2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
86 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
87 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
91 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
115 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
117 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 r_waterstate_t r_waterstate;
154 // shadow volume bsp struct with automatically growing nodes buffer
157 rtexture_t *r_texture_blanknormalmap;
158 rtexture_t *r_texture_white;
159 rtexture_t *r_texture_grey128;
160 rtexture_t *r_texture_black;
161 rtexture_t *r_texture_notexture;
162 rtexture_t *r_texture_whitecube;
163 rtexture_t *r_texture_normalizationcube;
164 rtexture_t *r_texture_fogattenuation;
165 rtexture_t *r_texture_gammaramps;
166 unsigned int r_texture_gammaramps_serial;
167 //rtexture_t *r_texture_fogintensity;
169 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
170 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
172 // vertex coordinates for a quad that covers the screen exactly
173 const static float r_screenvertex3f[12] =
181 extern void R_DrawModelShadows(void);
183 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 for (i = 0;i < verts;i++)
197 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 for (i = 0;i < verts;i++)
210 // FIXME: move this to client?
213 if (gamemode == GAME_NEHAHRA)
215 Cvar_Set("gl_fogenable", "0");
216 Cvar_Set("gl_fogdensity", "0.2");
217 Cvar_Set("gl_fogred", "0.3");
218 Cvar_Set("gl_foggreen", "0.3");
219 Cvar_Set("gl_fogblue", "0.3");
221 r_refdef.fog_density = 0;
222 r_refdef.fog_red = 0;
223 r_refdef.fog_green = 0;
224 r_refdef.fog_blue = 0;
225 r_refdef.fog_alpha = 1;
226 r_refdef.fog_start = 0;
227 r_refdef.fog_end = 0;
230 float FogForDistance(vec_t dist)
232 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
233 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 float FogPoint_World(const vec3_t p)
238 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 float FogPoint_Model(const vec3_t p)
243 return FogForDistance(VectorDistance((p), rsurface.modelorg));
246 static void R_BuildBlankTextures(void)
248 unsigned char data[4];
249 data[2] = 128; // normal X
250 data[1] = 128; // normal Y
251 data[0] = 255; // normal Z
252 data[3] = 128; // height
253 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
258 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
263 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
268 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 static void R_BuildNoTexture(void)
274 unsigned char pix[16][16][4];
275 // this makes a light grey/dark grey checkerboard texture
276 for (y = 0;y < 16;y++)
278 for (x = 0;x < 16;x++)
280 if ((y < 8) ^ (x < 8))
296 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 static void R_BuildWhiteCube(void)
301 unsigned char data[6*1*1*4];
302 memset(data, 255, sizeof(data));
303 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 static void R_BuildNormalizationCube(void)
310 vec_t s, t, intensity;
312 unsigned char data[6][NORMSIZE][NORMSIZE][4];
313 for (side = 0;side < 6;side++)
315 for (y = 0;y < NORMSIZE;y++)
317 for (x = 0;x < NORMSIZE;x++)
319 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
320 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
355 intensity = 127.0f / sqrt(DotProduct(v, v));
356 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
357 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
358 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
359 data[side][y][x][3] = 255;
363 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 static void R_BuildFogTexture(void)
370 unsigned char data1[FOGWIDTH][4];
371 //unsigned char data2[FOGWIDTH][4];
374 r_refdef.fogmasktable_start = r_refdef.fog_start;
375 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
376 r_refdef.fogmasktable_range = r_refdef.fogrange;
377 r_refdef.fogmasktable_density = r_refdef.fog_density;
379 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
380 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
382 d = (x * r - r_refdef.fogmasktable_start);
383 if(developer.integer >= 100)
384 Con_Printf("%f ", d);
386 if (r_fog_exp2.integer)
387 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
389 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
390 if(developer.integer >= 100)
391 Con_Printf(" : %f ", alpha);
392 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
393 if(developer.integer >= 100)
394 Con_Printf(" = %f\n", alpha);
395 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398 for (x = 0;x < FOGWIDTH;x++)
400 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
405 //data2[x][0] = 255 - b;
406 //data2[x][1] = 255 - b;
407 //data2[x][2] = 255 - b;
410 if (r_texture_fogattenuation)
412 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
413 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
417 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
418 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
422 static const char *builtinshaderstring =
423 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
424 "// written by Forest 'LordHavoc' Hale\n"
426 "// common definitions between vertex shader and fragment shader:\n"
428 "//#ifdef __GLSL_CG_DATA_TYPES\n"
429 "//# define myhalf half\n"
430 "//# define myhalf2 half2\n"
431 "//# define myhalf3 half3\n"
432 "//# define myhalf4 half4\n"
434 "# define myhalf float\n"
435 "# define myhalf2 vec2\n"
436 "# define myhalf3 vec3\n"
437 "# define myhalf4 vec4\n"
440 "#ifdef MODE_DEPTH_OR_SHADOW\n"
442 "# ifdef VERTEX_SHADER\n"
445 " gl_Position = ftransform();\n"
451 "#ifdef MODE_POSTPROCESS\n"
452 "# ifdef VERTEX_SHADER\n"
455 " gl_FrontColor = gl_Color;\n"
456 " gl_Position = ftransform();\n"
457 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
459 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
463 "# ifdef FRAGMENT_SHADER\n"
465 "uniform sampler2D Texture_First;\n"
467 "uniform sampler2D Texture_Second;\n"
469 "#ifdef USEGAMMARAMPS\n"
470 "uniform sampler2D Texture_GammaRamps;\n"
472 "#ifdef USEVERTEXTEXTUREBLEND\n"
473 "uniform vec4 TintColor;\n"
475 "#ifdef USECOLORMOD\n"
476 "uniform vec3 Gamma;\n"
478 "//uncomment these if you want to use them:\n"
479 "// uniform vec4 UserVec1;\n"
480 "// uniform vec4 UserVec2;\n"
481 "// uniform vec4 UserVec3;\n"
482 "// uniform vec4 UserVec4;\n"
483 "// uniform float ClientTime;\n"
484 "// uniform vec2 PixelSize;\n"
487 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
489 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
491 "#ifdef USEVERTEXTEXTUREBLEND\n"
492 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#ifdef USEPOSTPROCESSING\n"
496 "// add your own postprocessing here or make your own ifdef for it\n"
499 "#ifdef USEGAMMARAMPS\n"
500 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
501 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
502 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
509 "#ifdef MODE_GENERIC\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_FrontColor = gl_Color;\n"
514 "# ifdef USEDIFFUSE\n"
515 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
517 "# ifdef USESPECULAR\n"
518 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
520 " gl_Position = ftransform();\n"
523 "# ifdef FRAGMENT_SHADER\n"
525 "# ifdef USEDIFFUSE\n"
526 "uniform sampler2D Texture_First;\n"
528 "# ifdef USESPECULAR\n"
529 "uniform sampler2D Texture_Second;\n"
534 " gl_FragColor = gl_Color;\n"
535 "# ifdef USEDIFFUSE\n"
536 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
539 "# ifdef USESPECULAR\n"
540 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
542 "# ifdef USECOLORMAPPING\n"
543 " gl_FragColor *= tex2;\n"
546 " gl_FragColor += tex2;\n"
548 "# ifdef USEVERTEXTEXTUREBLEND\n"
549 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
554 "#else // !MODE_GENERIC\n"
556 "varying vec2 TexCoord;\n"
557 "varying vec2 TexCoordLightmap;\n"
559 "#ifdef MODE_LIGHTSOURCE\n"
560 "varying vec3 CubeVector;\n"
563 "#ifdef MODE_LIGHTSOURCE\n"
564 "varying vec3 LightVector;\n"
566 "#ifdef MODE_LIGHTDIRECTION\n"
567 "varying vec3 LightVector;\n"
570 "varying vec3 EyeVector;\n"
572 "varying vec3 EyeVectorModelSpace;\n"
575 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
576 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
577 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
579 "#ifdef MODE_WATER\n"
580 "varying vec4 ModelViewProjectionPosition;\n"
582 "#ifdef MODE_REFRACTION\n"
583 "varying vec4 ModelViewProjectionPosition;\n"
585 "#ifdef USEREFLECTION\n"
586 "varying vec4 ModelViewProjectionPosition;\n"
593 "// vertex shader specific:\n"
594 "#ifdef VERTEX_SHADER\n"
596 "uniform vec3 LightPosition;\n"
597 "uniform vec3 EyePosition;\n"
598 "uniform vec3 LightDir;\n"
600 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
604 " gl_FrontColor = gl_Color;\n"
605 " // copy the surface texcoord\n"
606 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
607 "#ifndef MODE_LIGHTSOURCE\n"
608 "# ifndef MODE_LIGHTDIRECTION\n"
609 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
613 "#ifdef MODE_LIGHTSOURCE\n"
614 " // transform vertex position into light attenuation/cubemap space\n"
615 " // (-1 to +1 across the light box)\n"
616 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
