
1153 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1154 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1155 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1157 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1158 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1163 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1164 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1165 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1166 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1167 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1168 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1169 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1170 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1171 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1172 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1173 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1174 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1175 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1176 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1177 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1178 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1179 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1180 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1181 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1182 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1183 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1184 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1185 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1186 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1187 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1188 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1189 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1190 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1191 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1192 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1193 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1194 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1195 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1196 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1197 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1198 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1199 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1200 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1202 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1203 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1204 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1205 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1206 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1207 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1208 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1209 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1210 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1211 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1212 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1213 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1214 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1215 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1216 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1217 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1218 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1219 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1223 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1224 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1225 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1226 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1227 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1228 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1231 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1234 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1235 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1236 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1237 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1238 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1239 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1240 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1241 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1242 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1243 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1244 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1245 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1246 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1247 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1248 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1249 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1250 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1251 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1252 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1253 // initialize the samplers to refer to the texture units we use
1254 p->tex_Texture_First = -1;
1255 p->tex_Texture_Second = -1;
1256 p->tex_Texture_GammaRamps = -1;
1257 p->tex_Texture_Normal = -1;
1258 p->tex_Texture_Color = -1;
1259 p->tex_Texture_Gloss = -1;
1260 p->tex_Texture_Glow = -1;
1261 p->tex_Texture_SecondaryNormal = -1;
1262 p->tex_Texture_SecondaryColor = -1;
1263 p->tex_Texture_SecondaryGloss = -1;
1264 p->tex_Texture_SecondaryGlow = -1;
1265 p->tex_Texture_Pants = -1;
1266 p->tex_Texture_Shirt = -1;
1267 p->tex_Texture_FogHeightTexture = -1;
1268 p->tex_Texture_FogMask = -1;
1269 p->tex_Texture_LightGrid = -1;
1270 p->tex_Texture_Lightmap = -1;
1271 p->tex_Texture_Deluxemap = -1;
1272 p->tex_Texture_Attenuation = -1;
1273 p->tex_Texture_Cube = -1;
1274 p->tex_Texture_Refraction = -1;
1275 p->tex_Texture_Reflection = -1;
1276 p->tex_Texture_ShadowMap2D = -1;
1277 p->tex_Texture_CubeProjection = -1;
1278 p->tex_Texture_ScreenNormalMap = -1;
1279 p->tex_Texture_ScreenDiffuse = -1;
1280 p->tex_Texture_ScreenSpecular = -1;
1281 p->tex_Texture_ReflectMask = -1;
1282 p->tex_Texture_ReflectCube = -1;
1283 p->tex_Texture_BounceGrid = -1;
1284 // bind the texture samplers in use
1286 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1287 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1288 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1289 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1290 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1291 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1292 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1295 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1296 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1297 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1298 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1299 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1300 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1301 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1302 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1303 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1304 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1305 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1306 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1307 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1308 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1309 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1310 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1311 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1312 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1313 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1314 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1315 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1316 // get the uniform block indices so we can bind them
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1319 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1321 // clear the uniform block bindings
1322 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1323 // bind the uniform blocks in use
1325 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1326 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1328 // we're done compiling and setting up the shader, at least until it is used
1330 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1333 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1337 Mem_Free(sourcestring);
1340 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1342 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1343 if (r_glsl_permutation != perm)
1345 r_glsl_permutation = perm;
1346 if (!r_glsl_permutation->program)
1348 if (!r_glsl_permutation->compiled)
1350 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1351 R_GLSL_CompilePermutation(perm, mode, permutation);
1353 if (!r_glsl_permutation->program)
1355 // remove features until we find a valid permutation
1357 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1359 // reduce i more quickly whenever it would not remove any bits
1360 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1361 if (!(permutation & j))
1364 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1365 if (!r_glsl_permutation->compiled)
1366 R_GLSL_CompilePermutation(perm, mode, permutation);
1367 if (r_glsl_permutation->program)
1370 if (i >= SHADERPERMUTATION_COUNT)
1372 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 qglUseProgram(0);CHECKGLERROR
1375 return; // no bit left to clear, entire mode is broken
1380 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1382 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1383 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1384 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1388 void R_GLSL_Restart_f(cmd_state_t *cmd)
1390 unsigned int i, limit;
1391 switch(vid.renderpath)
1393 case RENDERPATH_GL32:
1394 case RENDERPATH_GLES2:
1396 r_glsl_permutation_t *p;
1397 r_glsl_permutation = NULL;
1398 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1399 for (i = 0;i < limit;i++)
1401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1403 GL_Backend_FreeProgram(p->program);
1404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1413 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1415 int i, language, mode, dupe;
1417 shadermodeinfo_t *modeinfo;
1420 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1422 modeinfo = shadermodeinfo[language];
1423 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1425 // don't dump the same file multiple times (most or all shaders come from the same file)
1426 for (dupe = mode - 1;dupe >= 0;dupe--)
1427 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1431 text = modeinfo[mode].builtinstring;
1434 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1437 FS_Print(file, "/* The engine may define the following macros:\n");
1438 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1439 for (i = 0;i < SHADERMODE_COUNT;i++)
1440 FS_Print(file, modeinfo[i].pretext);
1441 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1442 FS_Print(file, shaderpermutationinfo[i].pretext);
1443 FS_Print(file, "*/\n");
1444 FS_Print(file, text);
1446 Con_Printf("%s written\n", modeinfo[mode].filename);
1449 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1454 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1456 uint64_t permutation = 0;
1457 if (r_trippy.integer && !notrippy)
1458 permutation |= SHADERPERMUTATION_TRIPPY;
1459 permutation |= SHADERPERMUTATION_VIEWTINT;
1461 permutation |= SHADERPERMUTATION_DIFFUSE;
1462 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1463 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1464 if (suppresstexalpha)
1465 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1466 if (vid.allowalphatocoverage)
1467 GL_AlphaToCoverage(false);
1468 switch (vid.renderpath)
1470 case RENDERPATH_GL32:
1471 case RENDERPATH_GLES2:
1472 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1473 if (r_glsl_permutation->tex_Texture_First >= 0)
1474 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1475 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1476 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1481 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1483 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1486 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1488 uint64_t permutation = 0;
1489 if (r_trippy.integer && !notrippy)
1490 permutation |= SHADERPERMUTATION_TRIPPY;
1492 permutation |= SHADERPERMUTATION_DEPTHRGB;
1494 permutation |= SHADERPERMUTATION_SKELETAL;
1496 if (vid.allowalphatocoverage)
1497 GL_AlphaToCoverage(false);
1498 switch (vid.renderpath)
1500 case RENDERPATH_GL32:
1501 case RENDERPATH_GLES2:
1502 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1503 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1504 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1510 #define BLENDFUNC_ALLOWS_COLORMOD 1
1511 #define BLENDFUNC_ALLOWS_FOG 2
1512 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1513 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1514 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1515 static int R_BlendFuncFlags(int src, int dst)
1519 // a blendfunc allows colormod if:
1520 // a) it can never keep the destination pixel invariant, or
1521 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1522 // this is to prevent unintended side effects from colormod
1524 // a blendfunc allows fog if:
1525 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1526 // this is to prevent unintended side effects from fog
1528 // these checks are the output of fogeval.pl
1530 r |= BLENDFUNC_ALLOWS_COLORMOD;
1531 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1532 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1533 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1534 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1535 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1536 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1537 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1538 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1540 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1543 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1546 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1558 // select a permutation of the lighting shader appropriate to this
1559 // combination of texture, entity, light source, and fogging, only use the
1560 // minimum features necessary to avoid wasting rendering time in the
1561 // fragment shader on features that are not being used
1562 uint64_t permutation = 0;
1563 unsigned int mode = 0;
1565 texture_t *t = rsurface.texture;
1567 matrix4x4_t tempmatrix;
1568 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1569 if (r_trippy.integer && !notrippy)
1570 permutation |= SHADERPERMUTATION_TRIPPY;
1571 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1572 permutation |= SHADERPERMUTATION_ALPHAKILL;
1573 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1574 permutation |= SHADERPERMUTATION_OCCLUDE;
1575 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1576 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1577 if (rsurfacepass == RSURFPASS_BACKGROUND)
1579 // distorted background
1580 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1582 mode = SHADERMODE_WATER;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1584 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1585 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1587 // this is the right thing to do for wateralpha
1588 GL_BlendFunc(GL_ONE, GL_ZERO);
1589 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1593 // this is the right thing to do for entity alpha
1594 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1598 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1600 mode = SHADERMODE_REFRACTION;
1601 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1602 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1608 mode = SHADERMODE_GENERIC;
1609 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 if (vid.allowalphatocoverage)
1614 GL_AlphaToCoverage(false);
1616 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1618 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1620 switch(t->offsetmapping)
1622 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1623 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1624 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1625 case OFFSETMAPPING_OFF: break;
1628 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1629 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1630 // normalmap (deferred prepass), may use alpha test on diffuse
1631 mode = SHADERMODE_DEFERREDGEOMETRY;
1632 GL_BlendFunc(GL_ONE, GL_ZERO);
1633 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1634 if (vid.allowalphatocoverage)
1635 GL_AlphaToCoverage(false);
1637 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1639 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1641 switch(t->offsetmapping)
1643 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1644 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646 case OFFSETMAPPING_OFF: break;
1649 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1650 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1651 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1652 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1654 mode = SHADERMODE_LIGHTSOURCE;
1655 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1656 permutation |= SHADERPERMUTATION_CUBEFILTER;
1657 if (VectorLength2(rtlightdiffuse) > 0)
1658 permutation |= SHADERPERMUTATION_DIFFUSE;
1659 if (VectorLength2(rtlightspecular) > 0)
1660 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1661 if (r_refdef.fogenabled)
1662 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1663 if (t->colormapping)
1664 permutation |= SHADERPERMUTATION_COLORMAPPING;
1665 if (r_shadow_usingshadowmap2d)
1667 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1668 if(r_shadow_shadowmapvsdct)
1669 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1671 if (r_shadow_shadowmap2ddepthbuffer)
1672 permutation |= SHADERPERMUTATION_DEPTHRGB;
1674 if (t->reflectmasktexture)
1675 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1676 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1677 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1678 if (vid.allowalphatocoverage)
1679 GL_AlphaToCoverage(false);
1681 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1683 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1685 switch(t->offsetmapping)
1687 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1688 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1689 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1690 case OFFSETMAPPING_OFF: break;
1693 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1694 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1695 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1696 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1697 // directional model lighting
1698 mode = SHADERMODE_LIGHTGRID;
1699 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1700 permutation |= SHADERPERMUTATION_GLOW;
1701 permutation |= SHADERPERMUTATION_DIFFUSE;
1702 if (t->glosstexture || t->backgroundglosstexture)
1703 permutation |= SHADERPERMUTATION_SPECULAR;
1704 if (r_refdef.fogenabled)
1705 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1706 if (t->colormapping)
1707 permutation |= SHADERPERMUTATION_COLORMAPPING;
1708 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1710 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1711 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1713 if (r_shadow_shadowmap2ddepthbuffer)
1714 permutation |= SHADERPERMUTATION_DEPTHRGB;
1716 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1717 permutation |= SHADERPERMUTATION_REFLECTION;
1718 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1719 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1720 if (t->reflectmasktexture)
1721 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1722 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1724 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1725 if (r_shadow_bouncegrid_state.directional)
1726 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1728 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1729 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1730 // when using alphatocoverage, we don't need alphakill
1731 if (vid.allowalphatocoverage)
1733 if (r_transparent_alphatocoverage.integer)
1735 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1736 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1739 GL_AlphaToCoverage(false);
1742 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1744 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1746 switch(t->offsetmapping)
1748 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1749 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1750 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1751 case OFFSETMAPPING_OFF: break;
1754 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1755 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1756 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1757 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1758 // directional model lighting
1759 mode = SHADERMODE_LIGHTDIRECTION;
1760 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1761 permutation |= SHADERPERMUTATION_GLOW;
1762 if (VectorLength2(t->render_modellight_diffuse))
1763 permutation |= SHADERPERMUTATION_DIFFUSE;
1764 if (VectorLength2(t->render_modellight_specular) > 0)
1765 permutation |= SHADERPERMUTATION_SPECULAR;
1766 if (r_refdef.fogenabled)
1767 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1768 if (t->colormapping)
1769 permutation |= SHADERPERMUTATION_COLORMAPPING;
1770 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1772 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1773 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1775 if (r_shadow_shadowmap2ddepthbuffer)
1776 permutation |= SHADERPERMUTATION_DEPTHRGB;
1778 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1779 permutation |= SHADERPERMUTATION_REFLECTION;
1780 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1781 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1782 if (t->reflectmasktexture)
1783 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1784 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1786 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1787 if (r_shadow_bouncegrid_state.directional)
1788 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1790 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1791 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1792 // when using alphatocoverage, we don't need alphakill
1793 if (vid.allowalphatocoverage)
1795 if (r_transparent_alphatocoverage.integer)
1797 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1798 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1801 GL_AlphaToCoverage(false);
1806 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1808 switch(t->offsetmapping)
1810 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1811 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1812 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1813 case OFFSETMAPPING_OFF: break;
1816 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1817 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1818 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1819 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1821 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1822 permutation |= SHADERPERMUTATION_GLOW;
1823 if (r_refdef.fogenabled && !notrippy)
1824 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1825 if (t->colormapping)
1826 permutation |= SHADERPERMUTATION_COLORMAPPING;
1827 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1829 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1830 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1832 if (r_shadow_shadowmap2ddepthbuffer)
1833 permutation |= SHADERPERMUTATION_DEPTHRGB;
1835 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1836 permutation |= SHADERPERMUTATION_REFLECTION;
1837 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1839 if (t->reflectmasktexture)
1840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1841 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1843 // deluxemapping (light direction texture)
1844 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1845 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1847 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1848 permutation |= SHADERPERMUTATION_DIFFUSE;
1849 if (VectorLength2(t->render_lightmap_specular) > 0)
1850 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1852 else if (r_glsl_deluxemapping.integer >= 2)
1854 // fake deluxemapping (uniform light direction in tangentspace)
1855 if (rsurface.uselightmaptexture)
1856 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1858 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1859 permutation |= SHADERPERMUTATION_DIFFUSE;
1860 if (VectorLength2(t->render_lightmap_specular) > 0)
1861 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1863 else if (rsurface.uselightmaptexture)
1865 // ordinary lightmapping (q1bsp, q3bsp)
1866 mode = SHADERMODE_LIGHTMAP;
1870 // ordinary vertex coloring (q3bsp)
1871 mode = SHADERMODE_VERTEXCOLOR;
1873 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1875 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1876 if (r_shadow_bouncegrid_state.directional)
1877 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1879 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1880 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1881 // when using alphatocoverage, we don't need alphakill
1882 if (vid.allowalphatocoverage)
1884 if (r_transparent_alphatocoverage.integer)
1886 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1887 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1890 GL_AlphaToCoverage(false);
1893 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1894 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1895 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1896 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1897 switch(vid.renderpath)
1899 case RENDERPATH_GL32:
1900 case RENDERPATH_GLES2:
1901 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1902 RSurf_UploadBuffersForBatch();
1903 // this has to be after RSurf_PrepareVerticesForBatch
1904 if (rsurface.batchskeletaltransform3x4buffer)
1905 permutation |= SHADERPERMUTATION_SKELETAL;
1906 R_SetupShader_SetPermutationGLSL(mode, permutation);
1907 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1908 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1910 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1911 if (mode == SHADERMODE_LIGHTSOURCE)
1913 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1914 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1915 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1917 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1918 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1920 // additive passes are only darkened by fog, not tinted
1921 if (r_glsl_permutation->loc_FogColor >= 0)
1922 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1923 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1927 if (mode == SHADERMODE_FLATCOLOR)
1929 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1931 else if (mode == SHADERMODE_LIGHTGRID)
1933 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1934 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1935 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1936 // other LightGrid uniforms handled below
1938 else if (mode == SHADERMODE_LIGHTDIRECTION)
1940 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1941 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1942 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1943 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1944 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1945 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1946 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1950 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1951 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1952 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1953 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1954 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1956 // additive passes are only darkened by fog, not tinted
1957 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1959 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1960 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1962 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1964 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1965 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1966 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1967 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1968 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1969 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1970 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1971 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1972 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1974 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1975 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1976 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1977 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1979 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1980 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1984 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1985 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1988 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1989 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1990 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1991 if (r_glsl_permutation->loc_Color_Pants >= 0)
1993 if (t->pantstexture)
1994 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1996 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1998 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2000 if (t->shirttexture)
2001 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2003 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2005 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2006 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2007 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2008 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2009 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2010 r_glsl_offsetmapping_scale.value*t->offsetscale,
2011 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2012 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2013 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2015 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2016 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2017 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2018 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2019 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2020 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2021 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2024 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2025 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2026 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2027 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2028 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2029 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2030 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2031 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2032 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2035 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2036 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2037 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2038 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2039 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2040 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2041 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2042 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2043 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2044 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2045 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2046 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2047 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2048 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2049 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2050 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2051 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2052 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2053 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2054 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2055 if (rsurfacepass == RSURFPASS_BACKGROUND)
2057 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2058 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2059 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2063 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2066 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2067 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2068 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2070 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2071 if (rsurface.rtlight)
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2077 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2078 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2084 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2086 // select a permutation of the lighting shader appropriate to this
2087 // combination of texture, entity, light source, and fogging, only use the
2088 // minimum features necessary to avoid wasting rendering time in the
2089 // fragment shader on features that are not being used
2090 uint64_t permutation = 0;
2091 unsigned int mode = 0;
2092 const float *lightcolorbase = rtlight->currentcolor;
2093 float ambientscale = rtlight->ambientscale;
2094 float diffusescale = rtlight->diffusescale;
2095 float specularscale = rtlight->specularscale;
2096 // this is the location of the light in view space
2097 vec3_t viewlightorigin;
2098 // this transforms from view space (camera) to light space (cubemap)
2099 matrix4x4_t viewtolight;
2100 matrix4x4_t lighttoview;
2101 float viewtolight16f[16];
2103 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2104 if (rtlight->currentcubemap != r_texture_whitecube)
2105 permutation |= SHADERPERMUTATION_CUBEFILTER;
2106 if (diffusescale > 0)
2107 permutation |= SHADERPERMUTATION_DIFFUSE;
2108 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2109 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110 if (r_shadow_usingshadowmap2d)
2112 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2113 if (r_shadow_shadowmapvsdct)
2114 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2116 if (r_shadow_shadowmap2ddepthbuffer)
2117 permutation |= SHADERPERMUTATION_DEPTHRGB;
2119 if (vid.allowalphatocoverage)
2120 GL_AlphaToCoverage(false);
2121 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2122 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2123 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2124 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2125 switch(vid.renderpath)
2127 case RENDERPATH_GL32:
2128 case RENDERPATH_GLES2:
2129 R_SetupShader_SetPermutationGLSL(mode, permutation);
2130 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2131 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2132 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2133 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2134 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2135 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2136 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2137 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2138 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2139 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2141 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2142 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2143 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2144 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2145 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2150 #define SKINFRAME_HASH 1024
2154 unsigned int loadsequence; // incremented each level change
2155 memexpandablearray_t array;
2156 skinframe_t *hash[SKINFRAME_HASH];
2159 r_skinframe_t r_skinframe;
2161 void R_SkinFrame_PrepareForPurge(void)
2163 r_skinframe.loadsequence++;
2164 // wrap it without hitting zero
2165 if (r_skinframe.loadsequence >= 200)
2166 r_skinframe.loadsequence = 1;
2169 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2173 // mark the skinframe as used for the purging code
2174 skinframe->loadsequence = r_skinframe.loadsequence;
2177 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2181 if (s->merged == s->base)
2183 R_PurgeTexture(s->stain); s->stain = NULL;
2184 R_PurgeTexture(s->merged); s->merged = NULL;
2185 R_PurgeTexture(s->base); s->base = NULL;
2186 R_PurgeTexture(s->pants); s->pants = NULL;
2187 R_PurgeTexture(s->shirt); s->shirt = NULL;
2188 R_PurgeTexture(s->nmap); s->nmap = NULL;
2189 R_PurgeTexture(s->gloss); s->gloss = NULL;
2190 R_PurgeTexture(s->glow); s->glow = NULL;
2191 R_PurgeTexture(s->fog); s->fog = NULL;
2192 R_PurgeTexture(s->reflect); s->reflect = NULL;
2193 s->loadsequence = 0;
2196 void R_SkinFrame_Purge(void)
2200 for (i = 0;i < SKINFRAME_HASH;i++)
2202 for (s = r_skinframe.hash[i];s;s = s->next)
2204 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2205 R_SkinFrame_PurgeSkinFrame(s);
2210 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2212 char basename[MAX_QPATH];
2214 Image_StripImageExtension(name, basename, sizeof(basename));
2216 if( last == NULL ) {
2218 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2219 item = r_skinframe.hash[hashindex];
2224 // linearly search through the hash bucket
2225 for( ; item ; item = item->next ) {
2226 if( !strcmp( item->basename, basename ) ) {
2233 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2236 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2238 char basename[MAX_QPATH];
2240 Image_StripImageExtension(name, basename, sizeof(basename));
2242 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2243 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2244 if (!strcmp(item->basename, basename) &&
2245 item->textureflags == compareflags &&
2246 item->comparewidth == comparewidth &&
2247 item->compareheight == compareheight &&
2248 item->comparecrc == comparecrc)
2255 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2256 memset(item, 0, sizeof(*item));
2257 strlcpy(item->basename, basename, sizeof(item->basename));
2258 item->textureflags = compareflags;
2259 item->comparewidth = comparewidth;
2260 item->compareheight = compareheight;
2261 item->comparecrc = comparecrc;
2262 item->next = r_skinframe.hash[hashindex];
2263 r_skinframe.hash[hashindex] = item;
2265 else if (textureflags & TEXF_FORCE_RELOAD)
2266 R_SkinFrame_PurgeSkinFrame(item);
2268 R_SkinFrame_MarkUsed(item);
2272 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2274 unsigned long long avgcolor[5], wsum; \
2282 for(pix = 0; pix < cnt; ++pix) \
2285 for(comp = 0; comp < 3; ++comp) \
2287 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2290 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2292 for(comp = 0; comp < 3; ++comp) \
2293 avgcolor[comp] += getpixel * w; \
2296 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2297 avgcolor[4] += getpixel; \
2299 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2301 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2302 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2303 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2304 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2307 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2309 skinframe_t *skinframe;
2311 if (cls.state == ca_dedicated)
2314 // return an existing skinframe if already loaded
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2316 if (skinframe && skinframe->base)
2319 // if the skinframe doesn't exist this will create it
2320 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2323 extern cvar_t gl_picmip;
2324 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2327 unsigned char *pixels;
2328 unsigned char *bumppixels;
2329 unsigned char *basepixels = NULL;
2330 int basepixels_width = 0;
2331 int basepixels_height = 0;
2332 rtexture_t *ddsbase = NULL;
2333 qboolean ddshasalpha = false;
2334 float ddsavgcolor[4];
2335 char basename[MAX_QPATH];
2336 int miplevel = R_PicmipForFlags(textureflags);
2337 int savemiplevel = miplevel;
2341 if (cls.state == ca_dedicated)
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 // check for DDS texture file first
2347 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2349 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2350 if (basepixels == NULL && fallbacknotexture)
2351 basepixels = Image_GenerateNoTexture();
2352 if (basepixels == NULL)
2356 // FIXME handle miplevel
2358 if (developer_loading.integer)
2359 Con_Printf("loading skin \"%s\"\n", name);
2361 // we've got some pixels to store, so really allocate this new texture now
2363 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2364 textureflags &= ~TEXF_FORCE_RELOAD;
2365 skinframe->stain = NULL;
2366 skinframe->merged = NULL;
2367 skinframe->base = NULL;
2368 skinframe->pants = NULL;
2369 skinframe->shirt = NULL;
2370 skinframe->nmap = NULL;
2371 skinframe->gloss = NULL;
2372 skinframe->glow = NULL;
2373 skinframe->fog = NULL;
2374 skinframe->reflect = NULL;
2375 skinframe->hasalpha = false;
2376 // we could store the q2animname here too
2380 skinframe->base = ddsbase;
2381 skinframe->hasalpha = ddshasalpha;
2382 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2383 if (r_loadfog && skinframe->hasalpha)
2384 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2385 //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]);
2389 basepixels_width = image_width;
2390 basepixels_height = image_height;
2391 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2392 if (textureflags & TEXF_ALPHA)
2394 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2396 if (basepixels[j] < 255)
2398 skinframe->hasalpha = true;
2402 if (r_loadfog && skinframe->hasalpha)
2404 // has transparent pixels
2405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2406 for (j = 0;j < image_width * image_height * 4;j += 4)
2411 pixels[j+3] = basepixels[j+3];
2413 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2417 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2419 //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]);
2420 if (r_savedds && skinframe->base)
2421 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2422 if (r_savedds && skinframe->fog)
2423 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2429 mymiplevel = savemiplevel;
2430 if (r_loadnormalmap)
2431 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2432 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2434 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2435 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2436 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2437 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2440 // _norm is the name used by tenebrae and has been adopted as standard
2441 if (r_loadnormalmap && skinframe->nmap == NULL)
2443 mymiplevel = savemiplevel;
2444 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2446 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2450 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2452 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2453 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2454 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2456 Mem_Free(bumppixels);
2458 else if (r_shadow_bumpscale_basetexture.value > 0)
2460 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2461 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2462 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2466 if (r_savedds && skinframe->nmap)
2467 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2471 // _luma is supported only for tenebrae compatibility
2472 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2473 // _glow is the preferred name
2474 mymiplevel = savemiplevel;
2475 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2477 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2479 if (r_savedds && skinframe->glow)
2480 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2482 Mem_Free(pixels);pixels = NULL;
2485 mymiplevel = savemiplevel;
2486 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2488 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2490 if (r_savedds && skinframe->gloss)
2491 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2497 mymiplevel = savemiplevel;
2498 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2500 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2502 if (r_savedds && skinframe->pants)
2503 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2509 mymiplevel = savemiplevel;
2510 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2512 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2514 if (r_savedds && skinframe->shirt)
2515 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2521 mymiplevel = savemiplevel;
2522 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2524 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2526 if (r_savedds && skinframe->reflect)
2527 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2534 Mem_Free(basepixels);
2539 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2542 skinframe_t *skinframe;
2545 if (cls.state == ca_dedicated)
2548 // if already loaded just return it, otherwise make a new skinframe
2549 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2550 if (skinframe->base)
2552 textureflags &= ~TEXF_FORCE_RELOAD;
2554 skinframe->stain = NULL;
2555 skinframe->merged = NULL;
2556 skinframe->base = NULL;
2557 skinframe->pants = NULL;
2558 skinframe->shirt = NULL;
2559 skinframe->nmap = NULL;
2560 skinframe->gloss = NULL;
2561 skinframe->glow = NULL;
2562 skinframe->fog = NULL;
2563 skinframe->reflect = NULL;
2564 skinframe->hasalpha = false;
2566 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2570 if (developer_loading.integer)
2571 Con_Printf("loading 32bit skin \"%s\"\n", name);
2573 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2575 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2576 unsigned char *b = a + width * height * 4;
2577 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2578 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2581 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2582 if (textureflags & TEXF_ALPHA)
2584 for (i = 3;i < width * height * 4;i += 4)
2586 if (skindata[i] < 255)
2588 skinframe->hasalpha = true;
2592 if (r_loadfog && skinframe->hasalpha)
2594 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2595 memcpy(fogpixels, skindata, width * height * 4);
2596 for (i = 0;i < width * height * 4;i += 4)
2597 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2598 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2599 Mem_Free(fogpixels);
2603 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2604 //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]);
2609 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2613 skinframe_t *skinframe;
2615 if (cls.state == ca_dedicated)
2618 // if already loaded just return it, otherwise make a new skinframe
2619 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2620 if (skinframe->base)
2622 //textureflags &= ~TEXF_FORCE_RELOAD;
2624 skinframe->stain = NULL;
2625 skinframe->merged = NULL;
2626 skinframe->base = NULL;
2627 skinframe->pants = NULL;
2628 skinframe->shirt = NULL;
2629 skinframe->nmap = NULL;
2630 skinframe->gloss = NULL;
2631 skinframe->glow = NULL;
2632 skinframe->fog = NULL;
2633 skinframe->reflect = NULL;
2634 skinframe->hasalpha = false;
2636 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2640 if (developer_loading.integer)
2641 Con_Printf("loading quake skin \"%s\"\n", name);
2643 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2644 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2645 memcpy(skinframe->qpixels, skindata, width*height);
2646 skinframe->qwidth = width;
2647 skinframe->qheight = height;
2650 for (i = 0;i < width * height;i++)
2651 featuresmask |= palette_featureflags[skindata[i]];
2653 skinframe->hasalpha = false;
2656 skinframe->hasalpha = true;
2657 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2658 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2659 skinframe->qgeneratemerged = true;
2660 skinframe->qgeneratebase = skinframe->qhascolormapping;
2661 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2663 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2664 //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]);
2669 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2673 unsigned char *skindata;
2676 if (!skinframe->qpixels)
2679 if (!skinframe->qhascolormapping)
2680 colormapped = false;
2684 if (!skinframe->qgeneratebase)
2689 if (!skinframe->qgeneratemerged)
2693 width = skinframe->qwidth;
2694 height = skinframe->qheight;
2695 skindata = skinframe->qpixels;
2697 if (skinframe->qgeneratenmap)
2699 unsigned char *a, *b;
2700 skinframe->qgeneratenmap = false;
2701 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2702 b = a + width * height * 4;
2703 // use either a custom palette or the quake palette
2704 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2705 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2706 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2710 if (skinframe->qgenerateglow)
2712 skinframe->qgenerateglow = false;
2713 if (skinframe->hasalpha) // fence textures
2714 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2716 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2721 skinframe->qgeneratebase = false;
2722 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2723 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2724 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2728 skinframe->qgeneratemerged = false;
2729 if (skinframe->hasalpha) // fence textures
2730 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2732 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2735 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2737 Mem_Free(skinframe->qpixels);
2738 skinframe->qpixels = NULL;
2742 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2745 skinframe_t *skinframe;
2748 if (cls.state == ca_dedicated)
2751 // if already loaded just return it, otherwise make a new skinframe
2752 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2753 if (skinframe->base)
2755 textureflags &= ~TEXF_FORCE_RELOAD;
2757 skinframe->stain = NULL;
2758 skinframe->merged = NULL;
2759 skinframe->base = NULL;
2760 skinframe->pants = NULL;
2761 skinframe->shirt = NULL;
2762 skinframe->nmap = NULL;
2763 skinframe->gloss = NULL;
2764 skinframe->glow = NULL;
2765 skinframe->fog = NULL;
2766 skinframe->reflect = NULL;
2767 skinframe->hasalpha = false;
2769 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2773 if (developer_loading.integer)
2774 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2776 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2777 if ((textureflags & TEXF_ALPHA) && alphapalette)
2779 for (i = 0;i < width * height;i++)
2781 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2783 skinframe->hasalpha = true;
2787 if (r_loadfog && skinframe->hasalpha)
2788 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2791 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2792 //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]);
2797 skinframe_t *R_SkinFrame_LoadMissing(void)
2799 skinframe_t *skinframe;
2801 if (cls.state == ca_dedicated)
2804 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2805 skinframe->stain = NULL;
2806 skinframe->merged = NULL;
2807 skinframe->base = NULL;
2808 skinframe->pants = NULL;
2809 skinframe->shirt = NULL;
2810 skinframe->nmap = NULL;
2811 skinframe->gloss = NULL;
2812 skinframe->glow = NULL;
2813 skinframe->fog = NULL;
2814 skinframe->reflect = NULL;
2815 skinframe->hasalpha = false;
2817 skinframe->avgcolor[0] = rand() / RAND_MAX;
2818 skinframe->avgcolor[1] = rand() / RAND_MAX;
2819 skinframe->avgcolor[2] = rand() / RAND_MAX;
2820 skinframe->avgcolor[3] = 1;
2825 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2827 if (cls.state == ca_dedicated)
2830 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2833 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2835 skinframe_t *skinframe;
2836 if (cls.state == ca_dedicated)
2838 // if already loaded just return it, otherwise make a new skinframe
2839 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2840 if (skinframe->base)
2842 textureflags &= ~TEXF_FORCE_RELOAD;
2843 skinframe->stain = NULL;
2844 skinframe->merged = NULL;
2845 skinframe->base = NULL;
2846 skinframe->pants = NULL;
2847 skinframe->shirt = NULL;
2848 skinframe->nmap = NULL;
2849 skinframe->gloss = NULL;
2850 skinframe->glow = NULL;
2851 skinframe->fog = NULL;
2852 skinframe->reflect = NULL;
2853 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2854 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2857 if (developer_loading.integer)
2858 Con_Printf("loading 32bit skin \"%s\"\n", name);
2859 skinframe->base = skinframe->merged = tex;
2860 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2864 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2865 typedef struct suffixinfo_s
2868 qboolean flipx, flipy, flipdiagonal;
2871 static suffixinfo_t suffix[3][6] =
2874 {"px", false, false, false},
2875 {"nx", false, false, false},
2876 {"py", false, false, false},
2877 {"ny", false, false, false},
2878 {"pz", false, false, false},
2879 {"nz", false, false, false}
2882 {"posx", false, false, false},
2883 {"negx", false, false, false},
2884 {"posy", false, false, false},
2885 {"negy", false, false, false},
2886 {"posz", false, false, false},
2887 {"negz", false, false, false}
2890 {"rt", true, false, true},
2891 {"lf", false, true, true},
2892 {"ft", true, true, false},
2893 {"bk", false, false, false},
2894 {"up", true, false, true},
2895 {"dn", true, false, true}
2899 static int componentorder[4] = {0, 1, 2, 3};
2901 static rtexture_t *R_LoadCubemap(const char *basename)
2903 int i, j, cubemapsize, forcefilter;
2904 unsigned char *cubemappixels, *image_buffer;
2905 rtexture_t *cubemaptexture;
2908 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2909 forcefilter = TEXF_FORCELINEAR;
2910 if (basename && basename[0] == '!')
2913 forcefilter = TEXF_FORCENEAREST;
2915 // must start 0 so the first loadimagepixels has no requested width/height
2917 cubemappixels = NULL;
2918 cubemaptexture = NULL;
2919 // keep trying different suffix groups (posx, px, rt) until one loads
2920 for (j = 0;j < 3 && !cubemappixels;j++)
2922 // load the 6 images in the suffix group
2923 for (i = 0;i < 6;i++)
2925 // generate an image name based on the base and and suffix
2926 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2928 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2930 // an image loaded, make sure width and height are equal
2931 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2933 // if this is the first image to load successfully, allocate the cubemap memory
2934 if (!cubemappixels && image_width >= 1)
2936 cubemapsize = image_width;
2937 // note this clears to black, so unavailable sides are black
2938 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2940 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2942 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2945 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2947 Mem_Free(image_buffer);
2951 // if a cubemap loaded, upload it
2954 if (developer_loading.integer)
2955 Con_Printf("loading cubemap \"%s\"\n", basename);
2957 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2958 Mem_Free(cubemappixels);
2962 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2963 if (developer_loading.integer)
2965 Con_Printf("(tried tried images ");
2966 for (j = 0;j < 3;j++)
2967 for (i = 0;i < 6;i++)
2968 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2969 Con_Print(" and was unable to find any of them).\n");
2972 return cubemaptexture;
2975 rtexture_t *R_GetCubemap(const char *basename)
2978 for (i = 0;i < r_texture_numcubemaps;i++)
2979 if (r_texture_cubemaps[i] != NULL)
2980 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2981 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2982 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2983 return r_texture_whitecube;
2984 r_texture_numcubemaps++;
2985 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2986 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2987 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2988 return r_texture_cubemaps[i]->texture;
2991 static void R_Main_FreeViewCache(void)
2993 if (r_refdef.viewcache.entityvisible)
2994 Mem_Free(r_refdef.viewcache.entityvisible);
2995 if (r_refdef.viewcache.world_pvsbits)
2996 Mem_Free(r_refdef.viewcache.world_pvsbits);
2997 if (r_refdef.viewcache.world_leafvisible)
2998 Mem_Free(r_refdef.viewcache.world_leafvisible);
2999 if (r_refdef.viewcache.world_surfacevisible)
3000 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3001 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3004 static void R_Main_ResizeViewCache(void)
3006 int numentities = r_refdef.scene.numentities;
3007 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3008 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3009 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3010 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3011 if (r_refdef.viewcache.maxentities < numentities)
3013 r_refdef.viewcache.maxentities = numentities;
3014 if (r_refdef.viewcache.entityvisible)
3015 Mem_Free(r_refdef.viewcache.entityvisible);
3016 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3018 if (r_refdef.viewcache.world_numclusters != numclusters)
3020 r_refdef.viewcache.world_numclusters = numclusters;
3021 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3022 if (r_refdef.viewcache.world_pvsbits)
3023 Mem_Free(r_refdef.viewcache.world_pvsbits);
3024 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3026 if (r_refdef.viewcache.world_numleafs != numleafs)
3028 r_refdef.viewcache.world_numleafs = numleafs;
3029 if (r_refdef.viewcache.world_leafvisible)
3030 Mem_Free(r_refdef.viewcache.world_leafvisible);
3031 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3033 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3035 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3036 if (r_refdef.viewcache.world_surfacevisible)
3037 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3038 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3042 extern rtexture_t *loadingscreentexture;
3043 static void gl_main_start(void)
3045 loadingscreentexture = NULL;
3046 r_texture_blanknormalmap = NULL;
3047 r_texture_white = NULL;
3048 r_texture_grey128 = NULL;
3049 r_texture_black = NULL;
3050 r_texture_whitecube = NULL;
3051 r_texture_normalizationcube = NULL;
3052 r_texture_fogattenuation = NULL;
3053 r_texture_fogheighttexture = NULL;
3054 r_texture_gammaramps = NULL;
3055 r_texture_numcubemaps = 0;
3056 r_uniformbufferalignment = 32;
3058 r_loaddds = r_texture_dds_load.integer != 0;
3059 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3061 switch(vid.renderpath)
3063 case RENDERPATH_GL32:
3064 case RENDERPATH_GLES2:
3065 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3066 Cvar_SetValueQuick(&gl_combine, 1);
3067 Cvar_SetValueQuick(&r_glsl, 1);
3068 r_loadnormalmap = true;
3071 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3072 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3078 R_FrameData_Reset();
3079 R_BufferData_Reset();
3083 memset(r_queries, 0, sizeof(r_queries));
3085 r_qwskincache = NULL;
3086 r_qwskincache_size = 0;
3088 // due to caching of texture_t references, the collision cache must be reset
3089 Collision_Cache_Reset(true);
3091 // set up r_skinframe loading system for textures
3092 memset(&r_skinframe, 0, sizeof(r_skinframe));
3093 r_skinframe.loadsequence = 1;
3094 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3096 r_main_texturepool = R_AllocTexturePool();
3097 R_BuildBlankTextures();
3101 R_BuildNormalizationCube();
3103 r_texture_fogattenuation = NULL;
3104 r_texture_fogheighttexture = NULL;
3105 r_texture_gammaramps = NULL;
3106 //r_texture_fogintensity = NULL;
3107 memset(&r_fb, 0, sizeof(r_fb));
3108 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3109 r_glsl_permutation = NULL;
3110 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3111 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3112 memset(&r_svbsp, 0, sizeof (r_svbsp));
3114 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3115 r_texture_numcubemaps = 0;
3117 r_refdef.fogmasktable_density = 0;
3120 // For Steelstorm Android
3121 // FIXME CACHE the program and reload
3122 // FIXME see possible combinations for SS:BR android
3123 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3124 R_SetupShader_SetPermutationGLSL(0, 12);
3125 R_SetupShader_SetPermutationGLSL(0, 13);
3126 R_SetupShader_SetPermutationGLSL(0, 8388621);
3127 R_SetupShader_SetPermutationGLSL(3, 0);
3128 R_SetupShader_SetPermutationGLSL(3, 2048);
3129 R_SetupShader_SetPermutationGLSL(5, 0);
3130 R_SetupShader_SetPermutationGLSL(5, 2);
3131 R_SetupShader_SetPermutationGLSL(5, 2048);
3132 R_SetupShader_SetPermutationGLSL(5, 8388608);
3133 R_SetupShader_SetPermutationGLSL(11, 1);
3134 R_SetupShader_SetPermutationGLSL(11, 2049);
3135 R_SetupShader_SetPermutationGLSL(11, 8193);
3136 R_SetupShader_SetPermutationGLSL(11, 10241);
3137 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3141 extern unsigned int r_shadow_occlusion_buf;
3143 static void gl_main_shutdown(void)
3145 R_RenderTarget_FreeUnused(true);
3146 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3148 R_FrameData_Reset();
3149 R_BufferData_Reset();
3151 R_Main_FreeViewCache();
3153 switch(vid.renderpath)
3155 case RENDERPATH_GL32:
3156 case RENDERPATH_GLES2:
3157 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3159 qglDeleteQueries(r_maxqueries, r_queries);
3163 r_shadow_occlusion_buf = 0;
3166 memset(r_queries, 0, sizeof(r_queries));
3168 r_qwskincache = NULL;
3169 r_qwskincache_size = 0;
3171 // clear out the r_skinframe state
3172 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3173 memset(&r_skinframe, 0, sizeof(r_skinframe));
3176 Mem_Free(r_svbsp.nodes);
3177 memset(&r_svbsp, 0, sizeof (r_svbsp));
3178 R_FreeTexturePool(&r_main_texturepool);
3179 loadingscreentexture = NULL;
3180 r_texture_blanknormalmap = NULL;
3181 r_texture_white = NULL;
3182 r_texture_grey128 = NULL;
3183 r_texture_black = NULL;
3184 r_texture_whitecube = NULL;
3185 r_texture_normalizationcube = NULL;
3186 r_texture_fogattenuation = NULL;
3187 r_texture_fogheighttexture = NULL;
3188 r_texture_gammaramps = NULL;
3189 r_texture_numcubemaps = 0;
3190 //r_texture_fogintensity = NULL;
3191 memset(&r_fb, 0, sizeof(r_fb));
3192 R_GLSL_Restart_f(&cmd_client);
3194 r_glsl_permutation = NULL;
3195 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3196 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3199 static void gl_main_newmap(void)
3201 // FIXME: move this code to client
3202 char *entities, entname[MAX_QPATH];
3204 Mem_Free(r_qwskincache);
3205 r_qwskincache = NULL;
3206 r_qwskincache_size = 0;
3209 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3210 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3212 CL_ParseEntityLump(entities);
3216 if (cl.worldmodel->brush.entities)
3217 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3219 R_Main_FreeViewCache();
3221 R_FrameData_Reset();
3222 R_BufferData_Reset();
3225 void GL_Main_Init(void)
3228 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3229 R_InitShaderModeInfo();
3231 Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3232 Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3233 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3234 if (gamemode == GAME_NEHAHRA)
3236 Cvar_RegisterVariable (&gl_fogenable);
3237 Cvar_RegisterVariable (&gl_fogdensity);
3238 Cvar_RegisterVariable (&gl_fogred);
3239 Cvar_RegisterVariable (&gl_foggreen);
3240 Cvar_RegisterVariable (&gl_fogblue);
3241 Cvar_RegisterVariable (&gl_fogstart);
3242 Cvar_RegisterVariable (&gl_fogend);
3243 Cvar_RegisterVariable (&gl_skyclip);
3245 Cvar_RegisterVariable(&r_motionblur);
3246 Cvar_RegisterVariable(&r_damageblur);
3247 Cvar_RegisterVariable(&r_motionblur_averaging);
3248 Cvar_RegisterVariable(&r_motionblur_randomize);
3249 Cvar_RegisterVariable(&r_motionblur_minblur);
3250 Cvar_RegisterVariable(&r_motionblur_maxblur);
3251 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3252 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3253 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3254 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3255 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3256 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3257 Cvar_RegisterVariable(&r_depthfirst);
3258 Cvar_RegisterVariable(&r_useinfinitefarclip);
3259 Cvar_RegisterVariable(&r_farclip_base);
3260 Cvar_RegisterVariable(&r_farclip_world);
3261 Cvar_RegisterVariable(&r_nearclip);
3262 Cvar_RegisterVariable(&r_deformvertexes);
3263 Cvar_RegisterVariable(&r_transparent);
3264 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3265 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3266 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3267 Cvar_RegisterVariable(&r_showoverdraw);
3268 Cvar_RegisterVariable(&r_showbboxes);
3269 Cvar_RegisterVariable(&r_showbboxes_client);
3270 Cvar_RegisterVariable(&r_showsurfaces);
3271 Cvar_RegisterVariable(&r_showtris);
3272 Cvar_RegisterVariable(&r_shownormals);
3273 Cvar_RegisterVariable(&r_showlighting);
3274 Cvar_RegisterVariable(&r_showcollisionbrushes);
3275 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3276 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3277 Cvar_RegisterVariable(&r_showdisabledepthtest);
3278 Cvar_RegisterVariable(&r_showspriteedges);
3279 Cvar_RegisterVariable(&r_showparticleedges);
3280 Cvar_RegisterVariable(&r_drawportals);
3281 Cvar_RegisterVariable(&r_drawentities);
3282 Cvar_RegisterVariable(&r_draw2d);
3283 Cvar_RegisterVariable(&r_drawworld);
3284 Cvar_RegisterVariable(&r_cullentities_trace);
3285 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3286 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3287 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3288 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3289 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3290 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3291 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3292 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3293 Cvar_RegisterVariable(&r_sortentities);
3294 Cvar_RegisterVariable(&r_drawviewmodel);
3295 Cvar_RegisterVariable(&r_drawexteriormodel);
3296 Cvar_RegisterVariable(&r_speeds);
3297 Cvar_RegisterVariable(&r_fullbrights);
3298 Cvar_RegisterVariable(&r_wateralpha);
3299 Cvar_RegisterVariable(&r_dynamic);
3300 Cvar_RegisterVariable(&r_fullbright_directed);
3301 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3302 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3303 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3304 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3305 Cvar_RegisterVariable(&r_fullbright);
3306 Cvar_RegisterVariable(&r_shadows);
3307 Cvar_RegisterVariable(&r_shadows_darken);
3308 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3309 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3310 Cvar_RegisterVariable(&r_shadows_throwdistance);
3311 Cvar_RegisterVariable(&r_shadows_throwdirection);
3312 Cvar_RegisterVariable(&r_shadows_focus);
3313 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3314 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3315 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3316 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3317 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3318 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3319 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3320 Cvar_RegisterVariable(&r_fog_exp2);
3321 Cvar_RegisterVariable(&r_fog_clear);
3322 Cvar_RegisterVariable(&r_drawfog);
3323 Cvar_RegisterVariable(&r_transparentdepthmasking);
3324 Cvar_RegisterVariable(&r_transparent_sortmindist);
3325 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3326 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3327 Cvar_RegisterVariable(&r_texture_dds_load);
3328 Cvar_RegisterVariable(&r_texture_dds_save);
3329 Cvar_RegisterVariable(&r_textureunits);
3330 Cvar_RegisterVariable(&gl_combine);
3331 Cvar_RegisterVariable(&r_usedepthtextures);
3332 Cvar_RegisterVariable(&r_viewfbo);
3333 Cvar_RegisterVariable(&r_rendertarget_debug);
3334 Cvar_RegisterVariable(&r_viewscale);
3335 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3341 Cvar_RegisterVariable(&r_glsl);
3342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3349 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3350 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3351 Cvar_RegisterVariable(&r_glsl_postprocess);
3352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3358 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3359 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3360 Cvar_RegisterVariable(&r_celshading);
3361 Cvar_RegisterVariable(&r_celoutlines);
3363 Cvar_RegisterVariable(&r_water);
3364 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3365 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3366 Cvar_RegisterVariable(&r_water_clippingplanebias);
3367 Cvar_RegisterVariable(&r_water_refractdistort);
3368 Cvar_RegisterVariable(&r_water_reflectdistort);
3369 Cvar_RegisterVariable(&r_water_scissormode);
3370 Cvar_RegisterVariable(&r_water_lowquality);
3371 Cvar_RegisterVariable(&r_water_hideplayer);
3373 Cvar_RegisterVariable(&r_lerpsprites);
3374 Cvar_RegisterVariable(&r_lerpmodels);
3375 Cvar_RegisterVariable(&r_nolerp_list);
3376 Cvar_RegisterVariable(&r_lerplightstyles);
3377 Cvar_RegisterVariable(&r_waterscroll);
3378 Cvar_RegisterVariable(&r_bloom);
3379 Cvar_RegisterVariable(&r_colorfringe);
3380 Cvar_RegisterVariable(&r_bloom_colorscale);
3381 Cvar_RegisterVariable(&r_bloom_brighten);
3382 Cvar_RegisterVariable(&r_bloom_blur);
3383 Cvar_RegisterVariable(&r_bloom_resolution);
3384 Cvar_RegisterVariable(&r_bloom_colorexponent);
3385 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3386 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3387 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3388 Cvar_RegisterVariable(&r_hdr_glowintensity);
3389 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3395 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3396 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3397 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3398 Cvar_RegisterVariable(&developer_texturelogging);
3399 Cvar_RegisterVariable(&gl_lightmaps);
3400 Cvar_RegisterVariable(&r_test);
3401 Cvar_RegisterVariable(&r_batch_multidraw);
3402 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3403 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3404 Cvar_RegisterVariable(&r_glsl_skeletal);
3405 Cvar_RegisterVariable(&r_glsl_saturation);
3406 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3407 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3408 Cvar_RegisterVariable(&r_framedatasize);
3409 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3410 Cvar_RegisterVariable(&r_buffermegs[i]);
3411 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3412 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3413 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3414 #ifdef DP_MOBILETOUCH
3415 // GLES devices have terrible depth precision in general, so...