618 " // transform unnormalized light direction into tangent space\n"
619 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
620 " // normalize it per pixel)\n"
621 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
622 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
623 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
624 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
627 "#ifdef MODE_LIGHTDIRECTION\n"
628 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
629 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
630 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
633 " // transform unnormalized eye direction into tangent space\n"
635 " vec3 EyeVectorModelSpace;\n"
637 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
638 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
639 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
640 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
643 " VectorS = gl_MultiTexCoord1.xyz;\n"
644 " VectorT = gl_MultiTexCoord2.xyz;\n"
645 " VectorR = gl_MultiTexCoord3.xyz;\n"
648 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
649 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
650 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
651 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "// transform vertex to camera space, using ftransform to match non-VS\n"
656 " gl_Position = ftransform();\n"
658 "#ifdef MODE_WATER\n"
659 " ModelViewProjectionPosition = gl_Position;\n"
661 "#ifdef MODE_REFRACTION\n"
662 " ModelViewProjectionPosition = gl_Position;\n"
664 "#ifdef USEREFLECTION\n"
665 " ModelViewProjectionPosition = gl_Position;\n"
669 "#endif // VERTEX_SHADER\n"
674 "// fragment shader specific:\n"
675 "#ifdef FRAGMENT_SHADER\n"
677 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
678 "uniform sampler2D Texture_Normal;\n"
679 "uniform sampler2D Texture_Color;\n"
680 "uniform sampler2D Texture_Gloss;\n"
681 "uniform sampler2D Texture_Glow;\n"
682 "uniform sampler2D Texture_SecondaryNormal;\n"
683 "uniform sampler2D Texture_SecondaryColor;\n"
684 "uniform sampler2D Texture_SecondaryGloss;\n"
685 "uniform sampler2D Texture_SecondaryGlow;\n"
686 "uniform sampler2D Texture_Pants;\n"
687 "uniform sampler2D Texture_Shirt;\n"
688 "uniform sampler2D Texture_FogMask;\n"
689 "uniform sampler2D Texture_Lightmap;\n"
690 "uniform sampler2D Texture_Deluxemap;\n"
691 "uniform sampler2D Texture_Refraction;\n"
692 "uniform sampler2D Texture_Reflection;\n"
693 "uniform sampler2D Texture_Attenuation;\n"
694 "uniform samplerCube Texture_Cube;\n"
696 "uniform myhalf3 LightColor;\n"
697 "uniform myhalf3 AmbientColor;\n"
698 "uniform myhalf3 DiffuseColor;\n"
699 "uniform myhalf3 SpecularColor;\n"
700 "uniform myhalf3 Color_Pants;\n"
701 "uniform myhalf3 Color_Shirt;\n"
702 "uniform myhalf3 FogColor;\n"
704 "uniform myhalf4 TintColor;\n"
707 "//#ifdef MODE_WATER\n"
708 "uniform vec4 DistortScaleRefractReflect;\n"
709 "uniform vec4 ScreenScaleRefractReflect;\n"
710 "uniform vec4 ScreenCenterRefractReflect;\n"
711 "uniform myhalf4 RefractColor;\n"
712 "uniform myhalf4 ReflectColor;\n"
713 "uniform myhalf ReflectFactor;\n"
714 "uniform myhalf ReflectOffset;\n"
716 "//# ifdef MODE_REFRACTION\n"
717 "//uniform vec4 DistortScaleRefractReflect;\n"
718 "//uniform vec4 ScreenScaleRefractReflect;\n"
719 "//uniform vec4 ScreenCenterRefractReflect;\n"
720 "//uniform myhalf4 RefractColor;\n"
721 "//# ifdef USEREFLECTION\n"
722 "//uniform myhalf4 ReflectColor;\n"
725 "//# ifdef USEREFLECTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 ReflectColor;\n"
734 "uniform myhalf GlowScale;\n"
735 "uniform myhalf SceneBrightness;\n"
736 "#ifdef USECONTRASTBOOST\n"
737 "uniform myhalf ContrastBoostCoeff;\n"
740 "uniform float OffsetMapping_Scale;\n"
741 "uniform float OffsetMapping_Bias;\n"
742 "uniform float FogRangeRecip;\n"
744 "uniform myhalf AmbientScale;\n"
745 "uniform myhalf DiffuseScale;\n"
746 "uniform myhalf SpecularScale;\n"
747 "uniform myhalf SpecularPower;\n"
749 "#ifdef USEOFFSETMAPPING\n"
750 "vec2 OffsetMapping(vec2 TexCoord)\n"
752 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
753 " // 14 sample relief mapping: linear search and then binary search\n"
754 " // this basically steps forward a small amount repeatedly until it finds\n"
755 " // itself inside solid, then jitters forward and back using decreasing\n"
756 " // amounts to find the impact\n"
757 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
758 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
759 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
760 " vec3 RT = vec3(TexCoord, 1);\n"
761 " OffsetVector *= 0.1;\n"
762 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
763 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
772 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
778 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
779 " // this basically moves forward the full distance, and then backs up based\n"
780 " // on height of samples\n"
781 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
782 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
783 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
784 " TexCoord += OffsetVector;\n"
785 " OffsetVector *= 0.333;\n"
786 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
787 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " return TexCoord;\n"
792 "#endif // USEOFFSETMAPPING\n"
794 "#ifdef MODE_WATER\n"
799 "#ifdef USEOFFSETMAPPING\n"
800 " // apply offsetmapping\n"
801 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
802 "#define TexCoord TexCoordOffset\n"
805 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
806 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
809 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
812 "#else // !MODE_WATER\n"
813 "#ifdef MODE_REFRACTION\n"
815 "// refraction pass\n"
818 "#ifdef USEOFFSETMAPPING\n"
819 " // apply offsetmapping\n"
820 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
821 "#define TexCoord TexCoordOffset\n"
824 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
825 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
826 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
827 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
830 "#else // !MODE_REFRACTION\n"
833 "#ifdef USEOFFSETMAPPING\n"
834 " // apply offsetmapping\n"
835 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
836 "#define TexCoord TexCoordOffset\n"
839 " // combine the diffuse textures (base, pants, shirt)\n"
840 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
841 "#ifdef USECOLORMAPPING\n"
842 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
844 "#ifdef USEVERTEXTEXTUREBLEND\n"
845 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
846 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
847 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
848 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
849 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
852 "#ifdef USEDIFFUSE\n"
853 " // get the surface normal and the gloss color\n"
854 "# ifdef USEVERTEXTEXTUREBLEND\n"
855 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
856 "# ifdef USESPECULAR\n"
857 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
860 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
861 "# ifdef USESPECULAR\n"
862 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
869 "#ifdef MODE_LIGHTSOURCE\n"
872 " // calculate surface normal, light normal, and specular normal\n"
873 " // compute color intensity for the two textures (colormap and glossmap)\n"
874 " // scale by light color and attenuation as efficiently as possible\n"
875 " // (do as much scalar math as possible rather than vector math)\n"
876 "# ifdef USEDIFFUSE\n"
877 " // get the light normal\n"
878 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
880 "# ifdef USESPECULAR\n"
881 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
883 " // calculate directional shading\n"
884 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
886 "# ifdef USEDIFFUSE\n"
887 " // calculate directional shading\n"
888 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
890 " // calculate directionless shading\n"
891 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
895 "# ifdef USECUBEFILTER\n"
896 " // apply light cubemap filter\n"
897 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
898 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
900 "#endif // MODE_LIGHTSOURCE\n"
905 "#ifdef MODE_LIGHTDIRECTION\n"
906 " // directional model lighting\n"
907 "# ifdef USEDIFFUSE\n"
908 " // get the light normal\n"
909 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
911 "# ifdef USESPECULAR\n"
912 " // calculate directional shading\n"
913 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
914 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
915 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
917 "# ifdef USEDIFFUSE\n"
919 " // calculate directional shading\n"
920 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
922 " color.rgb *= AmbientColor;\n"
925 "#endif // MODE_LIGHTDIRECTION\n"
930 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
931 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
933 " // get the light normal\n"