3416 Cvar_SetValueQuick(&r_nearclip, 4);
3417 Cvar_SetValueQuick(&r_farclip_base, 4096);
3418 Cvar_SetValueQuick(&r_farclip_world, 0);
3419 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3421 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3424 void Render_Init(void)
3437 R_LightningBeams_Init();
3441 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3445 if (r_trippy.integer)
3447 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3449 p = r_refdef.view.frustum + i;
3454 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3458 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3462 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3466 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3470 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3474 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3478 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3482 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3490 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3494 if (r_trippy.integer)
3496 for (i = 0;i < numplanes;i++)
3503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3539 //==================================================================================
3541 // LadyHavoc: this stores temporary data used within the same frame
3543 typedef struct r_framedata_mem_s
3545 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3546 size_t size; // how much usable space
3547 size_t current; // how much space in use
3548 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3549 size_t wantedsize; // how much space was allocated
3550 unsigned char *data; // start of real data (16byte aligned)
3554 static r_framedata_mem_t *r_framedata_mem;
3556 void R_FrameData_Reset(void)
3558 while (r_framedata_mem)
3560 r_framedata_mem_t *next = r_framedata_mem->purge;
3561 Mem_Free(r_framedata_mem);
3562 r_framedata_mem = next;
3566 static void R_FrameData_Resize(qboolean mustgrow)
3569 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3570 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3571 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3573 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3574 newmem->wantedsize = wantedsize;
3575 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3576 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3577 newmem->current = 0;
3579 newmem->purge = r_framedata_mem;
3580 r_framedata_mem = newmem;
3584 void R_FrameData_NewFrame(void)
3586 R_FrameData_Resize(false);
3587 if (!r_framedata_mem)
3589 // if we ran out of space on the last frame, free the old memory now
3590 while (r_framedata_mem->purge)
3592 // repeatedly remove the second item in the list, leaving only head
3593 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3594 Mem_Free(r_framedata_mem->purge);
3595 r_framedata_mem->purge = next;
3597 // reset the current mem pointer
3598 r_framedata_mem->current = 0;
3599 r_framedata_mem->mark = 0;
3602 void *R_FrameData_Alloc(size_t size)
3607 // align to 16 byte boundary - the data pointer is already aligned, so we
3608 // only need to ensure the size of every allocation is also aligned
3609 size = (size + 15) & ~15;
3611 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3613 // emergency - we ran out of space, allocate more memory
3614 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3615 newvalue = r_framedatasize.value * 2.0f;
3616 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3617 if (sizeof(size_t) >= 8)
3618 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3620 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3621 // this might not be a growing it, but we'll allocate another buffer every time
3622 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3623 R_FrameData_Resize(true);
3626 data = r_framedata_mem->data + r_framedata_mem->current;
3627 r_framedata_mem->current += size;
3629 // count the usage for stats
3630 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3631 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3633 return (void *)data;
3636 void *R_FrameData_Store(size_t size, void *data)
3638 void *d = R_FrameData_Alloc(size);
3640 memcpy(d, data, size);
3644 void R_FrameData_SetMark(void)
3646 if (!r_framedata_mem)
3648 r_framedata_mem->mark = r_framedata_mem->current;
3651 void R_FrameData_ReturnToMark(void)
3653 if (!r_framedata_mem)
3655 r_framedata_mem->current = r_framedata_mem->mark;
3658 //==================================================================================
3660 // avoid reusing the same buffer objects on consecutive frames
3661 #define R_BUFFERDATA_CYCLE 3
3663 typedef struct r_bufferdata_buffer_s
3665 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3666 size_t size; // how much usable space
3667 size_t current; // how much space in use
3668 r_meshbuffer_t *buffer; // the buffer itself
3670 r_bufferdata_buffer_t;
3672 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3673 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3675 /// frees all dynamic buffers
3676 void R_BufferData_Reset(void)
3679 r_bufferdata_buffer_t **p, *mem;
3680 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3682 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3685 p = &r_bufferdata_buffer[cycle][type];
3691 R_Mesh_DestroyMeshBuffer(mem->buffer);
3698 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3699 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3701 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3703 float newvalue = r_buffermegs[type].value;
3705 // increase the cvar if we have to (but only if we already have a mem)
3706 if (mustgrow && mem)
3708 newvalue = bound(0.25f, newvalue, 256.0f);
3709 while (newvalue * 1024*1024 < minsize)
3712 // clamp the cvar to valid range
3713 newvalue = bound(0.25f, newvalue, 256.0f);
3714 if (r_buffermegs[type].value != newvalue)
3715 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3717 // calculate size in bytes
3718 size = (size_t)(newvalue * 1024*1024);
3719 size = bound(131072, size, 256*1024*1024);
3721 // allocate a new buffer if the size is different (purge old one later)
3722 // or if we were told we must grow the buffer
3723 if (!mem || mem->size != size || mustgrow)
3725 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3728 if (type == R_BUFFERDATA_VERTEX)
3729 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3730 else if (type == R_BUFFERDATA_INDEX16)
3731 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3732 else if (type == R_BUFFERDATA_INDEX32)
3733 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3734 else if (type == R_BUFFERDATA_UNIFORM)
3735 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3736 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3737 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3741 void R_BufferData_NewFrame(void)
3744 r_bufferdata_buffer_t **p, *mem;
3745 // cycle to the next frame's buffers
3746 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3747 // if we ran out of space on the last time we used these buffers, free the old memory now
3748 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3750 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3752 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3753 // free all but the head buffer, this is how we recycle obsolete
3754 // buffers after they are no longer in use
3755 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3761 R_Mesh_DestroyMeshBuffer(mem->buffer);
3764 // reset the current offset
3765 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3770 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3772 r_bufferdata_buffer_t *mem;
3776 *returnbufferoffset = 0;
3778 // align size to a byte boundary appropriate for the buffer type, this
3779 // makes all allocations have aligned start offsets
3780 if (type == R_BUFFERDATA_UNIFORM)
3781 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3783 padsize = (datasize + 15) & ~15;
3785 // if we ran out of space in this buffer we must allocate a new one
3786 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3787 R_BufferData_Resize(type, true, padsize);
3789 // if the resize did not give us enough memory, fail
3790 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3791 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3793 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3794 offset = (int)mem->current;
3795 mem->current += padsize;
3797 // upload the data to the buffer at the chosen offset
3799 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3800 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3802 // count the usage for stats
3803 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3804 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3806 // return the buffer offset
3807 *returnbufferoffset = offset;
3812 //==================================================================================
3814 // LadyHavoc: animcache originally written by Echon, rewritten since then
3817 * Animation cache prevents re-generating mesh data for an animated model
3818 * multiple times in one frame for lighting, shadowing, reflections, etc.
3821 void R_AnimCache_Free(void)
3825 void R_AnimCache_ClearCache(void)
3828 entity_render_t *ent;
3830 for (i = 0;i < r_refdef.scene.numentities;i++)
3832 ent = r_refdef.scene.entities[i];
3833 ent->animcache_vertex3f = NULL;
3834 ent->animcache_vertex3f_vertexbuffer = NULL;
3835 ent->animcache_vertex3f_bufferoffset = 0;
3836 ent->animcache_normal3f = NULL;
3837 ent->animcache_normal3f_vertexbuffer = NULL;
3838 ent->animcache_normal3f_bufferoffset = 0;
3839 ent->animcache_svector3f = NULL;
3840 ent->animcache_svector3f_vertexbuffer = NULL;
3841 ent->animcache_svector3f_bufferoffset = 0;
3842 ent->animcache_tvector3f = NULL;
3843 ent->animcache_tvector3f_vertexbuffer = NULL;
3844 ent->animcache_tvector3f_bufferoffset = 0;
3845 ent->animcache_skeletaltransform3x4 = NULL;
3846 ent->animcache_skeletaltransform3x4buffer = NULL;
3847 ent->animcache_skeletaltransform3x4offset = 0;
3848 ent->animcache_skeletaltransform3x4size = 0;
3852 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3854 dp_model_t *model = ent->model;
3857 // see if this ent is worth caching
3858 if (!model || !model->Draw || !model->AnimateVertices)
3860 // nothing to cache if it contains no animations and has no skeleton
3861 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3863 // see if it is already cached for gpuskeletal
3864 if (ent->animcache_skeletaltransform3x4)
3866 // see if it is already cached as a mesh
3867 if (ent->animcache_vertex3f)
3869 // check if we need to add normals or tangents
3870 if (ent->animcache_normal3f)
3871 wantnormals = false;
3872 if (ent->animcache_svector3f)
3873 wanttangents = false;
3874 if (!wantnormals && !wanttangents)
3878 // check which kind of cache we need to generate
3879 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3881 // cache the skeleton so the vertex shader can use it
3882 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3883 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3884 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3885 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3886 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3887 // note: this can fail if the buffer is at the grow limit
3888 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3889 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3891 else if (ent->animcache_vertex3f)
3893 // mesh was already cached but we may need to add normals/tangents
3894 // (this only happens with multiple views, reflections, cameras, etc)
3895 if (wantnormals || wanttangents)
3897 numvertices = model->surfmesh.num_vertices;
3899 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3902 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3903 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3905 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3906 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3907 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3908 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3913 // generate mesh cache
3914 numvertices = model->surfmesh.num_vertices;
3915 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3917 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3920 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3921 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3923 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3924 if (wantnormals || wanttangents)
3926 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3927 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3928 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3930 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3931 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3932 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3937 void R_AnimCache_CacheVisibleEntities(void)
3941 // TODO: thread this
3942 // NOTE: R_PrepareRTLights() also caches entities
3944 for (i = 0;i < r_refdef.scene.numentities;i++)
3945 if (r_refdef.viewcache.entityvisible[i])
3946 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3949 //==================================================================================
3951 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3953 long unsigned int i;
3955 vec3_t eyemins, eyemaxs;
3956 vec3_t boxmins, boxmaxs;
3957 vec3_t padmins, padmaxs;
3960 dp_model_t *model = r_refdef.scene.worldmodel;
3961 static vec3_t positions[] = {
3962 { 0.5f, 0.5f, 0.5f },
3963 { 0.0f, 0.0f, 0.0f },
3964 { 0.0f, 0.0f, 1.0f },
3965 { 0.0f, 1.0f, 0.0f },
3966 { 0.0f, 1.0f, 1.0f },
3967 { 1.0f, 0.0f, 0.0f },
3968 { 1.0f, 0.0f, 1.0f },
3969 { 1.0f, 1.0f, 0.0f },
3970 { 1.0f, 1.0f, 1.0f },
3973 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3977 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3978 if (!r_refdef.view.usevieworiginculling)
3981 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3984 // expand the eye box a little
3985 eyemins[0] = eye[0] - eyejitter;
3986 eyemaxs[0] = eye[0] + eyejitter;
3987 eyemins[1] = eye[1] - eyejitter;
3988 eyemaxs[1] = eye[1] + eyejitter;
3989 eyemins[2] = eye[2] - eyejitter;
3990 eyemaxs[2] = eye[2] + eyejitter;
3991 // expand the box a little
3992 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3993 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3994 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3995 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3996 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3997 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3998 // make an even larger box for the acceptable area
3999 padmins[0] = boxmins[0] - pad;
4000 padmaxs[0] = boxmaxs[0] + pad;
4001 padmins[1] = boxmins[1] - pad;
4002 padmaxs[1] = boxmaxs[1] + pad;
4003 padmins[2] = boxmins[2] - pad;
4004 padmaxs[2] = boxmaxs[2] + pad;
4006 // return true if eye overlaps enlarged box
4007 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4010 // try specific positions in the box first - note that these can be cached
4011 if (r_cullentities_trace_entityocclusion.integer)
4013 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4016 VectorCopy(eye, start);
4017 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4018 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4019 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4020 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4021 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4022 // not picky - if the trace ended anywhere in the box we're good
4023 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4027 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4030 // try various random positions
4031 for (j = 0; j < numsamples; j++)
4033 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4034 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4035 if (r_cullentities_trace_entityocclusion.integer)
4037 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4038 // not picky - if the trace ended anywhere in the box we're good
4039 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4042 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4050 static void R_View_UpdateEntityVisible (void)
4055 entity_render_t *ent;
4057 if (r_refdef.envmap || r_fb.water.hideplayer)
4058 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4059 else if (chase_active.integer || r_fb.water.renderingscene)
4060 renderimask = RENDER_VIEWMODEL;
4062 renderimask = RENDER_EXTERIORMODEL;
4063 if (!r_drawviewmodel.integer)
4064 renderimask |= RENDER_VIEWMODEL;
4065 if (!r_drawexteriormodel.integer)
4066 renderimask |= RENDER_EXTERIORMODEL;
4067 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4068 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4070 // worldmodel can check visibility
4071 for (i = 0;i < r_refdef.scene.numentities;i++)
4073 ent = r_refdef.scene.entities[i];
4074 if (!(ent->flags & renderimask))
4075 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4076 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4077 r_refdef.viewcache.entityvisible[i] = true;
4082 // no worldmodel or it can't check visibility
4083 for (i = 0;i < r_refdef.scene.numentities;i++)
4085 ent = r_refdef.scene.entities[i];
4086 if (!(ent->flags & renderimask))
4087 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4088 r_refdef.viewcache.entityvisible[i] = true;
4091 if (r_cullentities_trace.integer)
4093 for (i = 0;i < r_refdef.scene.numentities;i++)
4095 if (!r_refdef.viewcache.entityvisible[i])
4097 ent = r_refdef.scene.entities[i];
4098 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4100 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4101 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4102 ent->last_trace_visibility = host.realtime;
4103 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4104 r_refdef.viewcache.entityvisible[i] = 0;
4110 /// only used if skyrendermasked, and normally returns false
4111 static int R_DrawBrushModelsSky (void)
4114 entity_render_t *ent;
4117 for (i = 0;i < r_refdef.scene.numentities;i++)
4119 if (!r_refdef.viewcache.entityvisible[i])
4121 ent = r_refdef.scene.entities[i];
4122 if (!ent->model || !ent->model->DrawSky)
4124 ent->model->DrawSky(ent);
4130 static void R_DrawNoModel(entity_render_t *ent);
4131 static void R_DrawModels(void)
4134 entity_render_t *ent;
4136 for (i = 0;i < r_refdef.scene.numentities;i++)
4138 if (!r_refdef.viewcache.entityvisible[i])
4140 ent = r_refdef.scene.entities[i];
4141 r_refdef.stats[r_stat_entities]++;
4143 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4146 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4147 Con_Printf("R_DrawModels\n");
4148 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4149 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4150 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4153 if (ent->model && ent->model->Draw != NULL)
4154 ent->model->Draw(ent);
4160 static void R_DrawModelsDepth(void)
4163 entity_render_t *ent;
4165 for (i = 0;i < r_refdef.scene.numentities;i++)
4167 if (!r_refdef.viewcache.entityvisible[i])
4169 ent = r_refdef.scene.entities[i];
4170 if (ent->model && ent->model->DrawDepth != NULL)
4171 ent->model->DrawDepth(ent);
4175 static void R_DrawModelsDebug(void)
4178 entity_render_t *ent;
4180 for (i = 0;i < r_refdef.scene.numentities;i++)
4182 if (!r_refdef.viewcache.entityvisible[i])
4184 ent = r_refdef.scene.entities[i];
4185 if (ent->model && ent->model->DrawDebug != NULL)
4186 ent->model->DrawDebug(ent);
4190 static void R_DrawModelsAddWaterPlanes(void)
4193 entity_render_t *ent;
4195 for (i = 0;i < r_refdef.scene.numentities;i++)
4197 if (!r_refdef.viewcache.entityvisible[i])
4199 ent = r_refdef.scene.entities[i];
4200 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4201 ent->model->DrawAddWaterPlanes(ent);
4205 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4207 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4209 if (r_hdr_irisadaptation.integer)
4214 vec3_t diffusenormal;
4216 vec_t brightness = 0.0f;
4221 VectorCopy(r_refdef.view.forward, forward);
4222 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4224 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4225 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4226 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4227 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4228 d = DotProduct(forward, diffusenormal);
4229 brightness += VectorLength(ambient);
4231 brightness += d * VectorLength(diffuse);
4233 brightness *= 1.0f / c;
4234 brightness += 0.00001f; // make sure it's never zero
4235 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4236 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4237 current = r_hdr_irisadaptation_value.value;
4239 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4240 else if (current > goal)
4241 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4242 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4243 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4245 else if (r_hdr_irisadaptation_value.value != 1.0f)
4246 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4249 extern cvar_t r_lockvisibility;
4250 extern cvar_t r_lockpvs;
4252 static void R_View_SetFrustum(const int *scissor)
4255 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4256 vec3_t forward, left, up, origin, v;
4257 if(r_lockvisibility.integer || r_lockpvs.integer)
4261 // flipped x coordinates (because x points left here)
4262 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4263 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4264 // non-flipped y coordinates
4265 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4266 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4269 // we can't trust r_refdef.view.forward and friends in reflected scenes
4270 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4273 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4274 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4275 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4276 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4277 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4278 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4279 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4280 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4281 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4282 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4283 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4284 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4288 zNear = r_refdef.nearclip;
4289 nudge = 1.0 - 1.0 / (1<<23);
4290 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4291 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4292 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4293 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4294 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4295 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4296 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4297 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4303 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4304 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4305 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4306 r_refdef.view.frustum[0].dist = m[15] - m[12];
4308 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4309 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4310 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4311 r_refdef.view.frustum[1].dist = m[15] + m[12];
4313 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4314 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4315 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4316 r_refdef.view.frustum[2].dist = m[15] - m[13];
4318 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4319 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4320 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4321 r_refdef.view.frustum[3].dist = m[15] + m[13];
4323 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4324 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4325 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4326 r_refdef.view.frustum[4].dist = m[15] - m[14];
4328 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4329 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4330 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4331 r_refdef.view.frustum[5].dist = m[15] + m[14];
4334 if (r_refdef.view.useperspective)
4336 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4337 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4338 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4339 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4340 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4342 // then the normals from the corners relative to origin
4343 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4344 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4345 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4346 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4348 // in a NORMAL view, forward cross left == up
4349 // in a REFLECTED view, forward cross left == down
4350 // so our cross products above need to be adjusted for a left handed coordinate system
4351 CrossProduct(forward, left, v);
4352 if(DotProduct(v, up) < 0)
4354 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4355 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4356 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4357 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4360 // Leaving those out was a mistake, those were in the old code, and they
4361 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4362 // I couldn't reproduce it after adding those normalizations. --blub
4363 VectorNormalize(r_refdef.view.frustum[0].normal);
4364 VectorNormalize(r_refdef.view.frustum[1].normal);
4365 VectorNormalize(r_refdef.view.frustum[2].normal);
4366 VectorNormalize(r_refdef.view.frustum[3].normal);
4368 // make the corners absolute
4369 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4370 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4371 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4372 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4375 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4377 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4378 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4379 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4380 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4381 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4385 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4386 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4387 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4388 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4389 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4390 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4391 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4392 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4393 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4394 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4396 r_refdef.view.numfrustumplanes = 5;
4398 if (r_refdef.view.useclipplane)
4400 r_refdef.view.numfrustumplanes = 6;
4401 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4404 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4405 PlaneClassify(r_refdef.view.frustum + i);
4407 // LadyHavoc: note to all quake engine coders, Quake had a special case
4408 // for 90 degrees which assumed a square view (wrong), so I removed it,
4409 // Quake2 has it disabled as well.
4411 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4412 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4413 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4414 //PlaneClassify(&frustum[0]);
4416 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4417 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4418 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4419 //PlaneClassify(&frustum[1]);
4421 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4422 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4423 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4424 //PlaneClassify(&frustum[2]);
4426 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4427 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4428 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4429 //PlaneClassify(&frustum[3]);
4432 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4433 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4434 //PlaneClassify(&frustum[4]);
4437 static void R_View_UpdateWithScissor(const int *myscissor)
4439 R_Main_ResizeViewCache();
4440 R_View_SetFrustum(myscissor);
4441 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4442 R_View_UpdateEntityVisible();
4445 static void R_View_Update(void)
4447 R_Main_ResizeViewCache();
4448 R_View_SetFrustum(NULL);
4449 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4450 R_View_UpdateEntityVisible();
4453 float viewscalefpsadjusted = 1.0f;
4455 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4457 const float *customclipplane = NULL;
4459 int /*rtwidth,*/ rtheight;
4460 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4462 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4463 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4464 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4465 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4466 dist = r_refdef.view.clipplane.dist;
4467 plane[0] = r_refdef.view.clipplane.normal[0];
4468 plane[1] = r_refdef.view.clipplane.normal[1];
4469 plane[2] = r_refdef.view.clipplane.normal[2];
4471 customclipplane = plane;
4474 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4475 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4477 if (!r_refdef.view.useperspective)
4478 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4479 else if (vid.stencil && r_useinfinitefarclip.integer)
4480 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4482 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4483 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4484 R_SetViewport(&r_refdef.view.viewport);
4487 void R_EntityMatrix(const matrix4x4_t *matrix)
4489 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4491 gl_modelmatrixchanged = false;
4492 gl_modelmatrix = *matrix;
4493 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4494 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4495 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4496 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4498 switch(vid.renderpath)
4500 case RENDERPATH_GL32:
4501 case RENDERPATH_GLES2:
4502 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4503 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4509 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4511 r_viewport_t viewport;
4515 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4516 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4517 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4518 R_SetViewport(&viewport);
4519 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4520 GL_Color(1, 1, 1, 1);
4521 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4522 GL_BlendFunc(GL_ONE, GL_ZERO);
4523 GL_ScissorTest(false);
4524 GL_DepthMask(false);
4525 GL_DepthRange(0, 1);
4526 GL_DepthTest(false);
4527 GL_DepthFunc(GL_LEQUAL);
4528 R_EntityMatrix(&identitymatrix);
4529 R_Mesh_ResetTextureState();
4530 GL_PolygonOffset(0, 0);
4531 switch(vid.renderpath)
4533 case RENDERPATH_GL32:
4534 case RENDERPATH_GLES2:
4535 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4538 GL_CullFace(GL_NONE);
4543 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4545 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4548 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4550 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4551 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4552 GL_Color(1, 1, 1, 1);
4553 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4554 GL_BlendFunc(GL_ONE, GL_ZERO);
4555 GL_ScissorTest(true);
4557 GL_DepthRange(0, 1);
4559 GL_DepthFunc(GL_LEQUAL);
4560 R_EntityMatrix(&identitymatrix);
4561 R_Mesh_ResetTextureState();
4562 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4563 switch(vid.renderpath)
4565 case RENDERPATH_GL32:
4566 case RENDERPATH_GLES2:
4567 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4570 GL_CullFace(r_refdef.view.cullface_back);
4575 R_RenderView_UpdateViewVectors
4578 void R_RenderView_UpdateViewVectors(void)
4580 // break apart the view matrix into vectors for various purposes
4581 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4582 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4583 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4584 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4585 // make an inverted copy of the view matrix for tracking sprites
4586 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4589 void R_RenderTarget_FreeUnused(qboolean force)
4591 unsigned int i, j, end;
4592 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4593 for (i = 0; i < end; i++)
4595 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4596 // free resources for rendertargets that have not been used for a while
4597 // (note: this check is run after the frame render, so any targets used
4598 // this frame will not be affected even at low framerates)
4599 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4602 R_Mesh_DestroyFramebufferObject(r->fbo);
4603 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4604 if (r->colortexture[j])
4605 R_FreeTexture(r->colortexture[j]);
4606 if (r->depthtexture)
4607 R_FreeTexture(r->depthtexture);
4608 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4613 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4615 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4619 y2 = (th - y - h) * ih;
4630 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4632 unsigned int i, j, end;
4633 r_rendertarget_t *r = NULL;
4635 // first try to reuse an existing slot if possible
4636 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4637 for (i = 0; i < end; i++)
4639 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4640 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4645 // no unused exact match found, so we have to make one in the first unused slot
4646 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4647 r->texturewidth = texturewidth;
4648 r->textureheight = textureheight;
4649 r->colortextype[0] = colortextype0;
4650 r->colortextype[1] = colortextype1;
4651 r->colortextype[2] = colortextype2;
4652 r->colortextype[3] = colortextype3;
4653 r->depthtextype = depthtextype;
4654 r->depthisrenderbuffer = depthisrenderbuffer;
4655 for (j = 0; j < 4; j++)
4656 if (r->colortextype[j])
4657 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4658 if (r->depthtextype)
4660 if (r->depthisrenderbuffer)
4661 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4663 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4665 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4667 r_refdef.stats[r_stat_rendertargets_used]++;
4668 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4669 r->lastusetime = host.realtime;
4670 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4674 static void R_Water_StartFrame(int viewwidth, int viewheight)
4676 int waterwidth, waterheight;
4678 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4681 // set waterwidth and waterheight to the water resolution that will be
4682 // used (often less than the screen resolution for faster rendering)
4683 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4684 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4686 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4687 waterwidth = waterheight = 0;
4689 // set up variables that will be used in shader setup
4690 r_fb.water.waterwidth = waterwidth;
4691 r_fb.water.waterheight = waterheight;
4692 r_fb.water.texturewidth = waterwidth;
4693 r_fb.water.textureheight = waterheight;
4694 r_fb.water.camerawidth = waterwidth;
4695 r_fb.water.cameraheight = waterheight;
4696 r_fb.water.screenscale[0] = 0.5f;
4697 r_fb.water.screenscale[1] = 0.5f;
4698 r_fb.water.screencenter[0] = 0.5f;
4699 r_fb.water.screencenter[1] = 0.5f;
4700 r_fb.water.enabled = waterwidth != 0;
4702 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4703 r_fb.water.numwaterplanes = 0;
4706 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4708 int planeindex, bestplaneindex, vertexindex;
4709 vec3_t mins, maxs, normal, center, v, n;
4710 vec_t planescore, bestplanescore;
4712 r_waterstate_waterplane_t *p;
4713 texture_t *t = R_GetCurrentTexture(surface->texture);
4715 rsurface.texture = t;
4716 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4717 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4718 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4720 // average the vertex normals, find the surface bounds (after deformvertexes)
4721 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4722 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4723 VectorCopy(n, normal);
4724 VectorCopy(v, mins);
4725 VectorCopy(v, maxs);
4726 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4728 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4729 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4730 VectorAdd(normal, n, normal);
4731 mins[0] = min(mins[0], v[0]);
4732 mins[1] = min(mins[1], v[1]);
4733 mins[2] = min(mins[2], v[2]);
4734 maxs[0] = max(maxs[0], v[0]);
4735 maxs[1] = max(maxs[1], v[1]);
4736 maxs[2] = max(maxs[2], v[2]);
4738 VectorNormalize(normal);
4739 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4741 VectorCopy(normal, plane.normal);
4742 VectorNormalize(plane.normal);
4743 plane.dist = DotProduct(center, plane.normal);
4744 PlaneClassify(&plane);
4745 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4747 // skip backfaces (except if nocullface is set)
4748 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4750 VectorNegate(plane.normal, plane.normal);
4752 PlaneClassify(&plane);
4756 // find a matching plane if there is one
4757 bestplaneindex = -1;
4758 bestplanescore = 1048576.0f;
4759 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4761 if(p->camera_entity == t->camera_entity)
4763 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4764 if (bestplaneindex < 0 || bestplanescore > planescore)
4766 bestplaneindex = planeindex;
4767 bestplanescore = planescore;
4771 planeindex = bestplaneindex;
4773 // if this surface does not fit any known plane rendered this frame, add one
4774 if (planeindex < 0 || bestplanescore > 0.001f)
4776 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4778 // store the new plane
4779 planeindex = r_fb.water.numwaterplanes++;
4780 p = r_fb.water.waterplanes + planeindex;
4782 // clear materialflags and pvs
4783 p->materialflags = 0;
4784 p->pvsvalid = false;
4785 p->camera_entity = t->camera_entity;
4786 VectorCopy(mins, p->mins);
4787 VectorCopy(maxs, p->maxs);
4791 // We're totally screwed.
4797 // merge mins/maxs when we're adding this surface to the plane
4798 p = r_fb.water.waterplanes + planeindex;
4799 p->mins[0] = min(p->mins[0], mins[0]);
4800 p->mins[1] = min(p->mins[1], mins[1]);
4801 p->mins[2] = min(p->mins[2], mins[2]);
4802 p->maxs[0] = max(p->maxs[0], maxs[0]);
4803 p->maxs[1] = max(p->maxs[1], maxs[1]);
4804 p->maxs[2] = max(p->maxs[2], maxs[2]);
4806 // merge this surface's materialflags into the waterplane
4807 p->materialflags |= t->currentmaterialflags;
4808 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4810 // merge this surface's PVS into the waterplane
4811 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4812 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4814 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4820 extern cvar_t r_drawparticles;
4821 extern cvar_t r_drawdecals;
4823 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4826 r_refdef_view_t originalview;
4827 r_refdef_view_t myview;
4828 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4829 r_waterstate_waterplane_t *p;
4831 r_rendertarget_t *rt;
4833 originalview = r_refdef.view;
4835 // lowquality hack, temporarily shut down some cvars and restore afterwards
4836 qualityreduction = r_water_lowquality.integer;
4837 if (qualityreduction > 0)
4839 if (qualityreduction >= 1)
4841 old_r_shadows = r_shadows.integer;
4842 old_r_worldrtlight = r_shadow_realtime_world.integer;
4843 old_r_dlight = r_shadow_realtime_dlight.integer;
4844 Cvar_SetValueQuick(&r_shadows, 0);
4845 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4846 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4848 if (qualityreduction >= 2)
4850 old_r_dynamic = r_dynamic.integer;
4851 old_r_particles = r_drawparticles.integer;
4852 old_r_decals = r_drawdecals.integer;
4853 Cvar_SetValueQuick(&r_dynamic, 0);
4854 Cvar_SetValueQuick(&r_drawparticles, 0);
4855 Cvar_SetValueQuick(&r_drawdecals, 0);
4859 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4861 p->rt_reflection = NULL;
4862 p->rt_refraction = NULL;
4863 p->rt_camera = NULL;
4867 r_refdef.view = originalview;
4868 r_refdef.view.showdebug = false;
4869 r_refdef.view.width = r_fb.water.waterwidth;
4870 r_refdef.view.height = r_fb.water.waterheight;
4871 r_refdef.view.useclipplane = true;
4872 myview = r_refdef.view;
4873 r_fb.water.renderingscene = true;
4874 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4876 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4879 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4881 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4882 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4884 r_refdef.view = myview;
4885 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4886 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4887 if(r_water_scissormode.integer)
4889 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4890 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4892 p->rt_reflection = NULL;
4893 p->rt_refraction = NULL;
4894 p->rt_camera = NULL;
4899 r_refdef.view.clipplane = p->plane;
4900 // reflected view origin may be in solid, so don't cull with it
4901 r_refdef.view.usevieworiginculling = false;
4902 // reverse the cullface settings for this render
4903 r_refdef.view.cullface_front = GL_FRONT;
4904 r_refdef.view.cullface_back = GL_BACK;
4905 // combined pvs (based on what can be seen from each surface center)
4906 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4908 r_refdef.view.usecustompvs = true;
4910 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4912 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4915 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4916 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4917 GL_ScissorTest(false);
4918 R_ClearScreen(r_refdef.fogenabled);
4919 GL_ScissorTest(true);
4920 if(r_water_scissormode.integer & 2)
4921 R_View_UpdateWithScissor(myscissor);
4924 R_AnimCache_CacheVisibleEntities();
4925 if(r_water_scissormode.integer & 1)
4926 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4927 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4929 r_fb.water.hideplayer = false;
4930 p->rt_reflection = rt;
4933 // render the normal view scene and copy into texture
4934 // (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)
4935 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4937 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4938 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4940 r_refdef.view = myview;
4941 if(r_water_scissormode.integer)
4943 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4944 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4946 p->rt_reflection = NULL;
4947 p->rt_refraction = NULL;
4948 p->rt_camera = NULL;
4953 // combined pvs (based on what can be seen from each surface center)
4954 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4956 r_refdef.view.usecustompvs = true;
4958 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4960 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4963 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4965 r_refdef.view.clipplane = p->plane;
4966 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4967 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4969 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4971 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4972 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4973 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4974 R_RenderView_UpdateViewVectors();
4975 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4977 r_refdef.view.usecustompvs = true;
4978 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4982 PlaneClassify(&r_refdef.view.clipplane);
4984 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4985 GL_ScissorTest(false);
4986 R_ClearScreen(r_refdef.fogenabled);
4987 GL_ScissorTest(true);
4988 if(r_water_scissormode.integer & 2)
4989 R_View_UpdateWithScissor(myscissor);
4992 R_AnimCache_CacheVisibleEntities();
4993 if(r_water_scissormode.integer & 1)
4994 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4995 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4997 r_fb.water.hideplayer = false;
4998 p->rt_refraction = rt;
5000 else if (p->materialflags & MATERIALFLAG_CAMERA)
5002 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5003 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5005 r_refdef.view = myview;
5007 r_refdef.view.clipplane = p->plane;
5008 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5009 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5011 r_refdef.view.width = r_fb.water.camerawidth;
5012 r_refdef.view.height = r_fb.water.cameraheight;
5013 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5014 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5015 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5016 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5018 if(p->camera_entity)
5020 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5021 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5024 // note: all of the view is used for displaying... so
5025 // there is no use in scissoring
5027 // reverse the cullface settings for this render
5028 r_refdef.view.cullface_front = GL_FRONT;
5029 r_refdef.view.cullface_back = GL_BACK;
5030 // also reverse the view matrix
5031 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5032 R_RenderView_UpdateViewVectors();
5033 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5035 r_refdef.view.usecustompvs = true;
5036 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5039 // camera needs no clipplane
5040 r_refdef.view.useclipplane = false;
5041 // TODO: is the camera origin always valid? if so we don't need to clear this
5042 r_refdef.view.usevieworiginculling = false;
5044 PlaneClassify(&r_refdef.view.clipplane);
5046 r_fb.water.hideplayer = false;
5048 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5049 GL_ScissorTest(false);
5050 R_ClearScreen(r_refdef.fogenabled);
5051 GL_ScissorTest(true);
5053 R_AnimCache_CacheVisibleEntities();
5054 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5056 r_fb.water.hideplayer = false;
5061 r_fb.water.renderingscene = false;
5062 r_refdef.view = originalview;
5063 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5065 R_AnimCache_CacheVisibleEntities();
5068 r_refdef.view = originalview;
5069 r_fb.water.renderingscene = false;
5070 Cvar_SetValueQuick(&r_water, 0);
5071 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5073 // lowquality hack, restore cvars
5074 if (qualityreduction > 0)
5076 if (qualityreduction >= 1)
5078 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5079 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5080 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5082 if (qualityreduction >= 2)
5084 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5085 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5086 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5091 static void R_Bloom_StartFrame(void)
5093 int screentexturewidth, screentextureheight;
5094 textype_t textype = TEXTYPE_COLORBUFFER;
5097 // clear the pointers to rendertargets from last frame as they're stale
5098 r_fb.rt_screen = NULL;
5099 r_fb.rt_bloom = NULL;
5101 switch (vid.renderpath)
5103 case RENDERPATH_GL32:
5104 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5105 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5106 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5108 case RENDERPATH_GLES2:
5109 r_fb.usedepthtextures = false;
5113 if (r_viewscale_fpsscaling.integer)
5115 double actualframetime;
5116 double targetframetime;
5118 actualframetime = r_refdef.lastdrawscreentime;
5119 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5120 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5121 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5122 if (r_viewscale_fpsscaling_stepsize.value > 0)
5125 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5127 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5129 viewscalefpsadjusted += adjust;
5130 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5133 viewscalefpsadjusted = 1.0f;
5135 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5137 scale *= sqrt(vid.samples); // supersampling
5138 scale = bound(0.03125f, scale, 4.0f);
5139 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5140 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5141 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5142 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5144 // set bloomwidth and bloomheight to the bloom resolution that will be
5145 // used (often less than the screen resolution for faster rendering)
5146 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5147 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5148 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5149 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5150 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5152 if ((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 > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5154 Cvar_SetValueQuick(&r_bloom, 0);
5155 Cvar_SetValueQuick(&r_motionblur, 0);
5156 Cvar_SetValueQuick(&r_damageblur, 0);
5158 if (!r_bloom.integer)
5159 r_fb.bloomwidth = r_fb.bloomheight = 0;
5161 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5162 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5164 if (r_fb.ghosttexture)
5165 R_FreeTexture(r_fb.ghosttexture);
5166 r_fb.ghosttexture = NULL;
5168 r_fb.screentexturewidth = screentexturewidth;
5169 r_fb.screentextureheight = screentextureheight;
5170 r_fb.textype = textype;
5172 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5174 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5175 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5176 r_fb.ghosttexture_valid = false;
5180 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5182 r_refdef.view.clear = true;
5185 static void R_Bloom_MakeTexture(void)
5188 float xoffset, yoffset, r, brighten;
5189 float colorscale = r_bloom_colorscale.value;
5190 r_viewport_t bloomviewport;
5191 r_rendertarget_t *prev, *cur;
5192 textype_t textype = r_fb.rt_screen->colortextype[0];
5194 r_refdef.stats[r_stat_bloom]++;
5196 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5198 // scale down screen texture to the bloom texture size
5200 prev = r_fb.rt_screen;
5201 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5202 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5203 R_SetViewport(&bloomviewport);
5204 GL_CullFace(GL_NONE);
5205 GL_DepthTest(false);
5206 GL_BlendFunc(GL_ONE, GL_ZERO);
5207 GL_Color(colorscale, colorscale, colorscale, 1);
5208 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5209 // TODO: do boxfilter scale-down in shader?
5210 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5211 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5212 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5213 // we now have a properly scaled bloom image
5215 // multiply bloom image by itself as many times as desired to darken it
5216 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5217 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5220 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5221 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5223 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5225 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5226 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5227 GL_Color(1,1,1,1); // no fix factor supported here
5228 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5229 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5230 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5231 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5235 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5236 brighten = r_bloom_brighten.value;
5237 brighten = sqrt(brighten);
5239 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5241 for (dir = 0;dir < 2;dir++)
5244 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5245 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5246 // blend on at multiple vertical offsets to achieve a vertical blur
5247 // TODO: do offset blends using GLSL
5248 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5250 GL_BlendFunc(GL_ONE, GL_ZERO);
5252 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5254 for (x = -range;x <= range;x++)
5256 if (!dir){xoffset = 0;yoffset = x;}
5257 else {xoffset = x;yoffset = 0;}
5258 xoffset /= (float)prev->texturewidth;
5259 yoffset /= (float)prev->textureheight;
5260 // compute a texcoord array with the specified x and y offset
5261 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5262 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5263 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5264 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5265 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5266 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5267 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5268 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5269 // this r value looks like a 'dot' particle, fading sharply to
5270 // black at the edges
5271 // (probably not realistic but looks good enough)
5272 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5273 //r = brighten/(range*2+1);
5274 r = brighten / (range * 2 + 1);
5276 r *= (1 - x*x/(float)((range+1)*(range+1)));
5280 GL_Color(r, r, r, 1);
5282 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5284 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5285 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5287 GL_BlendFunc(GL_ONE, GL_ONE);
5292 // now we have the bloom image, so keep track of it
5293 r_fb.rt_bloom = cur;
5296 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5298 uint64_t permutation;
5299 float uservecs[4][4];
5300 rtexture_t *viewtexture;
5301 rtexture_t *bloomtexture;
5303 R_EntityMatrix(&identitymatrix);
5305 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5307 // declare variables
5308 float blur_factor, blur_mouseaccel, blur_velocity;
5309 static float blur_average;
5310 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5312 // set a goal for the factoring
5313 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5314 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5315 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5316 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5317 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5318 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5320 // from the goal, pick an averaged value between goal and last value
5321 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5322 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5324 // enforce minimum amount of blur
5325 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5327 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5329 // calculate values into a standard alpha
5330 cl.motionbluralpha = 1 - exp(-
5332 (r_motionblur.value * blur_factor / 80)
5334 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5337 max(0.0001, cl.time - cl.oldtime) // fps independent
5340 // randomization for the blur value to combat persistent ghosting
5341 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5342 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5345 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5346 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5348 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5349 GL_Color(1, 1, 1, cl.motionbluralpha);
5350 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5351 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5352 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5353 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5354 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5357 // updates old view angles for next pass
5358 VectorCopy(cl.viewangles, blur_oldangles);
5360 // copy view into the ghost texture
5361 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5362 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5363 r_fb.ghosttexture_valid = true;
5366 if (r_fb.bloomwidth)
5368 // make the bloom texture
5369 R_Bloom_MakeTexture();
5372 #if _MSC_VER >= 1400
5373 #define sscanf sscanf_s
5375 memset(uservecs, 0, sizeof(uservecs));
5376 if (r_glsl_postprocess_uservec1_enable.integer)
5377 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5378 if (r_glsl_postprocess_uservec2_enable.integer)
5379 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5380 if (r_glsl_postprocess_uservec3_enable.integer)
5381 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5382 if (r_glsl_postprocess_uservec4_enable.integer)
5383 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5385 // render to the screen fbo
5386 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5387 GL_Color(1, 1, 1, 1);
5388 GL_BlendFunc(GL_ONE, GL_ZERO);
5390 viewtexture = r_fb.rt_screen->colortexture[0];
5391 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5393 if (r_rendertarget_debug.integer >= 0)
5395 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5396 if (rt && rt->colortexture[0])
5398 viewtexture = rt->colortexture[0];
5399 bloomtexture = NULL;
5403 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5404 switch(vid.renderpath)
5406 case RENDERPATH_GL32:
5407 case RENDERPATH_GLES2:
5409 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5410 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5411 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5412 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5413 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5414 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5415 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5416 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5417 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5418 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5419 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5420 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5421 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5422 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5423 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5424 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5425 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5426 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5427 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5430 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5431 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5434 matrix4x4_t r_waterscrollmatrix;
5436 void R_UpdateFog(void)
5439 if (gamemode == GAME_NEHAHRA)
5441 if (gl_fogenable.integer)
5443 r_refdef.oldgl_fogenable = true;
5444 r_refdef.fog_density = gl_fogdensity.value;
5445 r_refdef.fog_red = gl_fogred.value;
5446 r_refdef.fog_green = gl_foggreen.value;
5447 r_refdef.fog_blue = gl_fogblue.value;
5448 r_refdef.fog_alpha = 1;
5449 r_refdef.fog_start = 0;
5450 r_refdef.fog_end = gl_skyclip.value;
5451 r_refdef.fog_height = 1<<30;
5452 r_refdef.fog_fadedepth = 128;
5454 else if (r_refdef.oldgl_fogenable)
5456 r_refdef.oldgl_fogenable = false;
5457 r_refdef.fog_density = 0;
5458 r_refdef.fog_red = 0;
5459 r_refdef.fog_green = 0;
5460 r_refdef.fog_blue = 0;
5461 r_refdef.fog_alpha = 0;
5462 r_refdef.fog_start = 0;
5463 r_refdef.fog_end = 0;
5464 r_refdef.fog_height = 1<<30;
5465 r_refdef.fog_fadedepth = 128;
5470 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5471 r_refdef.fog_start = max(0, r_refdef.fog_start);
5472 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5474 if (r_refdef.fog_density && r_drawfog.integer)
5476 r_refdef.fogenabled = true;
5477 // this is the point where the fog reaches 0.9986 alpha, which we
5478 // consider a good enough cutoff point for the texture
5479 // (0.9986 * 256 == 255.6)
5480 if (r_fog_exp2.integer)
5481 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5483 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5484 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5485 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5486 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5487 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5488 R_BuildFogHeightTexture();
5489 // fog color was already set
5490 // update the fog texture
5491 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)
5492 R_BuildFogTexture();
5493 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5494 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5497 r_refdef.fogenabled = false;
5500 if (r_refdef.fog_density)
5502 r_refdef.fogcolor[0] = r_refdef.fog_red;
5503 r_refdef.fogcolor[1] = r_refdef.fog_green;
5504 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5506 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5507 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5508 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5509 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5513 VectorCopy(r_refdef.fogcolor, fogvec);
5514 // color.rgb *= ContrastBoost * SceneBrightness;
5515 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5516 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5517 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5518 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5523 void R_UpdateVariables(void)
5527 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5529 r_refdef.farclip = r_farclip_base.value;
5530 if (r_refdef.scene.worldmodel)
5531 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5532 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5534 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5535 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5536 r_refdef.polygonfactor = 0;
5537 r_refdef.polygonoffset = 0;
5539 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5540 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5541 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5542 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5543 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5544 if (r_refdef.scene.worldmodel)
5546 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5548 if (r_showsurfaces.integer)
5550 r_refdef.scene.rtworld = false;
5551 r_refdef.scene.rtworldshadows = false;
5552 r_refdef.scene.rtdlight = false;
5553 r_refdef.scene.rtdlightshadows = false;
5554 r_refdef.scene.lightmapintensity = 0;
5557 r_gpuskeletal = false;
5558 switch(vid.renderpath)
5560 case RENDERPATH_GL32:
5561 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5562 case RENDERPATH_GLES2:
5563 if(!vid_gammatables_trivial)
5565 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5567 // build GLSL gamma texture
5568 #define RAMPWIDTH 256
5569 unsigned short ramp[RAMPWIDTH * 3];
5570 unsigned char rampbgr[RAMPWIDTH][4];
5573 r_texture_gammaramps_serial = vid_gammatables_serial;