934 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
935 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
936 " // calculate directional shading\n"
937 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
938 "# ifdef USESPECULAR\n"
939 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
940 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
943 " // apply lightmap color\n"
944 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
945 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
951 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
953 " // get the light normal\n"
954 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
955 " // calculate directional shading\n"
956 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
957 "# ifdef USESPECULAR\n"
958 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
962 " // apply lightmap color\n"
963 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
964 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
969 "#ifdef MODE_LIGHTMAP\n"
970 " // apply lightmap color\n"
971 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
972 "#endif // MODE_LIGHTMAP\n"
977 "#ifdef MODE_VERTEXCOLOR\n"
978 " // apply lightmap color\n"
979 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
980 "#endif // MODE_VERTEXCOLOR\n"
985 "#ifdef MODE_FLATCOLOR\n"
986 "#endif // MODE_FLATCOLOR\n"
994 " color *= TintColor;\n"
997 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1000 "#ifdef USECONTRASTBOOST\n"
1001 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1004 " color.rgb *= SceneBrightness;\n"
1006 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1008 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1011 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1012 "#ifdef USEREFLECTION\n"
1013 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1014 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1015 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1016 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1019 " gl_FragColor = vec4(color);\n"
1021 "#endif // !MODE_REFRACTION\n"
1022 "#endif // !MODE_WATER\n"
1024 "#endif // FRAGMENT_SHADER\n"
1026 "#endif // !MODE_GENERIC\n"
1027 "#endif // !MODE_POSTPROCESS\n"
1028 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1031 typedef struct shaderpermutationinfo_s
1033 const char *pretext;
1036 shaderpermutationinfo_t;
1038 typedef struct shadermodeinfo_s
1040 const char *vertexfilename;
1041 const char *geometryfilename;
1042 const char *fragmentfilename;
1043 const char *pretext;
1048 typedef enum shaderpermutation_e
1050 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1051 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1052 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1053 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1054 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1055 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1056 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1057 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1058 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1059 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1060 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1061 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1062 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1063 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1064 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1066 shaderpermutation_t;
1068 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1069 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1071 {"#define USEDIFFUSE\n", " diffuse"},
1072 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1073 {"#define USECOLORMAPPING\n", " colormapping"},
1074 {"#define USECONTRASTBOOST\n", " contrastboost"},
1075 {"#define USEFOG\n", " fog"},
1076 {"#define USECUBEFILTER\n", " cubefilter"},
1077 {"#define USEGLOW\n", " glow"},
1078 {"#define USESPECULAR\n", " specular"},
1079 {"#define USEREFLECTION\n", " reflection"},
1080 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1081 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1082 {"#define USEGAMMARAMPS\n", " gammaramps"},
1083 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1086 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1087 typedef enum shadermode_e
1089 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1090 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1091 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1092 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1093 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1094 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1095 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1096 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1097 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1098 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1099 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1100 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1105 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1106 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1108 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1109 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1110 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1112 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1122 typedef struct r_glsl_permutation_s
1124 // indicates if we have tried compiling this permutation already
1126 // 0 if compilation failed
1128 // locations of detected uniforms in program object, or -1 if not found
1129 int loc_Texture_First;
1130 int loc_Texture_Second;
1131 int loc_Texture_GammaRamps;
1132 int loc_Texture_Normal;
1133 int loc_Texture_Color;
1134 int loc_Texture_Gloss;
1135 int loc_Texture_Glow;
1136 int loc_Texture_SecondaryNormal;
1137 int loc_Texture_SecondaryColor;
1138 int loc_Texture_SecondaryGloss;
1139 int loc_Texture_SecondaryGlow;
1140 int loc_Texture_Pants;
1141 int loc_Texture_Shirt;
1142 int loc_Texture_FogMask;
1143 int loc_Texture_Lightmap;
1144 int loc_Texture_Deluxemap;
1145 int loc_Texture_Attenuation;
1146 int loc_Texture_Cube;
1147 int loc_Texture_Refraction;
1148 int loc_Texture_Reflection;
1150 int loc_LightPosition;
1151 int loc_EyePosition;
1152 int loc_Color_Pants;
1153 int loc_Color_Shirt;
1154 int loc_FogRangeRecip;
1155 int loc_AmbientScale;
1156 int loc_DiffuseScale;
1157 int loc_SpecularScale;
1158 int loc_SpecularPower;
1160 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1161 int loc_OffsetMapping_Scale;
1163 int loc_AmbientColor;
1164 int loc_DiffuseColor;
1165 int loc_SpecularColor;
1167 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1168 int loc_GammaCoeff; // 1 / gamma
1169 int loc_DistortScaleRefractReflect;
1170 int loc_ScreenScaleRefractReflect;
1171 int loc_ScreenCenterRefractReflect;
1172 int loc_RefractColor;
1173 int loc_ReflectColor;
1174 int loc_ReflectFactor;
1175 int loc_ReflectOffset;
1183 r_glsl_permutation_t;
1185 // information about each possible shader permutation
1186 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1187 // currently selected permutation
1188 r_glsl_permutation_t *r_glsl_permutation;
1190 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1193 if (!filename || !filename[0])
1195 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1198 if (printfromdisknotice)
1199 Con_DPrint("from disk... ");
1200 return shaderstring;
1202 else if (!strcmp(filename, "glsl/default.glsl"))
1204 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1205 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1207 return shaderstring;
1210 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1213 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1214 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1215 int vertstrings_count = 0;
1216 int geomstrings_count = 0;
1217 int fragstrings_count = 0;
1218 char *vertexstring, *geometrystring, *fragmentstring;
1219 const char *vertstrings_list[32+3];
1220 const char *geomstrings_list[32+3];
1221 const char *fragstrings_list[32+3];
1222 char permutationname[256];
1229 permutationname[0] = 0;
1230 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1231 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1232 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1234 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1236 // the first pretext is which type of shader to compile as
1237 // (later these will all be bound together as a program object)
1238 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1239 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1240 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1242 // the second pretext is the mode (for example a light source)
1243 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1244 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1245 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1246 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1248 // now add all the permutation pretexts
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 if (permutation & (1<<i))
1253 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1254 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1255 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1256 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1260 // keep line numbers correct
1261 vertstrings_list[vertstrings_count++] = "\n";
1262 geomstrings_list[geomstrings_count++] = "\n";
1263 fragstrings_list[fragstrings_count++] = "\n";
1267 // now append the shader text itself
1268 vertstrings_list[vertstrings_count++] = vertexstring;
1269 geomstrings_list[geomstrings_count++] = geometrystring;
1270 fragstrings_list[fragstrings_count++] = fragmentstring;
1272 // if any sources were NULL, clear the respective list
1274 vertstrings_count = 0;
1275 if (!geometrystring)
1276 geomstrings_count = 0;
1277 if (!fragmentstring)
1278 fragstrings_count = 0;
1280 // compile the shader program
1281 if (vertstrings_count + geomstrings_count + fragstrings_count)
1282 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1286 qglUseProgramObjectARB(p->program);CHECKGLERROR
1287 // look up all the uniform variable names we care about, so we don't
1288 // have to look them up every time we set them
1289 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1290 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1291 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1292 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1293 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1294 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1295 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1296 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1297 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1298 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1299 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1300 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1301 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1302 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1303 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1304 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1305 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1306 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1307 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1308 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1309 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1310 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1311 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1312 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1313 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1314 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1315 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1316 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1317 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1318 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1319 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1320 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1321 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1322 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1323 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1324 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1325 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1326 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1327 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1328 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1329 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1330 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1331 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1332 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1333 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1334 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1335 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1336 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1337 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1338 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1339 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1340 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1341 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1342 // initialize the samplers to refer to the texture units we use
1343 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1344 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1345 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1346 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1347 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1348 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1349 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1350 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1351 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1352 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1353 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1354 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1355 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1356 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1357 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1358 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1359 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1360 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1361 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1362 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1364 if (developer.integer)
1365 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1368 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1372 Mem_Free(vertexstring);
1374 Mem_Free(geometrystring);
1376 Mem_Free(fragmentstring);
1379 void R_GLSL_Restart_f(void)
1382 shaderpermutation_t permutation;
1383 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1384 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1385 if (r_glsl_permutations[mode][permutation].program)
1386 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1387 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1390 void R_GLSL_DumpShader_f(void)
1394 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1397 Con_Printf("failed to write to glsl/default.glsl\n");
1401 FS_Print(file, "// The engine may define the following macros:\n");
1402 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1403 for (i = 0;i < SHADERMODE_COUNT;i++)
1404 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1405 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1406 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1407 FS_Print(file, "\n");
1408 FS_Print(file, builtinshaderstring);
1411 Con_Printf("glsl/default.glsl written\n");
1414 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1416 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1417 if (r_glsl_permutation != perm)
1419 r_glsl_permutation = perm;
1420 if (!r_glsl_permutation->program)
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(mode, permutation);
1424 if (!r_glsl_permutation->program)
1426 // remove features until we find a valid permutation
1428 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430 // reduce i more quickly whenever it would not remove any bits
1431 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1432 if (!(permutation & j))
1435 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1436 if (!r_glsl_permutation->compiled)
1437 R_GLSL_CompilePermutation(mode, permutation);
1438 if (r_glsl_permutation->program)
1441 if (i >= SHADERPERMUTATION_COUNT)
1443 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1444 Cvar_SetValueQuick(&r_glsl, 0);
1445 R_GLSL_Restart_f(); // unload shaders
1446 return; // no bit left to clear
1451 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1455 void R_SetupGenericShader(qboolean usetexture)
1457 if (gl_support_fragment_shader)
1459 if (r_glsl.integer && r_glsl_usegeneric.integer)
1460 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1461 else if (r_glsl_permutation)
1463 r_glsl_permutation = NULL;
1464 qglUseProgramObjectARB(0);CHECKGLERROR
1469 void R_SetupGenericTwoTextureShader(int texturemode)
1471 if (gl_support_fragment_shader)
1473 if (r_glsl.integer && r_glsl_usegeneric.integer)
1474 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1475 else if (r_glsl_permutation)
1477 r_glsl_permutation = NULL;
1478 qglUseProgramObjectARB(0);CHECKGLERROR
1481 if (!r_glsl_permutation)
1483 if (texturemode == GL_DECAL && gl_combine.integer)
1484 texturemode = GL_INTERPOLATE_ARB;
1485 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1489 void R_SetupDepthOrShadowShader(void)
1491 if (gl_support_fragment_shader)
1493 if (r_glsl.integer && r_glsl_usegeneric.integer)
1494 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1495 else if (r_glsl_permutation)
1497 r_glsl_permutation = NULL;
1498 qglUseProgramObjectARB(0);CHECKGLERROR
1503 extern rtexture_t *r_shadow_attenuationgradienttexture;
1504 extern rtexture_t *r_shadow_attenuation2dtexture;
1505 extern rtexture_t *r_shadow_attenuation3dtexture;
1506 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1508 // select a permutation of the lighting shader appropriate to this
1509 // combination of texture, entity, light source, and fogging, only use the
1510 // minimum features necessary to avoid wasting rendering time in the
1511 // fragment shader on features that are not being used
1512 unsigned int permutation = 0;
1513 shadermode_t mode = 0;