5575 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5576 for(i = 0; i < RAMPWIDTH; ++i)
5578 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5579 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5580 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5583 if (r_texture_gammaramps)
5585 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5589 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5595 // remove GLSL gamma texture
5601 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5602 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5608 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5609 if( scenetype != r_currentscenetype ) {
5610 // store the old scenetype
5611 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5612 r_currentscenetype = scenetype;
5613 // move in the new scene
5614 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5623 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5625 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5626 if( scenetype == r_currentscenetype ) {
5627 return &r_refdef.scene;
5629 return &r_scenes_store[ scenetype ];
5633 static int R_SortEntities_Compare(const void *ap, const void *bp)
5635 const entity_render_t *a = *(const entity_render_t **)ap;
5636 const entity_render_t *b = *(const entity_render_t **)bp;
5639 if(a->model < b->model)
5641 if(a->model > b->model)
5645 // TODO possibly calculate the REAL skinnum here first using
5647 if(a->skinnum < b->skinnum)
5649 if(a->skinnum > b->skinnum)
5652 // everything we compared is equal
5655 static void R_SortEntities(void)
5657 // below or equal 2 ents, sorting never gains anything
5658 if(r_refdef.scene.numentities <= 2)
5661 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5669 extern cvar_t r_shadow_bouncegrid;
5670 extern cvar_t v_isometric;
5671 extern void V_MakeViewIsometric(void);
5672 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5674 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5676 rtexture_t *viewdepthtexture = NULL;
5677 rtexture_t *viewcolortexture = NULL;
5678 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5680 // finish any 2D rendering that was queued
5683 if (r_timereport_active)
5684 R_TimeReport("start");
5685 r_textureframe++; // used only by R_GetCurrentTexture
5686 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5688 if(R_CompileShader_CheckStaticParms())
5689 R_GLSL_Restart_f(&cmd_client);
5691 if (!r_drawentities.integer)
5692 r_refdef.scene.numentities = 0;
5693 else if (r_sortentities.integer)
5696 R_AnimCache_ClearCache();
5698 /* adjust for stereo display */
5699 if(R_Stereo_Active())
5701 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5702 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5705 if (r_refdef.view.isoverlay)
5707 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5708 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5709 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5710 R_TimeReport("depthclear");
5712 r_refdef.view.showdebug = false;
5714 r_fb.water.enabled = false;
5715 r_fb.water.numwaterplanes = 0;
5717 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5719 r_refdef.view.matrix = originalmatrix;
5725 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5727 r_refdef.view.matrix = originalmatrix;
5731 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5732 if (v_isometric.integer && r_refdef.view.ismain)
5733 V_MakeViewIsometric();
5735 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5737 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5738 // in sRGB fallback, behave similar to true sRGB: convert this
5739 // value from linear to sRGB
5740 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5742 R_RenderView_UpdateViewVectors();
5744 R_Shadow_UpdateWorldLightSelection();
5746 // this will set up r_fb.rt_screen
5747 R_Bloom_StartFrame();
5749 // apply bloom brightness offset
5751 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5753 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5756 viewfbo = r_fb.rt_screen->fbo;
5757 viewdepthtexture = r_fb.rt_screen->depthtexture;
5758 viewcolortexture = r_fb.rt_screen->colortexture[0];
5761 viewwidth = r_fb.rt_screen->texturewidth;
5762 viewheight = r_fb.rt_screen->textureheight;
5765 R_Water_StartFrame(viewwidth, viewheight);
5768 if (r_timereport_active)
5769 R_TimeReport("viewsetup");
5771 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5773 // clear the whole fbo every frame - otherwise the driver will consider
5774 // it to be an inter-frame texture and stall in multi-gpu configurations
5776 GL_ScissorTest(false);
5777 R_ClearScreen(r_refdef.fogenabled);
5778 if (r_timereport_active)
5779 R_TimeReport("viewclear");
5781 r_refdef.view.clear = true;
5783 r_refdef.view.showdebug = true;
5786 if (r_timereport_active)
5787 R_TimeReport("visibility");
5789 R_AnimCache_CacheVisibleEntities();
5790 if (r_timereport_active)
5791 R_TimeReport("animcache");
5793 R_Shadow_UpdateBounceGridTexture();
5794 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5796 r_fb.water.numwaterplanes = 0;
5797 if (r_fb.water.enabled)
5798 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5800 // for the actual view render we use scissoring a fair amount, so scissor
5801 // test needs to be on
5803 GL_ScissorTest(true);
5804 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5805 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5806 r_fb.water.numwaterplanes = 0;
5808 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5809 GL_ScissorTest(false);
5811 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5812 if (r_timereport_active)
5813 R_TimeReport("blendview");
5815 r_refdef.view.matrix = originalmatrix;
5819 // go back to 2d rendering
5823 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5825 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5827 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5828 if (r_timereport_active)
5829 R_TimeReport("waterworld");
5832 // don't let sound skip if going slow
5833 if (r_refdef.scene.extraupdate)
5836 R_DrawModelsAddWaterPlanes();
5837 if (r_timereport_active)
5838 R_TimeReport("watermodels");
5840 if (r_fb.water.numwaterplanes)
5842 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5843 if (r_timereport_active)
5844 R_TimeReport("waterscenes");
5848 extern cvar_t cl_locs_show;
5849 static void R_DrawLocs(void);
5850 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5851 static void R_DrawModelDecals(void);
5852 extern qboolean r_shadow_usingdeferredprepass;
5853 extern int r_shadow_shadowmapatlas_modelshadows_size;
5854 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5856 qboolean shadowmapping = false;
5858 if (r_timereport_active)
5859 R_TimeReport("beginscene");
5861 r_refdef.stats[r_stat_renders]++;
5865 // don't let sound skip if going slow
5866 if (r_refdef.scene.extraupdate)
5869 R_MeshQueue_BeginScene();
5873 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);
5875 if (r_timereport_active)
5876 R_TimeReport("skystartframe");
5878 if (cl.csqc_vidvars.drawworld)
5880 // don't let sound skip if going slow
5881 if (r_refdef.scene.extraupdate)
5884 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5886 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5887 if (r_timereport_active)
5888 R_TimeReport("worldsky");
5891 if (R_DrawBrushModelsSky() && r_timereport_active)
5892 R_TimeReport("bmodelsky");
5894 if (skyrendermasked && skyrenderlater)
5896 // we have to force off the water clipping plane while rendering sky
5897 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5899 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5900 if (r_timereport_active)
5901 R_TimeReport("sky");
5905 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5906 r_shadow_viewfbo = viewfbo;
5907 r_shadow_viewdepthtexture = viewdepthtexture;
5908 r_shadow_viewcolortexture = viewcolortexture;
5909 r_shadow_viewx = viewx;
5910 r_shadow_viewy = viewy;
5911 r_shadow_viewwidth = viewwidth;
5912 r_shadow_viewheight = viewheight;
5914 R_Shadow_PrepareModelShadows();
5915 R_Shadow_PrepareLights();
5916 if (r_timereport_active)
5917 R_TimeReport("preparelights");
5919 // render all the shadowmaps that will be used for this view
5920 shadowmapping = R_Shadow_ShadowMappingEnabled();
5921 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5923 R_Shadow_DrawShadowMaps();
5924 if (r_timereport_active)
5925 R_TimeReport("shadowmaps");
5928 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5929 if (r_shadow_usingdeferredprepass)
5930 R_Shadow_DrawPrepass();
5932 // now we begin the forward pass of the view render
5933 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5935 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5936 if (r_timereport_active)
5937 R_TimeReport("worlddepth");
5939 if (r_depthfirst.integer >= 2)
5941 R_DrawModelsDepth();
5942 if (r_timereport_active)
5943 R_TimeReport("modeldepth");
5946 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5948 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5949 if (r_timereport_active)
5950 R_TimeReport("world");
5953 // don't let sound skip if going slow
5954 if (r_refdef.scene.extraupdate)
5958 if (r_timereport_active)
5959 R_TimeReport("models");
5961 // don't let sound skip if going slow
5962 if (r_refdef.scene.extraupdate)
5965 if (!r_shadow_usingdeferredprepass)
5967 R_Shadow_DrawLights();
5968 if (r_timereport_active)
5969 R_TimeReport("rtlights");
5972 // don't let sound skip if going slow
5973 if (r_refdef.scene.extraupdate)
5976 if (cl.csqc_vidvars.drawworld)
5978 R_DrawModelDecals();
5979 if (r_timereport_active)
5980 R_TimeReport("modeldecals");
5983 if (r_timereport_active)
5984 R_TimeReport("particles");
5987 if (r_timereport_active)
5988 R_TimeReport("explosions");
5991 if (r_refdef.view.showdebug)
5993 if (cl_locs_show.integer)
5996 if (r_timereport_active)
5997 R_TimeReport("showlocs");
6000 if (r_drawportals.integer)
6003 if (r_timereport_active)
6004 R_TimeReport("portals");
6007 if (r_showbboxes_client.value > 0)
6009 R_DrawEntityBBoxes(CLVM_prog);
6010 if (r_timereport_active)
6011 R_TimeReport("clbboxes");
6013 if (r_showbboxes.value > 0)
6015 R_DrawEntityBBoxes(SVVM_prog);
6016 if (r_timereport_active)
6017 R_TimeReport("svbboxes");
6021 if (r_transparent.integer)
6023 R_MeshQueue_RenderTransparent();
6024 if (r_timereport_active)
6025 R_TimeReport("drawtrans");
6028 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 || r_showoverdraw.value > 0))
6030 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6031 if (r_timereport_active)
6032 R_TimeReport("worlddebug");
6033 R_DrawModelsDebug();
6034 if (r_timereport_active)
6035 R_TimeReport("modeldebug");
6038 if (cl.csqc_vidvars.drawworld)
6040 R_Shadow_DrawCoronas();
6041 if (r_timereport_active)
6042 R_TimeReport("coronas");
6045 // don't let sound skip if going slow
6046 if (r_refdef.scene.extraupdate)
6050 static const unsigned short bboxelements[36] =
6060 #define BBOXEDGES 13
6061 static const float bboxedges[BBOXEDGES][6] =
6064 { 0, 0, 0, 1, 1, 1 },
6066 { 0, 0, 0, 0, 1, 0 },
6067 { 0, 0, 0, 1, 0, 0 },
6068 { 0, 1, 0, 1, 1, 0 },
6069 { 1, 0, 0, 1, 1, 0 },
6071 { 0, 0, 1, 0, 1, 1 },
6072 { 0, 0, 1, 1, 0, 1 },
6073 { 0, 1, 1, 1, 1, 1 },
6074 { 1, 0, 1, 1, 1, 1 },
6076 { 0, 0, 0, 0, 0, 1 },
6077 { 1, 0, 0, 1, 0, 1 },
6078 { 0, 1, 0, 0, 1, 1 },
6079 { 1, 1, 0, 1, 1, 1 },
6082 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6084 int numvertices = BBOXEDGES * 8;
6085 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6086 int numtriangles = BBOXEDGES * 12;
6087 unsigned short elements[BBOXEDGES * 36];
6089 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6091 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6093 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6094 GL_DepthMask(false);
6095 GL_DepthRange(0, 1);
6096 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6098 for (edge = 0; edge < BBOXEDGES; edge++)
6100 for (i = 0; i < 3; i++)
6102 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6103 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6105 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6106 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6107 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6108 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6109 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6110 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6111 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6112 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6113 for (i = 0; i < 36; i++)
6114 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6116 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6117 if (r_refdef.fogenabled)
6119 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6121 f1 = RSurf_FogVertex(v);
6123 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6124 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6125 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6128 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6129 R_Mesh_ResetTextureState();
6130 R_SetupShader_Generic_NoTexture(false, false);
6131 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6134 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6136 // hacky overloading of the parameters
6137 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6140 prvm_edict_t *edict;
6142 GL_CullFace(GL_NONE);
6143 R_SetupShader_Generic_NoTexture(false, false);
6145 for (i = 0;i < numsurfaces;i++)
6147 edict = PRVM_EDICT_NUM(surfacelist[i]);
6148 switch ((int)PRVM_serveredictfloat(edict, solid))
6150 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6151 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6152 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6153 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6154 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6155 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6156 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6158 if (prog == CLVM_prog)
6159 color[3] *= r_showbboxes_client.value;
6161 color[3] *= r_showbboxes.value;
6162 color[3] = bound(0, color[3], 1);
6163 GL_DepthTest(!r_showdisabledepthtest.integer);
6164 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6168 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6171 prvm_edict_t *edict;
6177 for (i = 0; i < prog->num_edicts; i++)
6179 edict = PRVM_EDICT_NUM(i);
6180 if (edict->priv.server->free)
6182 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6183 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6185 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6187 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6188 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6192 static const int nomodelelement3i[24] =
6204 static const unsigned short nomodelelement3s[24] =
6216 static const float nomodelvertex3f[6*3] =
6226 static const float nomodelcolor4f[6*4] =
6228 0.0f, 0.0f, 0.5f, 1.0f,
6229 0.0f, 0.0f, 0.5f, 1.0f,
6230 0.0f, 0.5f, 0.0f, 1.0f,
6231 0.0f, 0.5f, 0.0f, 1.0f,
6232 0.5f, 0.0f, 0.0f, 1.0f,
6233 0.5f, 0.0f, 0.0f, 1.0f
6236 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6242 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6244 // this is only called once per entity so numsurfaces is always 1, and
6245 // surfacelist is always {0}, so this code does not handle batches
6247 if (rsurface.ent_flags & RENDER_ADDITIVE)
6249 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6250 GL_DepthMask(false);
6252 else if (ent->alpha < 1)
6254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6255 GL_DepthMask(false);
6259 GL_BlendFunc(GL_ONE, GL_ZERO);
6262 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6263 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6264 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6265 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6266 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6267 for (i = 0, c = color4f;i < 6;i++, c += 4)
6269 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6270 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6271 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6274 if (r_refdef.fogenabled)
6276 for (i = 0, c = color4f;i < 6;i++, c += 4)
6278 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6280 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6281 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6282 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6285 // R_Mesh_ResetTextureState();
6286 R_SetupShader_Generic_NoTexture(false, false);
6287 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6288 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6291 void R_DrawNoModel(entity_render_t *ent)
6294 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6295 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6296 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6298 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6301 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6303 vec3_t right1, right2, diff, normal;
6305 VectorSubtract (org2, org1, normal);
6307 // calculate 'right' vector for start
6308 VectorSubtract (r_refdef.view.origin, org1, diff);
6309 CrossProduct (normal, diff, right1);
6310 VectorNormalize (right1);
6312 // calculate 'right' vector for end
6313 VectorSubtract (r_refdef.view.origin, org2, diff);
6314 CrossProduct (normal, diff, right2);
6315 VectorNormalize (right2);
6317 vert[ 0] = org1[0] + width * right1[0];
6318 vert[ 1] = org1[1] + width * right1[1];
6319 vert[ 2] = org1[2] + width * right1[2];
6320 vert[ 3] = org1[0] - width * right1[0];
6321 vert[ 4] = org1[1] - width * right1[1];
6322 vert[ 5] = org1[2] - width * right1[2];
6323 vert[ 6] = org2[0] - width * right2[0];
6324 vert[ 7] = org2[1] - width * right2[1];
6325 vert[ 8] = org2[2] - width * right2[2];
6326 vert[ 9] = org2[0] + width * right2[0];
6327 vert[10] = org2[1] + width * right2[1];
6328 vert[11] = org2[2] + width * right2[2];
6331 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6333 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6334 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6335 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6336 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6337 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6338 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6339 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6340 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6341 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6342 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6343 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6344 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6347 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6352 VectorSet(v, x, y, z);
6353 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6354 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6356 if (i == mesh->numvertices)
6358 if (mesh->numvertices < mesh->maxvertices)
6360 VectorCopy(v, vertex3f);
6361 mesh->numvertices++;
6363 return mesh->numvertices;
6369 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6373 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6374 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6375 e = mesh->element3i + mesh->numtriangles * 3;
6376 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6378 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6379 if (mesh->numtriangles < mesh->maxtriangles)
6384 mesh->numtriangles++;
6386 element[1] = element[2];
6390 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6394 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6395 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6396 e = mesh->element3i + mesh->numtriangles * 3;
6397 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6399 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6400 if (mesh->numtriangles < mesh->maxtriangles)
6405 mesh->numtriangles++;
6407 element[1] = element[2];
6411 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6412 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6414 int planenum, planenum2;
6417 mplane_t *plane, *plane2;
6419 double temppoints[2][256*3];
6420 // figure out how large a bounding box we need to properly compute this brush
6422 for (w = 0;w < numplanes;w++)
6423 maxdist = max(maxdist, fabs(planes[w].dist));
6424 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6425 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6426 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6430 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6431 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6433 if (planenum2 == planenum)
6435 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);
6438 if (tempnumpoints < 3)
6440 // generate elements forming a triangle fan for this polygon
6441 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6445 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6447 if(parms[0] == 0 && parms[1] == 0)
6449 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6450 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6455 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6458 index = parms[2] + rsurface.shadertime * parms[3];
6459 index -= floor(index);
6460 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6463 case Q3WAVEFUNC_NONE:
6464 case Q3WAVEFUNC_NOISE:
6465 case Q3WAVEFUNC_COUNT:
6468 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6469 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6470 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6471 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6472 case Q3WAVEFUNC_TRIANGLE:
6474 f = index - floor(index);
6487 f = parms[0] + parms[1] * f;
6488 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6489 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6493 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6500 matrix4x4_t matrix, temp;
6501 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6502 // it's better to have one huge fixup every 9 hours than gradual
6503 // degradation over time which looks consistently bad after many hours.
6505 // tcmod scroll in particular suffers from this degradation which can't be
6506 // effectively worked around even with floor() tricks because we don't
6507 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6508 // a workaround involving floor() would be incorrect anyway...
6509 shadertime = rsurface.shadertime;
6510 if (shadertime >= 32768.0f)
6511 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6512 switch(tcmod->tcmod)
6516 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6517 matrix = r_waterscrollmatrix;
6519 matrix = identitymatrix;
6521 case Q3TCMOD_ENTITYTRANSLATE:
6522 // this is used in Q3 to allow the gamecode to control texcoord
6523 // scrolling on the entity, which is not supported in darkplaces yet.
6524 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6526 case Q3TCMOD_ROTATE:
6527 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6528 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6529 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6532 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6534 case Q3TCMOD_SCROLL:
6535 // this particular tcmod is a "bug for bug" compatible one with regards to
6536 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6537 // specifically did the wrapping and so we must mimic that...
6538 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6539 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6540 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6542 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6543 w = (int) tcmod->parms[0];
6544 h = (int) tcmod->parms[1];
6545 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6547 idx = (int) floor(f * w * h);
6548 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6550 case Q3TCMOD_STRETCH:
6551 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6552 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6554 case Q3TCMOD_TRANSFORM:
6555 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6556 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6557 VectorSet(tcmat + 6, 0 , 0 , 1);
6558 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6559 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6561 case Q3TCMOD_TURBULENT:
6562 // this is handled in the RSurf_PrepareVertices function
6563 matrix = identitymatrix;
6567 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6570 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6572 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6573 char name[MAX_QPATH];
6574 skinframe_t *skinframe;
6575 unsigned char pixels[296*194];
6576 strlcpy(cache->name, skinname, sizeof(cache->name));
6577 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6578 if (developer_loading.integer)
6579 Con_Printf("loading %s\n", name);
6580 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6581 if (!skinframe || !skinframe->base)
6584 fs_offset_t filesize;
6586 f = FS_LoadFile(name, tempmempool, true, &filesize);
6589 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6590 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6594 cache->skinframe = skinframe;
6597 texture_t *R_GetCurrentTexture(texture_t *t)
6600 const entity_render_t *ent = rsurface.entity;
6601 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6602 q3shaderinfo_layer_tcmod_t *tcmod;
6603 float specularscale = 0.0f;
6605 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6606 return t->currentframe;
6607 t->update_lastrenderframe = r_textureframe;
6608 t->update_lastrenderentity = (void *)ent;
6610 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6611 t->camera_entity = ent->entitynumber;
6613 t->camera_entity = 0;
6615 // switch to an alternate material if this is a q1bsp animated material
6617 texture_t *texture = t;
6618 int s = rsurface.ent_skinnum;
6619 if ((unsigned int)s >= (unsigned int)model->numskins)
6621 if (model->skinscenes)
6623 if (model->skinscenes[s].framecount > 1)
6624 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6626 s = model->skinscenes[s].firstframe;
6629 t = t + s * model->num_surfaces;
6632 // use an alternate animation if the entity's frame is not 0,
6633 // and only if the texture has an alternate animation
6634 if (t->animated == 2) // q2bsp
6635 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6636 else if (rsurface.ent_alttextures && t->anim_total[1])
6637 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6639 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6641 texture->currentframe = t;
6644 // update currentskinframe to be a qw skin or animation frame
6645 if (rsurface.ent_qwskin >= 0)
6647 i = rsurface.ent_qwskin;
6648 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6650 r_qwskincache_size = cl.maxclients;
6652 Mem_Free(r_qwskincache);
6653 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6655 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6656 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6657 t->currentskinframe = r_qwskincache[i].skinframe;
6658 if (t->materialshaderpass && t->currentskinframe == NULL)
6659 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6661 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6662 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6663 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6664 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6666 t->currentmaterialflags = t->basematerialflags;
6667 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6668 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6669 t->currentalpha *= r_wateralpha.value;
6670 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6671 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6672 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6673 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6675 // decide on which type of lighting to use for this surface
6676 if (rsurface.entity->render_modellight_forced)
6677 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6678 if (rsurface.entity->render_rtlight_disabled)
6679 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6680 if (rsurface.entity->render_lightgrid)
6681 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6682 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6684 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6685 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6686 for (q = 0; q < 3; q++)
6688 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6689 t->render_modellight_lightdir_world[q] = q == 2;
6690 t->render_modellight_lightdir_local[q] = q == 2;
6691 t->render_modellight_ambient[q] = 1;
6692 t->render_modellight_diffuse[q] = 0;
6693 t->render_modellight_specular[q] = 0;
6694 t->render_lightmap_ambient[q] = 0;
6695 t->render_lightmap_diffuse[q] = 0;
6696 t->render_lightmap_specular[q] = 0;
6697 t->render_rtlight_diffuse[q] = 0;
6698 t->render_rtlight_specular[q] = 0;
6701 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6703 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6704 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6705 for (q = 0; q < 3; q++)
6707 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6708 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6709 t->render_modellight_lightdir_world[q] = q == 2;
6710 t->render_modellight_lightdir_local[q] = q == 2;
6711 t->render_modellight_diffuse[q] = 0;
6712 t->render_modellight_specular[q] = 0;
6713 t->render_lightmap_ambient[q] = 0;
6714 t->render_lightmap_diffuse[q] = 0;
6715 t->render_lightmap_specular[q] = 0;
6716 t->render_rtlight_diffuse[q] = 0;
6717 t->render_rtlight_specular[q] = 0;
6720 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6722 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6723 for (q = 0; q < 3; q++)
6725 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6726 t->render_modellight_lightdir_world[q] = q == 2;
6727 t->render_modellight_lightdir_local[q] = q == 2;
6728 t->render_modellight_ambient[q] = 0;
6729 t->render_modellight_diffuse[q] = 0;
6730 t->render_modellight_specular[q] = 0;
6731 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6732 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6733 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6734 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6735 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6738 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6740 // ambient + single direction light (modellight)
6741 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6742 for (q = 0; q < 3; q++)
6744 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6745 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6746 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6747 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6748 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6749 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6750 t->render_lightmap_ambient[q] = 0;
6751 t->render_lightmap_diffuse[q] = 0;
6752 t->render_lightmap_specular[q] = 0;
6753 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6754 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6759 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6760 for (q = 0; q < 3; q++)
6762 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6763 t->render_modellight_lightdir_world[q] = q == 2;
6764 t->render_modellight_lightdir_local[q] = q == 2;
6765 t->render_modellight_ambient[q] = 0;
6766 t->render_modellight_diffuse[q] = 0;
6767 t->render_modellight_specular[q] = 0;
6768 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6769 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6770 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6771 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6772 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6776 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6778 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6779 // attribute, we punt it to the lightmap path and hope for the best,
6780 // but lighting doesn't work.
6782 // FIXME: this is fine for effects but CSQC polygons should be subject
6784 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6785 for (q = 0; q < 3; q++)
6787 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6788 t->render_modellight_lightdir_world[q] = q == 2;
6789 t->render_modellight_lightdir_local[q] = q == 2;
6790 t->render_modellight_ambient[q] = 0;
6791 t->render_modellight_diffuse[q] = 0;
6792 t->render_modellight_specular[q] = 0;
6793 t->render_lightmap_ambient[q] = 0;
6794 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6795 t->render_lightmap_specular[q] = 0;
6796 t->render_rtlight_diffuse[q] = 0;
6797 t->render_rtlight_specular[q] = 0;
6801 for (q = 0; q < 3; q++)
6803 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6804 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6807 if (rsurface.ent_flags & RENDER_ADDITIVE)
6808 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6809 else if (t->currentalpha < 1)
6810 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6811 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6812 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6813 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6814 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6815 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6816 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6817 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6818 if (t->backgroundshaderpass)
6819 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6820 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6822 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6823 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6826 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6827 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6829 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6830 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6832 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6833 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6835 // there is no tcmod
6836 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6838 t->currenttexmatrix = r_waterscrollmatrix;
6839 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6841 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6843 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6844 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6847 if (t->materialshaderpass)
6848 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6849 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6851 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6852 if (t->currentskinframe->qpixels)
6853 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6854 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6855 if (!t->basetexture)
6856 t->basetexture = r_texture_notexture;
6857 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6858 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6859 t->nmaptexture = t->currentskinframe->nmap;
6860 if (!t->nmaptexture)
6861 t->nmaptexture = r_texture_blanknormalmap;
6862 t->glosstexture = r_texture_black;
6863 t->glowtexture = t->currentskinframe->glow;
6864 t->fogtexture = t->currentskinframe->fog;
6865 t->reflectmasktexture = t->currentskinframe->reflect;
6866 if (t->backgroundshaderpass)
6868 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6869 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6870 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6871 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6872 t->backgroundglosstexture = r_texture_black;
6873 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6874 if (!t->backgroundnmaptexture)
6875 t->backgroundnmaptexture = r_texture_blanknormalmap;
6876 // make sure that if glow is going to be used, both textures are not NULL
6877 if (!t->backgroundglowtexture && t->glowtexture)
6878 t->backgroundglowtexture = r_texture_black;
6879 if (!t->glowtexture && t->backgroundglowtexture)
6880 t->glowtexture = r_texture_black;
6884 t->backgroundbasetexture = r_texture_white;
6885 t->backgroundnmaptexture = r_texture_blanknormalmap;
6886 t->backgroundglosstexture = r_texture_black;
6887 t->backgroundglowtexture = NULL;
6889 t->specularpower = r_shadow_glossexponent.value;
6890 // TODO: store reference values for these in the texture?