1514 // TODO: implement geometry-shader based shadow volumes someday
1515 if (r_glsl_offsetmapping.integer)
1517 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1518 if (r_glsl_offsetmapping_reliefmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1521 if (rsurfacepass == RSURFPASS_BACKGROUND)
1523 // distorted background
1524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1525 mode = SHADERMODE_WATER;
1527 mode = SHADERMODE_REFRACTION;
1529 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1532 mode = SHADERMODE_LIGHTSOURCE;
1533 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1534 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1535 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1536 permutation |= SHADERPERMUTATION_CUBEFILTER;
1537 if (diffusescale > 0)
1538 permutation |= SHADERPERMUTATION_DIFFUSE;
1539 if (specularscale > 0)
1540 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1541 if (r_refdef.fogenabled)
1542 permutation |= SHADERPERMUTATION_FOG;
1543 if (rsurface.texture->colormapping)
1544 permutation |= SHADERPERMUTATION_COLORMAPPING;
1545 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1546 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1548 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1550 // unshaded geometry (fullbright or ambient model lighting)
1551 mode = SHADERMODE_FLATCOLOR;
1552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1553 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1554 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1555 permutation |= SHADERPERMUTATION_GLOW;
1556 if (r_refdef.fogenabled)
1557 permutation |= SHADERPERMUTATION_FOG;
1558 if (rsurface.texture->colormapping)
1559 permutation |= SHADERPERMUTATION_COLORMAPPING;
1560 if (r_glsl_offsetmapping.integer)
1562 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1563 if (r_glsl_offsetmapping_reliefmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1566 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1567 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1569 permutation |= SHADERPERMUTATION_REFLECTION;
1571 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1573 // directional model lighting
1574 mode = SHADERMODE_LIGHTDIRECTION;
1575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1578 permutation |= SHADERPERMUTATION_GLOW;
1579 permutation |= SHADERPERMUTATION_DIFFUSE;
1580 if (specularscale > 0)
1581 permutation |= SHADERPERMUTATION_SPECULAR;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1587 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1588 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1589 permutation |= SHADERPERMUTATION_REFLECTION;
1591 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1593 // ambient model lighting
1594 mode = SHADERMODE_LIGHTDIRECTION;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1597 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1598 permutation |= SHADERPERMUTATION_GLOW;
1599 if (r_refdef.fogenabled)
1600 permutation |= SHADERPERMUTATION_FOG;
1601 if (rsurface.texture->colormapping)
1602 permutation |= SHADERPERMUTATION_COLORMAPPING;
1603 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1604 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1606 permutation |= SHADERPERMUTATION_REFLECTION;
1611 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1613 // deluxemapping (light direction texture)
1614 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1615 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1618 permutation |= SHADERPERMUTATION_DIFFUSE;
1619 if (specularscale > 0)
1620 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1622 else if (r_glsl_deluxemapping.integer >= 2)
1624 // fake deluxemapping (uniform light direction in tangentspace)
1625 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1626 permutation |= SHADERPERMUTATION_DIFFUSE;
1627 if (specularscale > 0)
1628 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1630 else if (rsurface.uselightmaptexture)
1632 // ordinary lightmapping (q1bsp, q3bsp)
1633 mode = SHADERMODE_LIGHTMAP;
1637 // ordinary vertex coloring (q3bsp)
1638 mode = SHADERMODE_VERTEXCOLOR;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1643 permutation |= SHADERPERMUTATION_GLOW;
1644 if (r_refdef.fogenabled)
1645 permutation |= SHADERPERMUTATION_FOG;
1646 if (rsurface.texture->colormapping)
1647 permutation |= SHADERPERMUTATION_COLORMAPPING;
1648 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651 permutation |= SHADERPERMUTATION_REFLECTION;
1653 R_SetupShader_SetPermutation(mode, permutation);
1654 if (mode == SHADERMODE_LIGHTSOURCE)
1656 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1657 if (permutation & SHADERPERMUTATION_DIFFUSE)
1659 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1660 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1661 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1662 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1666 // ambient only is simpler
1667 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1668 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1669 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1670 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1672 // additive passes are only darkened by fog, not tinted
1673 if (r_glsl_permutation->loc_FogColor >= 0)
1674 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1678 if (mode == SHADERMODE_LIGHTDIRECTION)
1680 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1681 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1682 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1683 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1691 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1692 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1693 // additive passes are only darkened by fog, not tinted
1694 if (r_glsl_permutation->loc_FogColor >= 0)
1696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1697 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1701 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1702 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1703 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1704 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1705 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1706 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1707 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1711 // The formula used is actually:
1712 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1713 // color.rgb *= SceneBrightness;
1715 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1716 // and do [[calculations]] here in the engine
1717 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1718 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1721 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1722 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1723 if (r_glsl_permutation->loc_Color_Pants >= 0)
1725 if (rsurface.texture->currentskinframe->pants)
1726 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1730 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1732 if (rsurface.texture->currentskinframe->shirt)
1733 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1737 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1738 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1739 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1743 #define SKINFRAME_HASH 1024
1747 int loadsequence; // incremented each level change
1748 memexpandablearray_t array;
1749 skinframe_t *hash[SKINFRAME_HASH];
1753 void R_SkinFrame_PrepareForPurge(void)
1755 r_skinframe.loadsequence++;
1756 // wrap it without hitting zero
1757 if (r_skinframe.loadsequence >= 200)
1758 r_skinframe.loadsequence = 1;
1761 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1765 // mark the skinframe as used for the purging code
1766 skinframe->loadsequence = r_skinframe.loadsequence;
1769 void R_SkinFrame_Purge(void)
1773 for (i = 0;i < SKINFRAME_HASH;i++)
1775 for (s = r_skinframe.hash[i];s;s = s->next)
1777 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1779 if (s->merged == s->base)
1781 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1782 R_PurgeTexture(s->stain );s->stain = NULL;
1783 R_PurgeTexture(s->merged);s->merged = NULL;
1784 R_PurgeTexture(s->base );s->base = NULL;
1785 R_PurgeTexture(s->pants );s->pants = NULL;
1786 R_PurgeTexture(s->shirt );s->shirt = NULL;
1787 R_PurgeTexture(s->nmap );s->nmap = NULL;
1788 R_PurgeTexture(s->gloss );s->gloss = NULL;
1789 R_PurgeTexture(s->glow );s->glow = NULL;
1790 R_PurgeTexture(s->fog );s->fog = NULL;
1791 s->loadsequence = 0;
1797 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1799 char basename[MAX_QPATH];
1801 Image_StripImageExtension(name, basename, sizeof(basename));
1803 if( last == NULL ) {
1805 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1806 item = r_skinframe.hash[hashindex];
1811 // linearly search through the hash bucket
1812 for( ; item ; item = item->next ) {
1813 if( !strcmp( item->basename, basename ) ) {
1820 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1824 char basename[MAX_QPATH];
1826 Image_StripImageExtension(name, basename, sizeof(basename));
1828 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1829 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1830 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1834 rtexture_t *dyntexture;
1835 // check whether its a dynamic texture
1836 dyntexture = CL_GetDynTexture( basename );
1837 if (!add && !dyntexture)
1839 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1840 memset(item, 0, sizeof(*item));
1841 strlcpy(item->basename, basename, sizeof(item->basename));
1842 item->base = dyntexture; // either NULL or dyntexture handle
1843 item->textureflags = textureflags;
1844 item->comparewidth = comparewidth;
1845 item->compareheight = compareheight;
1846 item->comparecrc = comparecrc;
1847 item->next = r_skinframe.hash[hashindex];
1848 r_skinframe.hash[hashindex] = item;
1850 else if( item->base == NULL )
1852 rtexture_t *dyntexture;
1853 // check whether its a dynamic texture
1854 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1855 dyntexture = CL_GetDynTexture( basename );
1856 item->base = dyntexture; // either NULL or dyntexture handle
1859 R_SkinFrame_MarkUsed(item);
1863 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1865 // FIXME: it should be possible to disable loading various layers using
1866 // cvars, to prevent wasted loading time and memory usage if the user does
1868 qboolean loadnormalmap = true;
1869 qboolean loadgloss = true;
1870 qboolean loadpantsandshirt = true;
1871 qboolean loadglow = true;
1873 unsigned char *pixels;
1874 unsigned char *bumppixels;
1875 unsigned char *basepixels = NULL;
1876 int basepixels_width;
1877 int basepixels_height;
1878 skinframe_t *skinframe;
1880 if (cls.state == ca_dedicated)
1883 // return an existing skinframe if already loaded
1884 // if loading of the first image fails, don't make a new skinframe as it
1885 // would cause all future lookups of this to be missing
1886 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1887 if (skinframe && skinframe->base)
1890 basepixels = loadimagepixelsbgra(name, complain, true);
1891 if (basepixels == NULL)
1894 if (developer_loading.integer)
1895 Con_Printf("loading skin \"%s\"\n", name);
1897 // we've got some pixels to store, so really allocate this new texture now
1899 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1900 skinframe->stain = NULL;
1901 skinframe->merged = NULL;
1902 skinframe->base = r_texture_notexture;
1903 skinframe->pants = NULL;
1904 skinframe->shirt = NULL;
1905 skinframe->nmap = r_texture_blanknormalmap;
1906 skinframe->gloss = NULL;
1907 skinframe->glow = NULL;
1908 skinframe->fog = NULL;
1910 basepixels_width = image_width;
1911 basepixels_height = image_height;
1912 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1914 if (textureflags & TEXF_ALPHA)
1916 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1917 if (basepixels[j] < 255)
1919 if (j < basepixels_width * basepixels_height * 4)
1921 // has transparent pixels
1922 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1923 for (j = 0;j < image_width * image_height * 4;j += 4)
1928 pixels[j+3] = basepixels[j+3];
1930 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1935 // _norm is the name used by tenebrae and has been adopted as standard
1938 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1940 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1944 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1946 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1948 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1950 Mem_Free(bumppixels);
1952 else if (r_shadow_bumpscale_basetexture.value > 0)
1954 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1955 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1956 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1960 // _luma is supported for tenebrae compatibility
1961 // (I think it's a very stupid name, but oh well)
1962 // _glow is the preferred name
1963 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1964 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1965 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1966 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1969 Mem_Free(basepixels);
1974 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1979 for (i = 0;i < width*height;i++)
1980 if (((unsigned char *)&palette[in[i]])[3] > 0)
1982 if (i == width*height)
1985 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1988 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1989 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1992 unsigned char *temp1, *temp2;
1993 skinframe_t *skinframe;
1995 if (cls.state == ca_dedicated)
1998 // if already loaded just return it, otherwise make a new skinframe
1999 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2000 if (skinframe && skinframe->base)
2003 skinframe->stain = NULL;
2004 skinframe->merged = NULL;
2005 skinframe->base = r_texture_notexture;
2006 skinframe->pants = NULL;
2007 skinframe->shirt = NULL;
2008 skinframe->nmap = r_texture_blanknormalmap;
2009 skinframe->gloss = NULL;
2010 skinframe->glow = NULL;
2011 skinframe->fog = NULL;
2013 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2017 if (developer_loading.integer)
2018 Con_Printf("loading 32bit skin \"%s\"\n", name);
2020 if (r_shadow_bumpscale_basetexture.value > 0)
2022 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2023 temp2 = temp1 + width * height * 4;
2024 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2025 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2028 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2029 if (textureflags & TEXF_ALPHA)
2031 for (i = 3;i < width * height * 4;i += 4)
2032 if (skindata[i] < 255)
2034 if (i < width * height * 4)
2036 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2037 memcpy(fogpixels, skindata, width * height * 4);
2038 for (i = 0;i < width * height * 4;i += 4)
2039 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2040 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2041 Mem_Free(fogpixels);
2048 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2051 unsigned char *temp1, *temp2;
2052 skinframe_t *skinframe;
2054 if (cls.state == ca_dedicated)
2057 // if already loaded just return it, otherwise make a new skinframe
2058 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2059 if (skinframe && skinframe->base)
2062 skinframe->stain = NULL;
2063 skinframe->merged = NULL;
2064 skinframe->base = r_texture_notexture;
2065 skinframe->pants = NULL;
2066 skinframe->shirt = NULL;
2067 skinframe->nmap = r_texture_blanknormalmap;
2068 skinframe->gloss = NULL;
2069 skinframe->glow = NULL;
2070 skinframe->fog = NULL;
2072 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2076 if (developer_loading.integer)
2077 Con_Printf("loading quake skin \"%s\"\n", name);
2079 if (r_shadow_bumpscale_basetexture.value > 0)
2081 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2082 temp2 = temp1 + width * height * 4;
2083 // use either a custom palette or the quake palette
2084 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2085 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2086 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2089 // use either a custom palette, or the quake palette
2090 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2091 if (loadglowtexture)
2092 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2093 if (loadpantsandshirt)
2095 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2096 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2098 if (skinframe->pants || skinframe->shirt)
2099 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2100 if (textureflags & TEXF_ALPHA)
2102 for (i = 0;i < width * height;i++)
2103 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2105 if (i < width * height)
2106 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2112 skinframe_t *R_SkinFrame_LoadMissing(void)
2114 skinframe_t *skinframe;
2116 if (cls.state == ca_dedicated)
2119 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2120 skinframe->stain = NULL;
2121 skinframe->merged = NULL;
2122 skinframe->base = r_texture_notexture;
2123 skinframe->pants = NULL;
2124 skinframe->shirt = NULL;
2125 skinframe->nmap = r_texture_blanknormalmap;
2126 skinframe->gloss = NULL;
2127 skinframe->glow = NULL;
2128 skinframe->fog = NULL;
2133 void gl_main_start(void)
2135 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2136 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2138 // set up r_skinframe loading system for textures
2139 memset(&r_skinframe, 0, sizeof(r_skinframe));
2140 r_skinframe.loadsequence = 1;
2141 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2143 r_main_texturepool = R_AllocTexturePool();
2144 R_BuildBlankTextures();
2146 if (gl_texturecubemap)
2149 R_BuildNormalizationCube();
2151 r_texture_fogattenuation = NULL;
2152 r_texture_gammaramps = NULL;
2153 //r_texture_fogintensity = NULL;
2154 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2155 memset(&r_waterstate, 0, sizeof(r_waterstate));
2156 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2157 memset(&r_svbsp, 0, sizeof (r_svbsp));
2159 r_refdef.fogmasktable_density = 0;
2162 void gl_main_shutdown(void)
2164 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2165 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2167 // clear out the r_skinframe state