6891 if (r_shadow_gloss.integer > 0)
6893 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6895 if (r_shadow_glossintensity.value > 0)
6897 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6898 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6899 specularscale = r_shadow_glossintensity.value;
6902 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6904 t->glosstexture = r_texture_white;
6905 t->backgroundglosstexture = r_texture_white;
6906 specularscale = r_shadow_gloss2intensity.value;
6907 t->specularpower = r_shadow_gloss2exponent.value;
6910 specularscale *= t->specularscalemod;
6911 t->specularpower *= t->specularpowermod;
6913 // lightmaps mode looks bad with dlights using actual texturing, so turn
6914 // off the colormap and glossmap, but leave the normalmap on as it still
6915 // accurately represents the shading involved
6916 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6918 t->basetexture = r_texture_grey128;
6919 t->pantstexture = r_texture_black;
6920 t->shirttexture = r_texture_black;
6921 if (gl_lightmaps.integer < 2)
6922 t->nmaptexture = r_texture_blanknormalmap;
6923 t->glosstexture = r_texture_black;
6924 t->glowtexture = NULL;
6925 t->fogtexture = NULL;
6926 t->reflectmasktexture = NULL;
6927 t->backgroundbasetexture = NULL;
6928 if (gl_lightmaps.integer < 2)
6929 t->backgroundnmaptexture = r_texture_blanknormalmap;
6930 t->backgroundglosstexture = r_texture_black;
6931 t->backgroundglowtexture = NULL;
6933 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6936 if (specularscale != 1.0f)
6938 for (q = 0; q < 3; q++)
6940 t->render_modellight_specular[q] *= specularscale;
6941 t->render_lightmap_specular[q] *= specularscale;
6942 t->render_rtlight_specular[q] *= specularscale;
6946 t->currentblendfunc[0] = GL_ONE;
6947 t->currentblendfunc[1] = GL_ZERO;
6948 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6950 t->currentblendfunc[0] = GL_SRC_ALPHA;
6951 t->currentblendfunc[1] = GL_ONE;
6953 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6955 t->currentblendfunc[0] = GL_SRC_ALPHA;
6956 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6958 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6960 t->currentblendfunc[0] = t->customblendfunc[0];
6961 t->currentblendfunc[1] = t->customblendfunc[1];
6967 rsurfacestate_t rsurface;
6969 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6971 dp_model_t *model = ent->model;
6972 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6974 rsurface.entity = (entity_render_t *)ent;
6975 rsurface.skeleton = ent->skeleton;
6976 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6977 rsurface.ent_skinnum = ent->skinnum;
6978 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6979 rsurface.ent_flags = ent->flags;
6980 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6981 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6982 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6983 rsurface.matrix = ent->matrix;
6984 rsurface.inversematrix = ent->inversematrix;
6985 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6986 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6987 R_EntityMatrix(&rsurface.matrix);
6988 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6989 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6990 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6991 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6992 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6993 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6994 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6995 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6996 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6997 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6998 if (ent->model->brush.submodel && !prepass)
7000 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7001 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7003 // if the animcache code decided it should use the shader path, skip the deform step
7004 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7005 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7006 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7007 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7008 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7009 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7011 if (ent->animcache_vertex3f)
7013 r_refdef.stats[r_stat_batch_entitycache_count]++;
7014 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7015 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7016 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7017 rsurface.modelvertex3f = ent->animcache_vertex3f;
7018 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7019 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7020 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7021 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7022 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7023 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7024 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7025 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7026 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7027 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7028 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7030 else if (wanttangents)
7032 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7033 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7034 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7035 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7036 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7037 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7038 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7039 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7040 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7041 rsurface.modelvertex3f_vertexbuffer = NULL;
7042 rsurface.modelvertex3f_bufferoffset = 0;
7043 rsurface.modelvertex3f_vertexbuffer = 0;
7044 rsurface.modelvertex3f_bufferoffset = 0;
7045 rsurface.modelsvector3f_vertexbuffer = 0;
7046 rsurface.modelsvector3f_bufferoffset = 0;
7047 rsurface.modeltvector3f_vertexbuffer = 0;
7048 rsurface.modeltvector3f_bufferoffset = 0;
7049 rsurface.modelnormal3f_vertexbuffer = 0;
7050 rsurface.modelnormal3f_bufferoffset = 0;
7052 else if (wantnormals)
7054 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7055 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7056 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7057 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7058 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7059 rsurface.modelsvector3f = NULL;
7060 rsurface.modeltvector3f = NULL;
7061 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7062 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7063 rsurface.modelvertex3f_vertexbuffer = NULL;
7064 rsurface.modelvertex3f_bufferoffset = 0;
7065 rsurface.modelvertex3f_vertexbuffer = 0;
7066 rsurface.modelvertex3f_bufferoffset = 0;
7067 rsurface.modelsvector3f_vertexbuffer = 0;
7068 rsurface.modelsvector3f_bufferoffset = 0;
7069 rsurface.modeltvector3f_vertexbuffer = 0;
7070 rsurface.modeltvector3f_bufferoffset = 0;
7071 rsurface.modelnormal3f_vertexbuffer = 0;
7072 rsurface.modelnormal3f_bufferoffset = 0;
7076 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7077 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7078 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7079 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7080 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7081 rsurface.modelsvector3f = NULL;
7082 rsurface.modeltvector3f = NULL;
7083 rsurface.modelnormal3f = NULL;
7084 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7085 rsurface.modelvertex3f_vertexbuffer = NULL;
7086 rsurface.modelvertex3f_bufferoffset = 0;
7087 rsurface.modelvertex3f_vertexbuffer = 0;
7088 rsurface.modelvertex3f_bufferoffset = 0;
7089 rsurface.modelsvector3f_vertexbuffer = 0;
7090 rsurface.modelsvector3f_bufferoffset = 0;
7091 rsurface.modeltvector3f_vertexbuffer = 0;
7092 rsurface.modeltvector3f_bufferoffset = 0;
7093 rsurface.modelnormal3f_vertexbuffer = 0;
7094 rsurface.modelnormal3f_bufferoffset = 0;
7096 rsurface.modelgeneratedvertex = true;
7100 if (rsurface.entityskeletaltransform3x4)
7102 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7103 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7104 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7105 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7109 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7110 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7111 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7112 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7114 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7115 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7116 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7117 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7118 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7119 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7120 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7121 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7122 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7123 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7124 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7125 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7126 rsurface.modelgeneratedvertex = false;
7128 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7129 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7130 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7131 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7132 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7133 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7134 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7135 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7136 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7137 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7138 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7139 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7140 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7141 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7142 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7143 rsurface.modelelement3i = model->surfmesh.data_element3i;
7144 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7145 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7146 rsurface.modelelement3s = model->surfmesh.data_element3s;
7147 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7148 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7149 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7150 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7151 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7152 rsurface.modelsurfaces = model->data_surfaces;
7153 rsurface.batchgeneratedvertex = false;
7154 rsurface.batchfirstvertex = 0;
7155 rsurface.batchnumvertices = 0;
7156 rsurface.batchfirsttriangle = 0;
7157 rsurface.batchnumtriangles = 0;
7158 rsurface.batchvertex3f = NULL;
7159 rsurface.batchvertex3f_vertexbuffer = NULL;
7160 rsurface.batchvertex3f_bufferoffset = 0;
7161 rsurface.batchsvector3f = NULL;
7162 rsurface.batchsvector3f_vertexbuffer = NULL;
7163 rsurface.batchsvector3f_bufferoffset = 0;
7164 rsurface.batchtvector3f = NULL;
7165 rsurface.batchtvector3f_vertexbuffer = NULL;
7166 rsurface.batchtvector3f_bufferoffset = 0;
7167 rsurface.batchnormal3f = NULL;
7168 rsurface.batchnormal3f_vertexbuffer = NULL;
7169 rsurface.batchnormal3f_bufferoffset = 0;
7170 rsurface.batchlightmapcolor4f = NULL;
7171 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7172 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7173 rsurface.batchtexcoordtexture2f = NULL;
7174 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7175 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7176 rsurface.batchtexcoordlightmap2f = NULL;
7177 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7178 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7179 rsurface.batchskeletalindex4ub = NULL;
7180 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7181 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7182 rsurface.batchskeletalweight4ub = NULL;
7183 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7184 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7185 rsurface.batchelement3i = NULL;
7186 rsurface.batchelement3i_indexbuffer = NULL;
7187 rsurface.batchelement3i_bufferoffset = 0;
7188 rsurface.batchelement3s = NULL;
7189 rsurface.batchelement3s_indexbuffer = NULL;
7190 rsurface.batchelement3s_bufferoffset = 0;
7191 rsurface.forcecurrenttextureupdate = false;
7194 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7196 rsurface.entity = r_refdef.scene.worldentity;
7197 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7198 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7199 // A better approach could be making this copy only once per frame.
7200 static entity_render_t custom_entity;
7202 custom_entity = *rsurface.entity;
7203 for (q = 0; q < 3; ++q) {
7204 float colormod = q == 0 ? r : q == 1 ? g : b;
7205 custom_entity.render_fullbright[q] *= colormod;
7206 custom_entity.render_modellight_ambient[q] *= colormod;
7207 custom_entity.render_modellight_diffuse[q] *= colormod;
7208 custom_entity.render_lightmap_ambient[q] *= colormod;
7209 custom_entity.render_lightmap_diffuse[q] *= colormod;
7210 custom_entity.render_rtlight_diffuse[q] *= colormod;
7212 custom_entity.alpha *= a;
7213 rsurface.entity = &custom_entity;
7215 rsurface.skeleton = NULL;
7216 rsurface.ent_skinnum = 0;
7217 rsurface.ent_qwskin = -1;
7218 rsurface.ent_flags = entflags;
7219 rsurface.shadertime = r_refdef.scene.time - shadertime;
7220 rsurface.modelnumvertices = numvertices;
7221 rsurface.modelnumtriangles = numtriangles;
7222 rsurface.matrix = *matrix;
7223 rsurface.inversematrix = *inversematrix;
7224 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7225 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7226 R_EntityMatrix(&rsurface.matrix);
7227 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7228 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7229 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7230 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7231 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7232 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7233 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7234 rsurface.frameblend[0].lerp = 1;
7235 rsurface.ent_alttextures = false;
7236 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7237 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7238 rsurface.entityskeletaltransform3x4 = NULL;
7239 rsurface.entityskeletaltransform3x4buffer = NULL;
7240 rsurface.entityskeletaltransform3x4offset = 0;
7241 rsurface.entityskeletaltransform3x4size = 0;
7242 rsurface.entityskeletalnumtransforms = 0;
7243 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7244 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7245 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7246 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7249 rsurface.modelvertex3f = (float *)vertex3f;
7250 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7251 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7252 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7254 else if (wantnormals)
7256 rsurface.modelvertex3f = (float *)vertex3f;
7257 rsurface.modelsvector3f = NULL;
7258 rsurface.modeltvector3f = NULL;
7259 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7263 rsurface.modelvertex3f = (float *)vertex3f;
7264 rsurface.modelsvector3f = NULL;
7265 rsurface.modeltvector3f = NULL;
7266 rsurface.modelnormal3f = NULL;
7268 rsurface.modelvertex3f_vertexbuffer = 0;
7269 rsurface.modelvertex3f_bufferoffset = 0;
7270 rsurface.modelsvector3f_vertexbuffer = 0;
7271 rsurface.modelsvector3f_bufferoffset = 0;
7272 rsurface.modeltvector3f_vertexbuffer = 0;
7273 rsurface.modeltvector3f_bufferoffset = 0;
7274 rsurface.modelnormal3f_vertexbuffer = 0;
7275 rsurface.modelnormal3f_bufferoffset = 0;
7276 rsurface.modelgeneratedvertex = true;
7277 rsurface.modellightmapcolor4f = (float *)color4f;
7278 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7279 rsurface.modellightmapcolor4f_bufferoffset = 0;
7280 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7281 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7282 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7283 rsurface.modeltexcoordlightmap2f = NULL;
7284 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7285 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7286 rsurface.modelskeletalindex4ub = NULL;
7287 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7288 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7289 rsurface.modelskeletalweight4ub = NULL;
7290 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7291 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7292 rsurface.modelelement3i = (int *)element3i;
7293 rsurface.modelelement3i_indexbuffer = NULL;
7294 rsurface.modelelement3i_bufferoffset = 0;
7295 rsurface.modelelement3s = (unsigned short *)element3s;
7296 rsurface.modelelement3s_indexbuffer = NULL;
7297 rsurface.modelelement3s_bufferoffset = 0;
7298 rsurface.modellightmapoffsets = NULL;
7299 rsurface.modelsurfaces = NULL;
7300 rsurface.batchgeneratedvertex = false;
7301 rsurface.batchfirstvertex = 0;
7302 rsurface.batchnumvertices = 0;
7303 rsurface.batchfirsttriangle = 0;
7304 rsurface.batchnumtriangles = 0;
7305 rsurface.batchvertex3f = NULL;
7306 rsurface.batchvertex3f_vertexbuffer = NULL;
7307 rsurface.batchvertex3f_bufferoffset = 0;
7308 rsurface.batchsvector3f = NULL;
7309 rsurface.batchsvector3f_vertexbuffer = NULL;
7310 rsurface.batchsvector3f_bufferoffset = 0;
7311 rsurface.batchtvector3f = NULL;
7312 rsurface.batchtvector3f_vertexbuffer = NULL;
7313 rsurface.batchtvector3f_bufferoffset = 0;
7314 rsurface.batchnormal3f = NULL;
7315 rsurface.batchnormal3f_vertexbuffer = NULL;
7316 rsurface.batchnormal3f_bufferoffset = 0;
7317 rsurface.batchlightmapcolor4f = NULL;
7318 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7319 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7320 rsurface.batchtexcoordtexture2f = NULL;
7321 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7322 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7323 rsurface.batchtexcoordlightmap2f = NULL;
7324 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7325 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7326 rsurface.batchskeletalindex4ub = NULL;
7327 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7328 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7329 rsurface.batchskeletalweight4ub = NULL;
7330 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7331 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7332 rsurface.batchelement3i = NULL;
7333 rsurface.batchelement3i_indexbuffer = NULL;
7334 rsurface.batchelement3i_bufferoffset = 0;
7335 rsurface.batchelement3s = NULL;
7336 rsurface.batchelement3s_indexbuffer = NULL;
7337 rsurface.batchelement3s_bufferoffset = 0;
7338 rsurface.forcecurrenttextureupdate = true;
7340 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7342 if ((wantnormals || wanttangents) && !normal3f)
7344 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7345 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7347 if (wanttangents && !svector3f)
7349 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7350 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7351 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7356 float RSurf_FogPoint(const float *v)
7358 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7359 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7360 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7361 float FogHeightFade = r_refdef.fogheightfade;
7363 unsigned int fogmasktableindex;
7364 if (r_refdef.fogplaneviewabove)
7365 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7367 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7368 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7369 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7372 float RSurf_FogVertex(const float *v)
7374 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7375 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7376 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7377 float FogHeightFade = rsurface.fogheightfade;
7379 unsigned int fogmasktableindex;
7380 if (r_refdef.fogplaneviewabove)
7381 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7383 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7384 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7385 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7388 void RSurf_UploadBuffersForBatch(void)
7390 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7391 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7392 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7393 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7394 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7395 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7396 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7397 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7398 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7399 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7400 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7401 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7402 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7403 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7404 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7405 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7406 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7407 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7408 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7409 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7411 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7412 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7413 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7414 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7416 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7417 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7418 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7419 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7420 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7421 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7422 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7423 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7424 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7425 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7428 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7431 for (i = 0;i < numelements;i++)
7432 outelement3i[i] = inelement3i[i] + adjust;
7435 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7436 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7444 int surfacefirsttriangle;
7445 int surfacenumtriangles;
7446 int surfacefirstvertex;
7447 int surfaceendvertex;
7448 int surfacenumvertices;
7449 int batchnumsurfaces = texturenumsurfaces;
7450 int batchnumvertices;
7451 int batchnumtriangles;
7454 qboolean dynamicvertex;
7457 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7460 q3shaderinfo_deform_t *deform;
7461 const msurface_t *surface, *firstsurface;
7462 if (!texturenumsurfaces)
7464 // find vertex range of this surface batch
7466 firstsurface = texturesurfacelist[0];
7467 firsttriangle = firstsurface->num_firsttriangle;
7468 batchnumvertices = 0;
7469 batchnumtriangles = 0;
7470 firstvertex = endvertex = firstsurface->num_firstvertex;
7471 for (i = 0;i < texturenumsurfaces;i++)
7473 surface = texturesurfacelist[i];
7474 if (surface != firstsurface + i)
7476 surfacefirstvertex = surface->num_firstvertex;
7477 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7478 surfacenumvertices = surface->num_vertices;
7479 surfacenumtriangles = surface->num_triangles;
7480 if (firstvertex > surfacefirstvertex)
7481 firstvertex = surfacefirstvertex;
7482 if (endvertex < surfaceendvertex)
7483 endvertex = surfaceendvertex;
7484 batchnumvertices += surfacenumvertices;
7485 batchnumtriangles += surfacenumtriangles;
7488 r_refdef.stats[r_stat_batch_batches]++;
7490 r_refdef.stats[r_stat_batch_withgaps]++;
7491 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7492 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7493 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7495 // we now know the vertex range used, and if there are any gaps in it
7496 rsurface.batchfirstvertex = firstvertex;
7497 rsurface.batchnumvertices = endvertex - firstvertex;
7498 rsurface.batchfirsttriangle = firsttriangle;
7499 rsurface.batchnumtriangles = batchnumtriangles;
7501 // check if any dynamic vertex processing must occur
7502 dynamicvertex = false;
7504 // we must use vertexbuffers for rendering, we can upload vertex buffers
7505 // easily enough but if the basevertex is non-zero it becomes more
7506 // difficult, so force dynamicvertex path in that case - it's suboptimal
7507 // but the most optimal case is to have the geometry sources provide their
7509 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7510 dynamicvertex = true;
7512 // a cvar to force the dynamic vertex path to be taken, for debugging
7513 if (r_batch_debugdynamicvertexpath.integer)
7517 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7518 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7519 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7520 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7522 dynamicvertex = true;
7525 // if there is a chance of animated vertex colors, it's a dynamic batch
7526 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7530 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7531 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7532 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7533 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7535 dynamicvertex = true;
7538 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7540 switch (deform->deform)
7543 case Q3DEFORM_PROJECTIONSHADOW:
7544 case Q3DEFORM_TEXT0:
7545 case Q3DEFORM_TEXT1:
7546 case Q3DEFORM_TEXT2:
7547 case Q3DEFORM_TEXT3:
7548 case Q3DEFORM_TEXT4:
7549 case Q3DEFORM_TEXT5:
7550 case Q3DEFORM_TEXT6:
7551 case Q3DEFORM_TEXT7:
7554 case Q3DEFORM_AUTOSPRITE:
7557 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7558 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7559 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7560 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7562 dynamicvertex = true;
7563 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7565 case Q3DEFORM_AUTOSPRITE2:
7568 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7569 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7570 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7571 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7573 dynamicvertex = true;
7574 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7576 case Q3DEFORM_NORMAL:
7579 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7580 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7581 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7582 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7584 dynamicvertex = true;
7585 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7588 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7589 break; // if wavefunc is a nop, ignore this transform
7592 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7593 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7594 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7595 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7597 dynamicvertex = true;
7598 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7600 case Q3DEFORM_BULGE:
7603 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7604 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7605 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7606 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7608 dynamicvertex = true;
7609 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7612 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7613 break; // if wavefunc is a nop, ignore this transform
7616 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7617 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7618 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7619 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7621 dynamicvertex = true;
7622 batchneed |= BATCHNEED_ARRAY_VERTEX;
7626 if (rsurface.texture->materialshaderpass)
7628 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7631 case Q3TCGEN_TEXTURE:
7633 case Q3TCGEN_LIGHTMAP:
7636 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7637 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7638 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7639 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7641 dynamicvertex = true;
7642 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7644 case Q3TCGEN_VECTOR:
7647 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7648 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7649 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7650 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7652 dynamicvertex = true;
7653 batchneed |= BATCHNEED_ARRAY_VERTEX;
7655 case Q3TCGEN_ENVIRONMENT:
7658 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7659 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7660 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7661 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7663 dynamicvertex = true;
7664 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7667 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7671 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7672 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7673 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7674 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7676 dynamicvertex = true;
7677 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7681 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7682 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7683 // we ensure this by treating the vertex batch as dynamic...
7684 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7688 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7689 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7690 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7691 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7693 dynamicvertex = true;
7696 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7697 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7698 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7700 rsurface.batchvertex3f = rsurface.modelvertex3f;
7701 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7702 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7703 rsurface.batchsvector3f = rsurface.modelsvector3f;
7704 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7705 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7706 rsurface.batchtvector3f = rsurface.modeltvector3f;
7707 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7708 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7709 rsurface.batchnormal3f = rsurface.modelnormal3f;
7710 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7711 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7712 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7713 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7714 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7715 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7716 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7717 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7718 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7719 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7720 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7721 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7722 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7723 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7724 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7725 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7726 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7727 rsurface.batchelement3i = rsurface.modelelement3i;
7728 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7729 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7730 rsurface.batchelement3s = rsurface.modelelement3s;
7731 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7732 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7733 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7734 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7735 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7736 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7737 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7739 // if any dynamic vertex processing has to occur in software, we copy the
7740 // entire surface list together before processing to rebase the vertices
7741 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7743 // if any gaps exist and we do not have a static vertex buffer, we have to
7744 // copy the surface list together to avoid wasting upload bandwidth on the
7745 // vertices in the gaps.
7747 // if gaps exist and we have a static vertex buffer, we can choose whether
7748 // to combine the index buffer ranges into one dynamic index buffer or
7749 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7751 // in many cases the batch is reduced to one draw call.
7753 rsurface.batchmultidraw = false;
7754 rsurface.batchmultidrawnumsurfaces = 0;
7755 rsurface.batchmultidrawsurfacelist = NULL;
7759 // static vertex data, just set pointers...
7760 rsurface.batchgeneratedvertex = false;
7761 // if there are gaps, we want to build a combined index buffer,
7762 // otherwise use the original static buffer with an appropriate offset
7765 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7766 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7767 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7768 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7769 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7771 rsurface.batchmultidraw = true;
7772 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7773 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7776 // build a new triangle elements array for this batch
7777 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7778 rsurface.batchfirsttriangle = 0;
7780 for (i = 0;i < texturenumsurfaces;i++)
7782 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7783 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7784 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7785 numtriangles += surfacenumtriangles;
7787 rsurface.batchelement3i_indexbuffer = NULL;
7788 rsurface.batchelement3i_bufferoffset = 0;
7789 rsurface.batchelement3s = NULL;
7790 rsurface.batchelement3s_indexbuffer = NULL;
7791 rsurface.batchelement3s_bufferoffset = 0;
7792 if (endvertex <= 65536)
7794 // make a 16bit (unsigned short) index array if possible
7795 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7796 for (i = 0;i < numtriangles*3;i++)
7797 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7802 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7803 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7804 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7805 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7810 // something needs software processing, do it for real...
7811 // we only directly handle separate array data in this case and then
7812 // generate interleaved data if needed...
7813 rsurface.batchgeneratedvertex = true;
7814 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7815 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7816 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7817 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7819 // now copy the vertex data into a combined array and make an index array
7820 // (this is what Quake3 does all the time)
7821 // we also apply any skeletal animation here that would have been done in
7822 // the vertex shader, because most of the dynamic vertex animation cases
7823 // need actual vertex positions and normals
7824 //if (dynamicvertex)
7826 rsurface.batchvertex3f = NULL;
7827 rsurface.batchvertex3f_vertexbuffer = NULL;
7828 rsurface.batchvertex3f_bufferoffset = 0;
7829 rsurface.batchsvector3f = NULL;
7830 rsurface.batchsvector3f_vertexbuffer = NULL;
7831 rsurface.batchsvector3f_bufferoffset = 0;
7832 rsurface.batchtvector3f = NULL;
7833 rsurface.batchtvector3f_vertexbuffer = NULL;
7834 rsurface.batchtvector3f_bufferoffset = 0;
7835 rsurface.batchnormal3f = NULL;
7836 rsurface.batchnormal3f_vertexbuffer = NULL;
7837 rsurface.batchnormal3f_bufferoffset = 0;
7838 rsurface.batchlightmapcolor4f = NULL;
7839 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7840 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7841 rsurface.batchtexcoordtexture2f = NULL;
7842 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7843 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7844 rsurface.batchtexcoordlightmap2f = NULL;
7845 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7846 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7847 rsurface.batchskeletalindex4ub = NULL;
7848 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7849 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7850 rsurface.batchskeletalweight4ub = NULL;
7851 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7852 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7853 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7854 rsurface.batchelement3i_indexbuffer = NULL;
7855 rsurface.batchelement3i_bufferoffset = 0;
7856 rsurface.batchelement3s = NULL;
7857 rsurface.batchelement3s_indexbuffer = NULL;
7858 rsurface.batchelement3s_bufferoffset = 0;
7859 rsurface.batchskeletaltransform3x4buffer = NULL;
7860 rsurface.batchskeletaltransform3x4offset = 0;
7861 rsurface.batchskeletaltransform3x4size = 0;
7862 // we'll only be setting up certain arrays as needed
7863 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7864 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7865 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7866 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7867 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7869 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7870 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7872 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7873 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7874 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7875 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7876 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7877 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7878 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7880 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7881 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7885 for (i = 0;i < texturenumsurfaces;i++)
7887 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7888 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7889 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7890 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7891 // copy only the data requested
7892 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7894 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7896 if (rsurface.batchvertex3f)
7897 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7899 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7901 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7903 if (rsurface.modelnormal3f)
7904 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7906 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7908 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7910 if (rsurface.modelsvector3f)
7912 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7913 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7917 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7918 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7921 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7923 if (rsurface.modellightmapcolor4f)
7924 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7926 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7928 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7930 if (rsurface.modeltexcoordtexture2f)
7931 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7933 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7935 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7937 if (rsurface.modeltexcoordlightmap2f)
7938 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7940 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7942 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7944 if (rsurface.modelskeletalindex4ub)
7946 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7947 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7951 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7952 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7953 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7954 for (j = 0;j < surfacenumvertices;j++)
7959 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7960 numvertices += surfacenumvertices;
7961 numtriangles += surfacenumtriangles;
7964 // generate a 16bit index array as well if possible
7965 // (in general, dynamic batches fit)
7966 if (numvertices <= 65536)
7968 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7969 for (i = 0;i < numtriangles*3;i++)
7970 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7973 // since we've copied everything, the batch now starts at 0
7974 rsurface.batchfirstvertex = 0;
7975 rsurface.batchnumvertices = batchnumvertices;
7976 rsurface.batchfirsttriangle = 0;
7977 rsurface.batchnumtriangles = batchnumtriangles;
7980 // apply skeletal animation that would have been done in the vertex shader
7981 if (rsurface.batchskeletaltransform3x4)
7983 const unsigned char *si;
7984 const unsigned char *sw;
7986 const float *b = rsurface.batchskeletaltransform3x4;
7987 float *vp, *vs, *vt, *vn;
7989 float m[3][4], n[3][4];
7990 float tp[3], ts[3], tt[3], tn[3];
7991 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7992 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7993 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7994 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7995 si = rsurface.batchskeletalindex4ub;
7996 sw = rsurface.batchskeletalweight4ub;
7997 vp = rsurface.batchvertex3f;
7998 vs = rsurface.batchsvector3f;
7999 vt = rsurface.batchtvector3f;
8000 vn = rsurface.batchnormal3f;
8001 memset(m[0], 0, sizeof(m));
8002 memset(n[0], 0, sizeof(n));
8003 for (i = 0;i < batchnumvertices;i++)
8005 t[0] = b + si[0]*12;
8008 // common case - only one matrix
8022 else if (sw[2] + sw[3])
8025 t[1] = b + si[1]*12;
8026 t[2] = b + si[2]*12;
8027 t[3] = b + si[3]*12;
8028 w[0] = sw[0] * (1.0f / 255.0f);
8029 w[1] = sw[1] * (1.0f / 255.0f);
8030 w[2] = sw[2] * (1.0f / 255.0f);
8031 w[3] = sw[3] * (1.0f / 255.0f);
8032 // blend the matrices
8033 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8034 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8035 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8036 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8037 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8038 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8039 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8040 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8041 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8042 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8043 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8044 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8049 t[1] = b + si[1]*12;
8050 w[0] = sw[0] * (1.0f / 255.0f);
8051 w[1] = sw[1] * (1.0f / 255.0f);
8052 // blend the matrices
8053 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8054 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8055 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8056 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8057 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8058 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8059 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8060 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8061 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8062 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8063 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8064 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8068 // modify the vertex
8070 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8071 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8072 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8076 // the normal transformation matrix is a set of cross products...
8077 CrossProduct(m[1], m[2], n[0]);
8078 CrossProduct(m[2], m[0], n[1]);
8079 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8081 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8082 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8083 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8084 VectorNormalize(vn);
8089 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8090 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8091 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8092 VectorNormalize(vs);
8095 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8096 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8097 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8098 VectorNormalize(vt);
8103 rsurface.batchskeletaltransform3x4 = NULL;
8104 rsurface.batchskeletalnumtransforms = 0;
8107 // q1bsp surfaces rendered in vertex color mode have to have colors
8108 // calculated based on lightstyles
8109 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8111 // generate color arrays for the surfaces in this list
8116 const unsigned char *lm;
8117 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8118 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8119 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8121 for (i = 0;i < texturenumsurfaces;i++)
8123 surface = texturesurfacelist[i];
8124 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8125 surfacenumvertices = surface->num_vertices;
8126 if (surface->lightmapinfo->samples)
8128 for (j = 0;j < surfacenumvertices;j++)
8130 lm = surface->lightmapinfo->samples + offsets[j];
8131 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8132 VectorScale(lm, scale, c);
8133 if (surface->lightmapinfo->styles[1] != 255)
8135 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8137 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8138 VectorMA(c, scale, lm, c);
8139 if (surface->lightmapinfo->styles[2] != 255)
8142 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8143 VectorMA(c, scale, lm, c);
8144 if (surface->lightmapinfo->styles[3] != 255)
8147 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8148 VectorMA(c, scale, lm, c);
8155 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8161 for (j = 0;j < surfacenumvertices;j++)
8163 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8170 // if vertices are deformed (sprite flares and things in maps, possibly
8171 // water waves, bulges and other deformations), modify the copied vertices
8173 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8176 switch (deform->deform)
8179 case Q3DEFORM_PROJECTIONSHADOW:
8180 case Q3DEFORM_TEXT0:
8181 case Q3DEFORM_TEXT1:
8182 case Q3DEFORM_TEXT2:
8183 case Q3DEFORM_TEXT3:
8184 case Q3DEFORM_TEXT4:
8185 case Q3DEFORM_TEXT5:
8186 case Q3DEFORM_TEXT6:
8187 case Q3DEFORM_TEXT7:
8190 case Q3DEFORM_AUTOSPRITE:
8191 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8192 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8193 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8194 VectorNormalize(newforward);
8195 VectorNormalize(newright);
8196 VectorNormalize(newup);
8197 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8198 // rsurface.batchvertex3f_vertexbuffer = NULL;
8199 // rsurface.batchvertex3f_bufferoffset = 0;
8200 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8201 // rsurface.batchsvector3f_vertexbuffer = NULL;
8202 // rsurface.batchsvector3f_bufferoffset = 0;
8203 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8204 // rsurface.batchtvector3f_vertexbuffer = NULL;
8205 // rsurface.batchtvector3f_bufferoffset = 0;
8206 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8207 // rsurface.batchnormal3f_vertexbuffer = NULL;
8208 // rsurface.batchnormal3f_bufferoffset = 0;
8209 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8210 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8211 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8212 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8213 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8214 // a single autosprite surface can contain multiple sprites...
8215 for (j = 0;j < batchnumvertices - 3;j += 4)
8217 VectorClear(center);
8218 for (i = 0;i < 4;i++)
8219 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8220 VectorScale(center, 0.25f, center);
8221 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8222 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8223 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8224 for (i = 0;i < 4;i++)
8226 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8227 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8230 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8231 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8232 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8234 case Q3DEFORM_AUTOSPRITE2:
8235 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8236 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8237 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8238 VectorNormalize(newforward);
8239 VectorNormalize(newright);
8240 VectorNormalize(newup);
8241 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8242 // rsurface.batchvertex3f_vertexbuffer = NULL;
8243 // rsurface.batchvertex3f_bufferoffset = 0;
8245 const float *v1, *v2;
8255 memset(shortest, 0, sizeof(shortest));
8256 // a single autosprite surface can contain multiple sprites...
8257 for (j = 0;j < batchnumvertices - 3;j += 4)
8259 VectorClear(center);
8260 for (i = 0;i < 4;i++)
8261 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8262 VectorScale(center, 0.25f, center);
8263 // find the two shortest edges, then use them to define the
8264 // axis vectors for rotating around the central axis
8265 for (i = 0;i < 6;i++)
8267 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8268 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8269 l = VectorDistance2(v1, v2);
8270 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8272 l += (1.0f / 1024.0f);
8273 if (shortest[0].length2 > l || i == 0)
8275 shortest[1] = shortest[0];
8276 shortest[0].length2 = l;
8277 shortest[0].v1 = v1;
8278 shortest[0].v2 = v2;
8280 else if (shortest[1].length2 > l || i == 1)
8282 shortest[1].length2 = l;
8283 shortest[1].v1 = v1;
8284 shortest[1].v2 = v2;
8287 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8288 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8289 // this calculates the right vector from the shortest edge
8290 // and the up vector from the edge midpoints
8291 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8292 VectorNormalize(right);
8293 VectorSubtract(end, start, up);
8294 VectorNormalize(up);
8295 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8296 VectorSubtract(rsurface.localvieworigin, center, forward);
8297 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8298 VectorNegate(forward, forward);
8299 VectorReflect(forward, 0, up, forward);
8300 VectorNormalize(forward);
8301 CrossProduct(up, forward, newright);
8302 VectorNormalize(newright);
8303 // rotate the quad around the up axis vector, this is made
8304 // especially easy by the fact we know the quad is flat,
8305 // so we only have to subtract the center position and
8306 // measure distance along the right vector, and then
8307 // multiply that by the newright vector and add back the
8309 // we also need to subtract the old position to undo the
8310 // displacement from the center, which we do with a
8311 // DotProduct, the subtraction/addition of center is also
8312 // optimized into DotProducts here
8313 l = DotProduct(right, center);
8314 for (i = 0;i < 4;i++)
8316 v1 = rsurface.batchvertex3f + 3*(j+i);
8317 f = DotProduct(right, v1) - l;
8318 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8322 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8324 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8325 // rsurface.batchnormal3f_vertexbuffer = NULL;
8326 // rsurface.batchnormal3f_bufferoffset = 0;
8327 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8329 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8331 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8332 // rsurface.batchsvector3f_vertexbuffer = NULL;
8333 // rsurface.batchsvector3f_bufferoffset = 0;
8334 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8335 // rsurface.batchtvector3f_vertexbuffer = NULL;
8336 // rsurface.batchtvector3f_bufferoffset = 0;
8337 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8340 case Q3DEFORM_NORMAL:
8341 // deform the normals to make reflections wavey
8342 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8343 rsurface.batchnormal3f_vertexbuffer = NULL;
8344 rsurface.batchnormal3f_bufferoffset = 0;
8345 for (j = 0;j < batchnumvertices;j++)
8348 float *normal = rsurface.batchnormal3f + 3*j;
8349 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8350 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8351 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8352 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8353 VectorNormalize(normal);
8355 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8357 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8358 // rsurface.batchsvector3f_vertexbuffer = NULL;
8359 // rsurface.batchsvector3f_bufferoffset = 0;
8360 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8361 // rsurface.batchtvector3f_vertexbuffer = NULL;
8362 // rsurface.batchtvector3f_bufferoffset = 0;
8363 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8367 // deform vertex array to make wavey water and flags and such
8368 waveparms[0] = deform->waveparms[0];
8369 waveparms[1] = deform->waveparms[1];
8370 waveparms[2] = deform->waveparms[2];
8371 waveparms[3] = deform->waveparms[3];
8372 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8373 break; // if wavefunc is a nop, don't make a dynamic vertex array
8374 // this is how a divisor of vertex influence on deformation
8375 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8376 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8377 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8378 // rsurface.batchvertex3f_vertexbuffer = NULL;
8379 // rsurface.batchvertex3f_bufferoffset = 0;
8380 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8381 // rsurface.batchnormal3f_vertexbuffer = NULL;
8382 // rsurface.batchnormal3f_bufferoffset = 0;
8383 for (j = 0;j < batchnumvertices;j++)
8385 // if the wavefunc depends on time, evaluate it per-vertex
8388 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8389 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8391 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8393 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8394 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8395 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8397 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8398 // rsurface.batchsvector3f_vertexbuffer = NULL;
8399 // rsurface.batchsvector3f_bufferoffset = 0;
8400 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8401 // rsurface.batchtvector3f_vertexbuffer = NULL;
8402 // rsurface.batchtvector3f_bufferoffset = 0;
8403 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8406 case Q3DEFORM_BULGE:
8407 // deform vertex array to make the surface have moving bulges
8408 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8409 // rsurface.batchvertex3f_vertexbuffer = NULL;
8410 // rsurface.batchvertex3f_bufferoffset = 0;
8411 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8412 // rsurface.batchnormal3f_vertexbuffer = NULL;
8413 // rsurface.batchnormal3f_bufferoffset = 0;
8414 for (j = 0;j < batchnumvertices;j++)
8416 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8417 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8419 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8420 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8421 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8423 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8424 // rsurface.batchsvector3f_vertexbuffer = NULL;
8425 // rsurface.batchsvector3f_bufferoffset = 0;
8426 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8427 // rsurface.batchtvector3f_vertexbuffer = NULL;
8428 // rsurface.batchtvector3f_bufferoffset = 0;
8429 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8433 // deform vertex array
8434 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8435 break; // if wavefunc is a nop, don't make a dynamic vertex array
8436 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8437 VectorScale(deform->parms, scale, waveparms);
8438 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8439 // rsurface.batchvertex3f_vertexbuffer = NULL;
8440 // rsurface.batchvertex3f_bufferoffset = 0;
8441 for (j = 0;j < batchnumvertices;j++)
8442 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8447 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8449 // generate texcoords based on the chosen texcoord source
8450 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8453 case Q3TCGEN_TEXTURE:
8455 case Q3TCGEN_LIGHTMAP:
8456 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8457 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8458 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8459 if (rsurface.batchtexcoordlightmap2f)
8460 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8462 case Q3TCGEN_VECTOR:
8463 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8464 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8465 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8466 for (j = 0;j < batchnumvertices;j++)
8468 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8469 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8472 case Q3TCGEN_ENVIRONMENT:
8473 // make environment reflections using a spheremap
8474 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8475 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8476 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8477 for (j = 0;j < batchnumvertices;j++)
8479 // identical to Q3A's method, but executed in worldspace so
8480 // carried models can be shiny too
8482 float viewer[3], d, reflected[3], worldreflected[3];
8484 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8485 // VectorNormalize(viewer);
8487 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8489 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8490 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8491 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8492 // note: this is proportinal to viewer, so we can normalize later
8494 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8495 VectorNormalize(worldreflected);
8497 // note: this sphere map only uses world x and z!
8498 // so positive and negative y will LOOK THE SAME.
8499 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8500 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8504 // the only tcmod that needs software vertex processing is turbulent, so
8505 // check for it here and apply the changes if needed
8506 // and we only support that as the first one
8507 // (handling a mixture of turbulent and other tcmods would be problematic
8508 // without punting it entirely to a software path)
8509 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8511 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8512 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8513 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8514 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8515 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8516 for (j = 0;j < batchnumvertices;j++)
8518 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8519 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8525 void RSurf_DrawBatch(void)
8527 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8528 // through the pipeline, killing it earlier in the pipeline would have
8529 // per-surface overhead rather than per-batch overhead, so it's best to
8530 // reject it here, before it hits glDraw.
8531 if (rsurface.batchnumtriangles == 0)
8534 // batch debugging code
8535 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8541 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8542 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8545 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8547 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8549 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8550 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8557 if (rsurface.batchmultidraw)
8559 // issue multiple draws rather than copying index data
8560 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8561 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8562 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8563 for (i = 0;i < numsurfaces;)
8565 // combine consecutive surfaces as one draw
8566 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8567 if (surfacelist[j] != surfacelist[k] + 1)
8569 firstvertex = surfacelist[i]->num_firstvertex;
8570 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8571 firsttriangle = surfacelist[i]->num_firsttriangle;
8572 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8573 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8579 // there is only one consecutive run of index data (may have been combined)
8580 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8584 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8586 // pick the closest matching water plane
8587 int planeindex, vertexindex, bestplaneindex = -1;
8591 r_waterstate_waterplane_t *p;
8592 qboolean prepared = false;
8594 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8596 if(p->camera_entity != rsurface.texture->camera_entity)
8601 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8603 if(rsurface.batchnumvertices == 0)
8606 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8608 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8609 d += fabs(PlaneDiff(vert, &p->plane));
8611 if (bestd > d || bestplaneindex < 0)
8614 bestplaneindex = planeindex;
8617 return bestplaneindex;
8618 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8619 // this situation though, as it might be better to render single larger
8620 // batches with useless stuff (backface culled for example) than to
8621 // render multiple smaller batches
8624 void RSurf_SetupDepthAndCulling(void)
8626 // submodels are biased to avoid z-fighting with world surfaces that they
8627 // may be exactly overlapping (avoids z-fighting artifacts on certain
8628 // doors and things in Quake maps)
8629 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8630 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8631 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8632 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8635 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8639 float p[3], mins[3], maxs[3];
8641 // transparent sky would be ridiculous
8642 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8644 R_SetupShader_Generic_NoTexture(false, false);
8645 skyrenderlater = true;
8646 RSurf_SetupDepthAndCulling();
8649 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8650 if (r_sky_scissor.integer)
8652 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8653 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8655 Matrix4x4_Transform(&rsurface.matrix, v, p);
8658 if (mins[0] > p[0]) mins[0] = p[0];
8659 if (mins[1] > p[1]) mins[1] = p[1];
8660 if (mins[2] > p[2]) mins[2] = p[2];
8661 if (maxs[0] < p[0]) maxs[0] = p[0];
8662 if (maxs[1] < p[1]) maxs[1] = p[1];
8663 if (maxs[2] < p[2]) maxs[2] = p[2];
8667 VectorCopy(p, mins);
8668 VectorCopy(p, maxs);
8671 if (!R_ScissorForBBox(mins, maxs, scissor))
8675 if (skyscissor[0] > scissor[0])
8677 skyscissor[2] += skyscissor[0] - scissor[0];
8678 skyscissor[0] = scissor[0];
8680 if (skyscissor[1] > scissor[1])
8682 skyscissor[3] += skyscissor[1] - scissor[1];
8683 skyscissor[1] = scissor[1];
8685 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8686 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8687 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8688 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8691 Vector4Copy(scissor, skyscissor);
8695 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8696 // skymasking on them, and Quake3 never did sky masking (unlike
8697 // software Quake and software Quake2), so disable the sky masking
8698 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8699 // and skymasking also looks very bad when noclipping outside the
8700 // level, so don't use it then either.
8701 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8703 R_Mesh_ResetTextureState();
8704 if (skyrendermasked)
8706 R_SetupShader_DepthOrShadow(false, false, false);
8707 // depth-only (masking)
8708 GL_ColorMask(0, 0, 0, 0);
8709 // just to make sure that braindead drivers don't draw
8710 // anything despite that colormask...