2168 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2169 memset(&r_skinframe, 0, sizeof(r_skinframe));
2172 Mem_Free(r_svbsp.nodes);
2173 memset(&r_svbsp, 0, sizeof (r_svbsp));
2174 R_FreeTexturePool(&r_main_texturepool);
2175 r_texture_blanknormalmap = NULL;
2176 r_texture_white = NULL;
2177 r_texture_grey128 = NULL;
2178 r_texture_black = NULL;
2179 r_texture_whitecube = NULL;
2180 r_texture_normalizationcube = NULL;
2181 r_texture_fogattenuation = NULL;
2182 r_texture_gammaramps = NULL;
2183 //r_texture_fogintensity = NULL;
2184 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185 memset(&r_waterstate, 0, sizeof(r_waterstate));
2189 extern void CL_ParseEntityLump(char *entitystring);
2190 void gl_main_newmap(void)
2192 // FIXME: move this code to client
2194 char *entities, entname[MAX_QPATH];
2197 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2198 l = (int)strlen(entname) - 4;
2199 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2201 memcpy(entname + l, ".ent", 5);
2202 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2204 CL_ParseEntityLump(entities);
2209 if (cl.worldmodel->brush.entities)
2210 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2214 void GL_Main_Init(void)
2216 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2218 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2219 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2220 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2221 if (gamemode == GAME_NEHAHRA)
2223 Cvar_RegisterVariable (&gl_fogenable);
2224 Cvar_RegisterVariable (&gl_fogdensity);
2225 Cvar_RegisterVariable (&gl_fogred);
2226 Cvar_RegisterVariable (&gl_foggreen);
2227 Cvar_RegisterVariable (&gl_fogblue);
2228 Cvar_RegisterVariable (&gl_fogstart);
2229 Cvar_RegisterVariable (&gl_fogend);
2230 Cvar_RegisterVariable (&gl_skyclip);
2232 Cvar_RegisterVariable(&r_depthfirst);
2233 Cvar_RegisterVariable(&r_nearclip);
2234 Cvar_RegisterVariable(&r_showbboxes);
2235 Cvar_RegisterVariable(&r_showsurfaces);
2236 Cvar_RegisterVariable(&r_showtris);
2237 Cvar_RegisterVariable(&r_shownormals);
2238 Cvar_RegisterVariable(&r_showlighting);
2239 Cvar_RegisterVariable(&r_showshadowvolumes);
2240 Cvar_RegisterVariable(&r_showcollisionbrushes);
2241 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2242 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2243 Cvar_RegisterVariable(&r_showdisabledepthtest);
2244 Cvar_RegisterVariable(&r_drawportals);
2245 Cvar_RegisterVariable(&r_drawentities);
2246 Cvar_RegisterVariable(&r_cullentities_trace);
2247 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2248 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2249 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2250 Cvar_RegisterVariable(&r_drawviewmodel);
2251 Cvar_RegisterVariable(&r_speeds);
2252 Cvar_RegisterVariable(&r_fullbrights);
2253 Cvar_RegisterVariable(&r_wateralpha);
2254 Cvar_RegisterVariable(&r_dynamic);
2255 Cvar_RegisterVariable(&r_fullbright);
2256 Cvar_RegisterVariable(&r_shadows);
2257 Cvar_RegisterVariable(&r_shadows_throwdistance);
2258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2261 Cvar_RegisterVariable(&r_fog_exp2);
2262 Cvar_RegisterVariable(&r_textureunits);
2263 Cvar_RegisterVariable(&r_glsl);
2264 Cvar_RegisterVariable(&r_glsl_contrastboost);
2265 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2266 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2267 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2268 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2269 Cvar_RegisterVariable(&r_glsl_postprocess);
2270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2274 Cvar_RegisterVariable(&r_glsl_usegeneric);
2275 Cvar_RegisterVariable(&r_water);
2276 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2277 Cvar_RegisterVariable(&r_water_clippingplanebias);
2278 Cvar_RegisterVariable(&r_water_refractdistort);
2279 Cvar_RegisterVariable(&r_water_reflectdistort);
2280 Cvar_RegisterVariable(&r_lerpsprites);
2281 Cvar_RegisterVariable(&r_lerpmodels);
2282 Cvar_RegisterVariable(&r_lerplightstyles);
2283 Cvar_RegisterVariable(&r_waterscroll);
2284 Cvar_RegisterVariable(&r_bloom);
2285 Cvar_RegisterVariable(&r_bloom_colorscale);
2286 Cvar_RegisterVariable(&r_bloom_brighten);
2287 Cvar_RegisterVariable(&r_bloom_blur);
2288 Cvar_RegisterVariable(&r_bloom_resolution);
2289 Cvar_RegisterVariable(&r_bloom_colorexponent);
2290 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2291 Cvar_RegisterVariable(&r_hdr);
2292 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2293 Cvar_RegisterVariable(&r_hdr_glowintensity);
2294 Cvar_RegisterVariable(&r_hdr_range);
2295 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2296 Cvar_RegisterVariable(&developer_texturelogging);
2297 Cvar_RegisterVariable(&gl_lightmaps);
2298 Cvar_RegisterVariable(&r_test);
2299 Cvar_RegisterVariable(&r_batchmode);
2300 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2301 Cvar_SetValue("r_fullbrights", 0);
2302 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2304 Cvar_RegisterVariable(&r_track_sprites);
2305 Cvar_RegisterVariable(&r_track_sprites_flags);
2306 Cvar_RegisterVariable(&r_track_sprites_scalew);
2307 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2310 extern void R_Textures_Init(void);
2311 extern void GL_Draw_Init(void);
2312 extern void GL_Main_Init(void);
2313 extern void R_Shadow_Init(void);
2314 extern void R_Sky_Init(void);
2315 extern void GL_Surf_Init(void);
2316 extern void R_Particles_Init(void);
2317 extern void R_Explosion_Init(void);
2318 extern void gl_backend_init(void);
2319 extern void Sbar_Init(void);
2320 extern void R_LightningBeams_Init(void);
2321 extern void Mod_RenderInit(void);
2323 void Render_Init(void)
2335 R_LightningBeams_Init();
2344 extern char *ENGINE_EXTENSIONS;
2347 VID_CheckExtensions();
2349 // LordHavoc: report supported extensions
2350 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2352 // clear to black (loading plaque will be seen over this)
2354 qglClearColor(0,0,0,1);CHECKGLERROR
2355 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2358 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2362 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2364 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2367 p = r_refdef.view.frustum + i;
2372 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2376 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2380 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2384 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2408 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2412 for (i = 0;i < numplanes;i++)
2419 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2423 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2427 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2431 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2435 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2439 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2443 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2447 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2455 //==================================================================================
2457 static void R_View_UpdateEntityVisible (void)
2460 entity_render_t *ent;
2462 if (!r_drawentities.integer)
2465 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2466 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2468 // worldmodel can check visibility
2469 for (i = 0;i < r_refdef.scene.numentities;i++)
2471 ent = r_refdef.scene.entities[i];
2472 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2475 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2477 for (i = 0;i < r_refdef.scene.numentities;i++)
2479 ent = r_refdef.scene.entities[i];
2480 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2482 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2483 ent->last_trace_visibility = realtime;
2484 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2485 r_refdef.viewcache.entityvisible[i] = 0;
2492 // no worldmodel or it can't check visibility
2493 for (i = 0;i < r_refdef.scene.numentities;i++)
2495 ent = r_refdef.scene.entities[i];
2496 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2501 // only used if skyrendermasked, and normally returns false
2502 int R_DrawBrushModelsSky (void)
2505 entity_render_t *ent;
2507 if (!r_drawentities.integer)
2511 for (i = 0;i < r_refdef.scene.numentities;i++)
2513 if (!r_refdef.viewcache.entityvisible[i])
2515 ent = r_refdef.scene.entities[i];
2516 if (!ent->model || !ent->model->DrawSky)
2518 ent->model->DrawSky(ent);
2524 static void R_DrawNoModel(entity_render_t *ent);
2525 static void R_DrawModels(void)
2528 entity_render_t *ent;
2530 if (!r_drawentities.integer)
2533 for (i = 0;i < r_refdef.scene.numentities;i++)
2535 if (!r_refdef.viewcache.entityvisible[i])
2537 ent = r_refdef.scene.entities[i];
2538 r_refdef.stats.entities++;
2539 if (ent->model && ent->model->Draw != NULL)
2540 ent->model->Draw(ent);
2546 static void R_DrawModelsDepth(void)
2549 entity_render_t *ent;
2551 if (!r_drawentities.integer)
2554 for (i = 0;i < r_refdef.scene.numentities;i++)
2556 if (!r_refdef.viewcache.entityvisible[i])
2558 ent = r_refdef.scene.entities[i];
2559 if (ent->model && ent->model->DrawDepth != NULL)
2560 ent->model->DrawDepth(ent);