8711 GL_BlendFunc(GL_ZERO, GL_ONE);
8712 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8713 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8717 R_SetupShader_Generic_NoTexture(false, false);
8719 GL_BlendFunc(GL_ONE, GL_ZERO);
8720 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8721 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8722 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8725 if (skyrendermasked)
8726 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8728 R_Mesh_ResetTextureState();
8729 GL_Color(1, 1, 1, 1);
8732 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8733 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8734 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8736 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8740 // render screenspace normalmap to texture
8742 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8747 // bind lightmap texture
8749 // water/refraction/reflection/camera surfaces have to be handled specially
8750 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8752 int start, end, startplaneindex;
8753 for (start = 0;start < texturenumsurfaces;start = end)
8755 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8756 if(startplaneindex < 0)
8758 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8759 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8763 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8765 // now that we have a batch using the same planeindex, render it
8766 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8768 // render water or distortion background
8770 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8772 // blend surface on top
8773 GL_DepthMask(false);
8774 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8777 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8779 // render surface with reflection texture as input
8780 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8781 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8788 // render surface batch normally
8789 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8790 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8794 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8798 int texturesurfaceindex;
8800 const msurface_t *surface;
8801 float surfacecolor4f[4];
8803 // R_Mesh_ResetTextureState();
8804 R_SetupShader_Generic_NoTexture(false, false);
8806 GL_BlendFunc(GL_ONE, GL_ZERO);
8807 GL_DepthMask(writedepth);
8809 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8811 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8813 surface = texturesurfacelist[texturesurfaceindex];
8814 k = (int)(((size_t)surface) / sizeof(msurface_t));
8815 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8816 for (j = 0;j < surface->num_vertices;j++)
8818 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8822 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8826 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8829 RSurf_SetupDepthAndCulling();
8830 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8832 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8835 switch (vid.renderpath)
8837 case RENDERPATH_GL32:
8838 case RENDERPATH_GLES2:
8839 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8845 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8848 int texturenumsurfaces, endsurface;
8850 const msurface_t *surface;
8851 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8853 RSurf_ActiveModelEntity(ent, true, true, false);
8855 if (r_transparentdepthmasking.integer)
8857 qboolean setup = false;
8858 for (i = 0;i < numsurfaces;i = j)
8861 surface = rsurface.modelsurfaces + surfacelist[i];
8862 texture = surface->texture;
8863 rsurface.texture = R_GetCurrentTexture(texture);
8864 rsurface.lightmaptexture = NULL;
8865 rsurface.deluxemaptexture = NULL;
8866 rsurface.uselightmaptexture = false;
8867 // scan ahead until we find a different texture
8868 endsurface = min(i + 1024, numsurfaces);
8869 texturenumsurfaces = 0;
8870 texturesurfacelist[texturenumsurfaces++] = surface;
8871 for (;j < endsurface;j++)
8873 surface = rsurface.modelsurfaces + surfacelist[j];
8874 if (texture != surface->texture)
8876 texturesurfacelist[texturenumsurfaces++] = surface;
8878 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8880 // render the range of surfaces as depth
8884 GL_ColorMask(0,0,0,0);
8887 GL_BlendFunc(GL_ONE, GL_ZERO);
8889 // R_Mesh_ResetTextureState();
8891 RSurf_SetupDepthAndCulling();
8892 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8893 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8894 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8898 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8901 for (i = 0;i < numsurfaces;i = j)
8904 surface = rsurface.modelsurfaces + surfacelist[i];
8905 texture = surface->texture;
8906 rsurface.texture = R_GetCurrentTexture(texture);
8907 // scan ahead until we find a different texture
8908 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8909 texturenumsurfaces = 0;
8910 texturesurfacelist[texturenumsurfaces++] = surface;
8911 rsurface.lightmaptexture = surface->lightmaptexture;
8912 rsurface.deluxemaptexture = surface->deluxemaptexture;
8913 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8914 for (;j < endsurface;j++)
8916 surface = rsurface.modelsurfaces + surfacelist[j];
8917 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8919 texturesurfacelist[texturenumsurfaces++] = surface;
8921 // render the range of surfaces
8922 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8924 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8927 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8929 // transparent surfaces get pushed off into the transparent queue
8930 int surfacelistindex;
8931 const msurface_t *surface;
8932 vec3_t tempcenter, center;
8933 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8935 surface = texturesurfacelist[surfacelistindex];
8936 if (r_transparent_sortsurfacesbynearest.integer)
8938 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8939 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8940 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8944 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8945 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8946 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8948 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8949 if (rsurface.entity->transparent_offset) // transparent offset
8951 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8952 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8953 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8955 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8959 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8961 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8963 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8965 RSurf_SetupDepthAndCulling();
8966 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8967 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8968 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8972 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8976 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8978 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8981 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8983 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8984 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8986 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8988 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8989 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8990 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8992 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8994 // in the deferred case, transparent surfaces were queued during prepass
8995 if (!r_shadow_usingdeferredprepass)
8996 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9000 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9001 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9006 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9010 R_FrameData_SetMark();
9011 // break the surface list down into batches by texture and use of lightmapping
9012 for (i = 0;i < numsurfaces;i = j)
9015 // texture is the base texture pointer, rsurface.texture is the
9016 // current frame/skin the texture is directing us to use (for example
9017 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9018 // use skin 1 instead)
9019 texture = surfacelist[i]->texture;
9020 rsurface.texture = R_GetCurrentTexture(texture);
9021 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9023 // if this texture is not the kind we want, skip ahead to the next one
9024 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9028 if(depthonly || prepass)
9030 rsurface.lightmaptexture = NULL;
9031 rsurface.deluxemaptexture = NULL;
9032 rsurface.uselightmaptexture = false;
9033 // simply scan ahead until we find a different texture or lightmap state
9034 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9039 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9040 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9041 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9042 // simply scan ahead until we find a different texture or lightmap state
9043 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9046 // render the range of surfaces
9047 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9049 R_FrameData_ReturnToMark();
9052 float locboxvertex3f[6*4*3] =
9054 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9055 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9056 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9057 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9058 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9059 1,0,0, 0,0,0, 0,1,0, 1,1,0
9062 unsigned short locboxelements[6*2*3] =
9072 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9075 cl_locnode_t *loc = (cl_locnode_t *)ent;
9077 float vertex3f[6*4*3];
9079 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9080 GL_DepthMask(false);
9081 GL_DepthRange(0, 1);
9082 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9084 GL_CullFace(GL_NONE);
9085 R_EntityMatrix(&identitymatrix);
9087 // R_Mesh_ResetTextureState();
9090 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9091 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9092 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9093 surfacelist[0] < 0 ? 0.5f : 0.125f);
9095 if (VectorCompare(loc->mins, loc->maxs))
9097 VectorSet(size, 2, 2, 2);
9098 VectorMA(loc->mins, -0.5f, size, mins);
9102 VectorCopy(loc->mins, mins);
9103 VectorSubtract(loc->maxs, loc->mins, size);
9106 for (i = 0;i < 6*4*3;)
9107 for (j = 0;j < 3;j++, i++)
9108 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9110 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9111 R_SetupShader_Generic_NoTexture(false, false);
9112 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9115 void R_DrawLocs(void)
9118 cl_locnode_t *loc, *nearestloc;
9120 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9121 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9123 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9124 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9128 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9130 if (decalsystem->decals)
9131 Mem_Free(decalsystem->decals);
9132 memset(decalsystem, 0, sizeof(*decalsystem));
9135 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9141 // expand or initialize the system
9142 if (decalsystem->maxdecals <= decalsystem->numdecals)
9144 decalsystem_t old = *decalsystem;
9145 qboolean useshortelements;
9146 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9147 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9148 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9149 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9150 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9151 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9152 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9153 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9154 if (decalsystem->numdecals)
9155 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9157 Mem_Free(old.decals);
9158 for (i = 0;i < decalsystem->maxdecals*3;i++)
9159 decalsystem->element3i[i] = i;
9160 if (useshortelements)
9161 for (i = 0;i < decalsystem->maxdecals*3;i++)
9162 decalsystem->element3s[i] = i;
9165 // grab a decal and search for another free slot for the next one
9166 decals = decalsystem->decals;
9167 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9168 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9170 decalsystem->freedecal = i;
9171 if (decalsystem->numdecals <= i)
9172 decalsystem->numdecals = i + 1;
9174 // initialize the decal
9176 decal->triangleindex = triangleindex;
9177 decal->surfaceindex = surfaceindex;
9178 decal->decalsequence = decalsequence;
9179 decal->color4f[0][0] = c0[0];
9180 decal->color4f[0][1] = c0[1];
9181 decal->color4f[0][2] = c0[2];
9182 decal->color4f[0][3] = 1;
9183 decal->color4f[1][0] = c1[0];
9184 decal->color4f[1][1] = c1[1];
9185 decal->color4f[1][2] = c1[2];
9186 decal->color4f[1][3] = 1;
9187 decal->color4f[2][0] = c2[0];
9188 decal->color4f[2][1] = c2[1];
9189 decal->color4f[2][2] = c2[2];
9190 decal->color4f[2][3] = 1;
9191 decal->vertex3f[0][0] = v0[0];
9192 decal->vertex3f[0][1] = v0[1];
9193 decal->vertex3f[0][2] = v0[2];
9194 decal->vertex3f[1][0] = v1[0];
9195 decal->vertex3f[1][1] = v1[1];
9196 decal->vertex3f[1][2] = v1[2];
9197 decal->vertex3f[2][0] = v2[0];
9198 decal->vertex3f[2][1] = v2[1];
9199 decal->vertex3f[2][2] = v2[2];
9200 decal->texcoord2f[0][0] = t0[0];
9201 decal->texcoord2f[0][1] = t0[1];
9202 decal->texcoord2f[1][0] = t1[0];
9203 decal->texcoord2f[1][1] = t1[1];
9204 decal->texcoord2f[2][0] = t2[0];
9205 decal->texcoord2f[2][1] = t2[1];
9206 TriangleNormal(v0, v1, v2, decal->plane);
9207 VectorNormalize(decal->plane);
9208 decal->plane[3] = DotProduct(v0, decal->plane);
9211 extern cvar_t cl_decals_bias;
9212 extern cvar_t cl_decals_models;
9213 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9214 // baseparms, parms, temps
9215 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9220 const float *vertex3f;
9221 const float *normal3f;
9223 float points[2][9][3];
9230 e = rsurface.modelelement3i + 3*triangleindex;
9232 vertex3f = rsurface.modelvertex3f;
9233 normal3f = rsurface.modelnormal3f;
9237 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9239 index = 3*e[cornerindex];
9240 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9245 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9247 index = 3*e[cornerindex];
9248 VectorCopy(vertex3f + index, v[cornerindex]);
9253 //TriangleNormal(v[0], v[1], v[2], normal);
9254 //if (DotProduct(normal, localnormal) < 0.0f)
9256 // clip by each of the box planes formed from the projection matrix
9257 // if anything survives, we emit the decal
9258 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9261 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9264 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9267 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9270 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9273 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9276 // some part of the triangle survived, so we have to accept it...
9279 // dynamic always uses the original triangle
9281 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9283 index = 3*e[cornerindex];
9284 VectorCopy(vertex3f + index, v[cornerindex]);
9287 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9289 // convert vertex positions to texcoords
9290 Matrix4x4_Transform(projection, v[cornerindex], temp);
9291 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9292 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9293 // calculate distance fade from the projection origin
9294 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9295 f = bound(0.0f, f, 1.0f);
9296 c[cornerindex][0] = r * f;
9297 c[cornerindex][1] = g * f;
9298 c[cornerindex][2] = b * f;
9299 c[cornerindex][3] = 1.0f;
9300 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9303 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9305 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9306 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9308 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9310 matrix4x4_t projection;
9311 decalsystem_t *decalsystem;
9314 const msurface_t *surface;
9315 const msurface_t *surfaces;
9316 const int *surfacelist;
9317 const texture_t *texture;
9320 int surfacelistindex;
9323 float localorigin[3];
9324 float localnormal[3];
9332 int bih_triangles_count;
9333 int bih_triangles[256];
9334 int bih_surfaces[256];
9336 decalsystem = &ent->decalsystem;
9338 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9340 R_DecalSystem_Reset(&ent->decalsystem);
9344 if (!model->brush.data_leafs && !cl_decals_models.integer)
9346 if (decalsystem->model)
9347 R_DecalSystem_Reset(decalsystem);
9351 if (decalsystem->model != model)
9352 R_DecalSystem_Reset(decalsystem);
9353 decalsystem->model = model;
9355 RSurf_ActiveModelEntity(ent, true, false, false);
9357 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9358 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9359 VectorNormalize(localnormal);
9360 localsize = worldsize*rsurface.inversematrixscale;
9361 localmins[0] = localorigin[0] - localsize;
9362 localmins[1] = localorigin[1] - localsize;
9363 localmins[2] = localorigin[2] - localsize;
9364 localmaxs[0] = localorigin[0] + localsize;
9365 localmaxs[1] = localorigin[1] + localsize;
9366 localmaxs[2] = localorigin[2] + localsize;
9368 //VectorCopy(localnormal, planes[4]);
9369 //VectorVectors(planes[4], planes[2], planes[0]);
9370 AnglesFromVectors(angles, localnormal, NULL, false);
9371 AngleVectors(angles, planes[0], planes[2], planes[4]);
9372 VectorNegate(planes[0], planes[1]);
9373 VectorNegate(planes[2], planes[3]);
9374 VectorNegate(planes[4], planes[5]);
9375 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9376 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9377 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9378 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9379 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9380 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9385 matrix4x4_t forwardprojection;
9386 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9387 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9392 float projectionvector[4][3];
9393 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9394 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9395 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9396 projectionvector[0][0] = planes[0][0] * ilocalsize;
9397 projectionvector[0][1] = planes[1][0] * ilocalsize;
9398 projectionvector[0][2] = planes[2][0] * ilocalsize;
9399 projectionvector[1][0] = planes[0][1] * ilocalsize;
9400 projectionvector[1][1] = planes[1][1] * ilocalsize;
9401 projectionvector[1][2] = planes[2][1] * ilocalsize;
9402 projectionvector[2][0] = planes[0][2] * ilocalsize;
9403 projectionvector[2][1] = planes[1][2] * ilocalsize;
9404 projectionvector[2][2] = planes[2][2] * ilocalsize;
9405 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9406 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9407 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9408 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9412 dynamic = model->surfmesh.isanimated;
9413 numsurfacelist = model->nummodelsurfaces;
9414 surfacelist = model->sortedmodelsurfaces;
9415 surfaces = model->data_surfaces;
9418 bih_triangles_count = -1;
9421 if(model->render_bih.numleafs)
9422 bih = &model->render_bih;
9423 else if(model->collision_bih.numleafs)
9424 bih = &model->collision_bih;
9427 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9428 if(bih_triangles_count == 0)
9430 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9432 if(bih_triangles_count > 0)
9434 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9436 surfaceindex = bih_surfaces[triangleindex];
9437 surface = surfaces + surfaceindex;
9438 texture = surface->texture;
9441 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9443 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9445 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9450 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9452 surfaceindex = surfacelist[surfacelistindex];
9453 surface = surfaces + surfaceindex;
9454 // check cull box first because it rejects more than any other check
9455 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9457 // skip transparent surfaces
9458 texture = surface->texture;
9461 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9463 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9465 numtriangles = surface->num_triangles;
9466 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9467 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9472 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9473 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9475 int renderentityindex;
9478 entity_render_t *ent;
9480 worldmins[0] = worldorigin[0] - worldsize;
9481 worldmins[1] = worldorigin[1] - worldsize;
9482 worldmins[2] = worldorigin[2] - worldsize;
9483 worldmaxs[0] = worldorigin[0] + worldsize;
9484 worldmaxs[1] = worldorigin[1] + worldsize;
9485 worldmaxs[2] = worldorigin[2] + worldsize;
9487 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9489 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9491 ent = r_refdef.scene.entities[renderentityindex];
9492 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9495 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9499 typedef struct r_decalsystem_splatqueue_s
9506 unsigned int decalsequence;
9508 r_decalsystem_splatqueue_t;
9510 int r_decalsystem_numqueued = 0;
9511 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9513 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9515 r_decalsystem_splatqueue_t *queue;
9517 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9520 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9521 VectorCopy(worldorigin, queue->worldorigin);
9522 VectorCopy(worldnormal, queue->worldnormal);
9523 Vector4Set(queue->color, r, g, b, a);
9524 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9525 queue->worldsize = worldsize;
9526 queue->decalsequence = cl.decalsequence++;
9529 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9532 r_decalsystem_splatqueue_t *queue;
9534 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9535 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9536 r_decalsystem_numqueued = 0;
9539 extern cvar_t cl_decals_max;
9540 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9543 decalsystem_t *decalsystem = &ent->decalsystem;
9545 unsigned int killsequence;
9550 if (!decalsystem->numdecals)
9553 if (r_showsurfaces.integer)
9556 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9558 R_DecalSystem_Reset(decalsystem);
9562 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9563 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9565 if (decalsystem->lastupdatetime)
9566 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9569 decalsystem->lastupdatetime = r_refdef.scene.time;
9570 numdecals = decalsystem->numdecals;
9572 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9574 if (decal->color4f[0][3])
9576 decal->lived += frametime;
9577 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9579 memset(decal, 0, sizeof(*decal));
9580 if (decalsystem->freedecal > i)
9581 decalsystem->freedecal = i;
9585 decal = decalsystem->decals;
9586 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9589 // collapse the array by shuffling the tail decals into the gaps
9592 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9593 decalsystem->freedecal++;
9594 if (decalsystem->freedecal == numdecals)
9596 decal[decalsystem->freedecal] = decal[--numdecals];
9599 decalsystem->numdecals = numdecals;
9603 // if there are no decals left, reset decalsystem
9604 R_DecalSystem_Reset(decalsystem);
9608 extern skinframe_t *decalskinframe;
9609 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9612 decalsystem_t *decalsystem = &ent->decalsystem;
9621 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9624 numdecals = decalsystem->numdecals;
9628 if (r_showsurfaces.integer)
9631 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9633 R_DecalSystem_Reset(decalsystem);
9637 // if the model is static it doesn't matter what value we give for
9638 // wantnormals and wanttangents, so this logic uses only rules applicable
9639 // to a model, knowing that they are meaningless otherwise
9640 RSurf_ActiveModelEntity(ent, false, false, false);
9642 decalsystem->lastupdatetime = r_refdef.scene.time;
9644 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9646 // update vertex positions for animated models
9647 v3f = decalsystem->vertex3f;
9648 c4f = decalsystem->color4f;
9649 t2f = decalsystem->texcoord2f;
9650 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9652 if (!decal->color4f[0][3])
9655 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9659 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9662 // update color values for fading decals
9663 if (decal->lived >= cl_decals_time.value)
9664 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9668 c4f[ 0] = decal->color4f[0][0] * alpha;
9669 c4f[ 1] = decal->color4f[0][1] * alpha;
9670 c4f[ 2] = decal->color4f[0][2] * alpha;
9672 c4f[ 4] = decal->color4f[1][0] * alpha;
9673 c4f[ 5] = decal->color4f[1][1] * alpha;
9674 c4f[ 6] = decal->color4f[1][2] * alpha;
9676 c4f[ 8] = decal->color4f[2][0] * alpha;
9677 c4f[ 9] = decal->color4f[2][1] * alpha;
9678 c4f[10] = decal->color4f[2][2] * alpha;
9681 t2f[0] = decal->texcoord2f[0][0];
9682 t2f[1] = decal->texcoord2f[0][1];
9683 t2f[2] = decal->texcoord2f[1][0];
9684 t2f[3] = decal->texcoord2f[1][1];
9685 t2f[4] = decal->texcoord2f[2][0];
9686 t2f[5] = decal->texcoord2f[2][1];
9688 // update vertex positions for animated models
9689 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9691 e = rsurface.modelelement3i + 3*decal->triangleindex;
9692 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9693 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9694 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9698 VectorCopy(decal->vertex3f[0], v3f);
9699 VectorCopy(decal->vertex3f[1], v3f + 3);
9700 VectorCopy(decal->vertex3f[2], v3f + 6);
9703 if (r_refdef.fogenabled)
9705 alpha = RSurf_FogVertex(v3f);
9706 VectorScale(c4f, alpha, c4f);
9707 alpha = RSurf_FogVertex(v3f + 3);
9708 VectorScale(c4f + 4, alpha, c4f + 4);
9709 alpha = RSurf_FogVertex(v3f + 6);
9710 VectorScale(c4f + 8, alpha, c4f + 8);
9721 r_refdef.stats[r_stat_drawndecals] += numtris;
9723 // now render the decals all at once
9724 // (this assumes they all use one particle font texture!)
9725 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9726 // R_Mesh_ResetTextureState();
9727 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9728 GL_DepthMask(false);
9729 GL_DepthRange(0, 1);
9730 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9732 GL_CullFace(GL_NONE);
9733 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9734 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9735 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9739 static void R_DrawModelDecals(void)
9743 // fade faster when there are too many decals
9744 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9745 for (i = 0;i < r_refdef.scene.numentities;i++)
9746 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9748 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9749 for (i = 0;i < r_refdef.scene.numentities;i++)
9750 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9751 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9753 R_DecalSystem_ApplySplatEntitiesQueue();
9755 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9756 for (i = 0;i < r_refdef.scene.numentities;i++)
9757 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9759 r_refdef.stats[r_stat_totaldecals] += numdecals;
9761 if (r_showsurfaces.integer || !r_drawdecals.integer)
9764 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9766 for (i = 0;i < r_refdef.scene.numentities;i++)
9768 if (!r_refdef.viewcache.entityvisible[i])
9770 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9771 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9775 static void R_DrawDebugModel(void)
9777 entity_render_t *ent = rsurface.entity;
9778 int i, j, flagsmask;
9779 const msurface_t *surface;
9780 dp_model_t *model = ent->model;
9782 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9785 if (r_showoverdraw.value > 0)
9787 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9788 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9789 R_SetupShader_Generic_NoTexture(false, false);
9790 GL_DepthTest(false);
9791 GL_DepthMask(false);
9792 GL_DepthRange(0, 1);
9793 GL_BlendFunc(GL_ONE, GL_ONE);
9794 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9796 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9798 rsurface.texture = R_GetCurrentTexture(surface->texture);
9799 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9801 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9802 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9803 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9804 GL_Color(c, 0, 0, 1.0f);
9805 else if (ent == r_refdef.scene.worldentity)
9806 GL_Color(c, c, c, 1.0f);
9808 GL_Color(0, c, 0, 1.0f);
9809 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9813 rsurface.texture = NULL;
9816 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9818 // R_Mesh_ResetTextureState();
9819 R_SetupShader_Generic_NoTexture(false, false);
9820 GL_DepthRange(0, 1);
9821 GL_DepthTest(!r_showdisabledepthtest.integer);
9822 GL_DepthMask(false);
9823 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9825 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9829 qboolean cullbox = false;
9830 const q3mbrush_t *brush;
9831 const bih_t *bih = &model->collision_bih;
9832 const bih_leaf_t *bihleaf;
9833 float vertex3f[3][3];
9834 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9835 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9837 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9839 switch (bihleaf->type)
9842 brush = model->brush.data_brushes + bihleaf->itemindex;
9843 if (brush->colbrushf && brush->colbrushf->numtriangles)
9845 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9846 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9847 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9850 case BIH_COLLISIONTRIANGLE:
9851 triangleindex = bihleaf->itemindex;
9852 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9853 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9854 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9855 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9856 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9857 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9859 case BIH_RENDERTRIANGLE:
9860 triangleindex = bihleaf->itemindex;
9861 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9862 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9863 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9864 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9865 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9866 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9872 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9875 if (r_showtris.value > 0 && qglPolygonMode)
9877 if (r_showdisabledepthtest.integer)
9879 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9880 GL_DepthMask(false);
9884 GL_BlendFunc(GL_ONE, GL_ZERO);
9887 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9888 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9890 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9892 rsurface.texture = R_GetCurrentTexture(surface->texture);
9893 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9895 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9896 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9897 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9898 else if (ent == r_refdef.scene.worldentity)
9899 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9901 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9902 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9906 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9907 rsurface.texture = NULL;
9911 // FIXME! implement r_shownormals with just triangles
9912 if (r_shownormals.value != 0 && qglBegin)
9916 if (r_showdisabledepthtest.integer)
9918 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9919 GL_DepthMask(false);
9923 GL_BlendFunc(GL_ONE, GL_ZERO);
9926 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9928 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9930 rsurface.texture = R_GetCurrentTexture(surface->texture);
9931 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9933 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9935 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9937 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9939 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9940 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9941 qglVertex3f(v[0], v[1], v[2]);
9942 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9943 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9944 qglVertex3f(v[0], v[1], v[2]);
9947 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9949 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9951 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9952 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9953 qglVertex3f(v[0], v[1], v[2]);
9954 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9955 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9956 qglVertex3f(v[0], v[1], v[2]);
9959 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9961 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9963 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9964 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9965 qglVertex3f(v[0], v[1], v[2]);
9966 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9967 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9968 qglVertex3f(v[0], v[1], v[2]);
9971 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9973 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9975 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9976 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9977 qglVertex3f(v[0], v[1], v[2]);
9978 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9979 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9980 qglVertex3f(v[0], v[1], v[2]);
9987 rsurface.texture = NULL;
9993 int r_maxsurfacelist = 0;
9994 const msurface_t **r_surfacelist = NULL;
9995 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9997 int i, j, endj, flagsmask;
9998 dp_model_t *model = ent->model;
9999 msurface_t *surfaces;
10000 unsigned char *update;
10001 int numsurfacelist = 0;
10005 if (r_maxsurfacelist < model->num_surfaces)
10007 r_maxsurfacelist = model->num_surfaces;
10009 Mem_Free((msurface_t **)r_surfacelist);
10010 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10013 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10014 RSurf_ActiveModelEntity(ent, false, false, false);
10016 RSurf_ActiveModelEntity(ent, true, true, true);
10017 else if (depthonly)
10018 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10020 RSurf_ActiveModelEntity(ent, true, true, false);
10022 surfaces = model->data_surfaces;
10023 update = model->brushq1.lightmapupdateflags;
10025 // update light styles
10026 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10028 model_brush_lightstyleinfo_t *style;
10029 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10031 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10033 int *list = style->surfacelist;
10034 style->value = r_refdef.scene.lightstylevalue[style->style];
10035 for (j = 0;j < style->numsurfaces;j++)
10036 update[list[j]] = true;
10041 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10045 R_DrawDebugModel();
10046 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10050 rsurface.lightmaptexture = NULL;
10051 rsurface.deluxemaptexture = NULL;
10052 rsurface.uselightmaptexture = false;
10053 rsurface.texture = NULL;
10054 rsurface.rtlight = NULL;
10055 numsurfacelist = 0;
10056 // add visible surfaces to draw list
10057 if (ent == r_refdef.scene.worldentity)
10059 // for the world entity, check surfacevisible
10060 for (i = 0;i < model->nummodelsurfaces;i++)
10062 j = model->sortedmodelsurfaces[i];
10063 if (r_refdef.viewcache.world_surfacevisible[j])
10064 r_surfacelist[numsurfacelist++] = surfaces + j;
10069 // for ui we have to preserve the order of surfaces
10070 for (i = 0; i < model->nummodelsurfaces; i++)
10071 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10075 // add all surfaces
10076 for (i = 0; i < model->nummodelsurfaces; i++)
10077 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10079 // don't do anything if there were no surfaces
10080 if (!numsurfacelist)
10082 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10085 // update lightmaps if needed
10089 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10094 R_BuildLightMap(ent, surfaces + j);
10099 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10101 // add to stats if desired
10102 if (r_speeds.integer && !skysurfaces && !depthonly)
10104 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10105 for (j = 0;j < numsurfacelist;j++)
10106 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10109 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10112 void R_DebugLine(vec3_t start, vec3_t end)
10114 dp_model_t *mod = CL_Mesh_UI();
10116 int e0, e1, e2, e3;
10117 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10118 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10119 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10122 // transform to screen coords first
10123 Vector4Set(w[0], start[0], start[1], start[2], 1);
10124 Vector4Set(w[1], end[0], end[1], end[2], 1);
10125 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10126 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10127 x1 = s[0][0] * vid_conwidth.value / vid.width;
10128 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10129 x2 = s[1][0] * vid_conwidth.value / vid.width;
10130 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10131 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10133 // add the line to the UI mesh for drawing later
10135 // width is measured in real pixels
10136 if (fabs(x2 - x1) > fabs(y2 - y1))
10139 offsety = 0.5f * width * vid_conheight.value / vid.height;
10143 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10146 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10147 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10148 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10149 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10150 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10151 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10152 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10157 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10159 static texture_t texture;
10161 // fake enough texture and surface state to render this geometry
10163 texture.update_lastrenderframe = -1; // regenerate this texture
10164 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10165 texture.basealpha = 1.0f;
10166 texture.currentskinframe = skinframe;
10167 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10168 texture.offsetmapping = OFFSETMAPPING_OFF;
10169 texture.offsetscale = 1;
10170 texture.specularscalemod = 1;
10171 texture.specularpowermod = 1;
10172 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10174 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10177 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10179 static msurface_t surface;
10180 const msurface_t *surfacelist = &surface;
10182 // fake enough texture and surface state to render this geometry
10183 surface.texture = texture;
10184 surface.num_triangles = numtriangles;
10185 surface.num_firsttriangle = firsttriangle;
10186 surface.num_vertices = numvertices;
10187 surface.num_firstvertex = firstvertex;
10190 rsurface.texture = R_GetCurrentTexture(surface.texture);
10191 rsurface.lightmaptexture = NULL;
10192 rsurface.deluxemaptexture = NULL;
10193 rsurface.uselightmaptexture = false;
10194 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);