2564 static void R_DrawModelsDebug(void)
2567 entity_render_t *ent;
2569 if (!r_drawentities.integer)
2572 for (i = 0;i < r_refdef.scene.numentities;i++)
2574 if (!r_refdef.viewcache.entityvisible[i])
2576 ent = r_refdef.scene.entities[i];
2577 if (ent->model && ent->model->DrawDebug != NULL)
2578 ent->model->DrawDebug(ent);
2582 static void R_DrawModelsAddWaterPlanes(void)
2585 entity_render_t *ent;
2587 if (!r_drawentities.integer)
2590 for (i = 0;i < r_refdef.scene.numentities;i++)
2592 if (!r_refdef.viewcache.entityvisible[i])
2594 ent = r_refdef.scene.entities[i];
2595 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2596 ent->model->DrawAddWaterPlanes(ent);
2600 static void R_View_SetFrustum(void)
2603 double slopex, slopey;
2604 vec3_t forward, left, up, origin;
2606 // we can't trust r_refdef.view.forward and friends in reflected scenes
2607 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2610 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2611 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2612 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2613 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2614 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2615 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2616 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2617 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2618 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2619 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2620 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2621 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2625 zNear = r_refdef.nearclip;
2626 nudge = 1.0 - 1.0 / (1<<23);
2627 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2628 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2629 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2630 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2631 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2632 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2633 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2634 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2640 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2641 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2642 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2643 r_refdef.view.frustum[0].dist = m[15] - m[12];
2645 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2646 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2647 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2648 r_refdef.view.frustum[1].dist = m[15] + m[12];
2650 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2651 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2652 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2653 r_refdef.view.frustum[2].dist = m[15] - m[13];
2655 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2656 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2657 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2658 r_refdef.view.frustum[3].dist = m[15] + m[13];
2660 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2661 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2662 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2663 r_refdef.view.frustum[4].dist = m[15] - m[14];
2665 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2666 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2667 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2668 r_refdef.view.frustum[5].dist = m[15] + m[14];
2671 if (r_refdef.view.useperspective)
2673 slopex = 1.0 / r_refdef.view.frustum_x;
2674 slopey = 1.0 / r_refdef.view.frustum_y;
2675 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2676 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2677 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2678 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2679 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2681 // Leaving those out was a mistake, those were in the old code, and they
2682 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2683 // I couldn't reproduce it after adding those normalizations. --blub
2684 VectorNormalize(r_refdef.view.frustum[0].normal);
2685 VectorNormalize(r_refdef.view.frustum[1].normal);
2686 VectorNormalize(r_refdef.view.frustum[2].normal);
2687 VectorNormalize(r_refdef.view.frustum[3].normal);
2689 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2690 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2691 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2692 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2693 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2695 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2696 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2697 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2698 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2699 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2703 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2704 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2705 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2706 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2707 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2708 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2709 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2710 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2711 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2712 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2714 r_refdef.view.numfrustumplanes = 5;
2716 if (r_refdef.view.useclipplane)
2718 r_refdef.view.numfrustumplanes = 6;
2719 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2722 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2723 PlaneClassify(r_refdef.view.frustum + i);
2725 // LordHavoc: note to all quake engine coders, Quake had a special case
2726 // for 90 degrees which assumed a square view (wrong), so I removed it,
2727 // Quake2 has it disabled as well.
2729 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2730 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2731 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2732 //PlaneClassify(&frustum[0]);
2734 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2735 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2736 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2737 //PlaneClassify(&frustum[1]);
2739 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2740 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2741 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2742 //PlaneClassify(&frustum[2]);
2744 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2745 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2746 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2747 //PlaneClassify(&frustum[3]);
2750 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2751 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2752 //PlaneClassify(&frustum[4]);
2755 void R_View_Update(void)
2757 R_View_SetFrustum();
2758 R_View_WorldVisibility(r_refdef.view.useclipplane);
2759 R_View_UpdateEntityVisible();
2762 void R_SetupView(qboolean allowwaterclippingplane)
2764 if (!r_refdef.view.useperspective)
2765 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2766 else if (r_refdef.scene.rtworldshadows || r_refdef.scene.rtdlightshadows)
2767 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2769 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2771 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2773 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2775 // LordHavoc: couldn't figure out how to make this approach the
2776 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2777 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2778 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2779 dist = r_refdef.view.clipplane.dist;
2780 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2784 void R_ResetViewRendering2D(void)
2788 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2789 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2790 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2791 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2792 GL_Color(1, 1, 1, 1);
2793 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2794 GL_BlendFunc(GL_ONE, GL_ZERO);
2795 GL_AlphaTest(false);
2796 GL_ScissorTest(false);
2797 GL_DepthMask(false);
2798 GL_DepthRange(0, 1);
2799 GL_DepthTest(false);
2800 R_Mesh_Matrix(&identitymatrix);
2801 R_Mesh_ResetTextureState();
2802 GL_PolygonOffset(0, 0);
2803 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2804 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2805 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2806 qglStencilMask(~0);CHECKGLERROR
2807 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2808 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2809 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2810 R_SetupGenericShader(true);
2813 void R_ResetViewRendering3D(void)
2817 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2818 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2820 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2821 GL_Color(1, 1, 1, 1);
2822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2823 GL_BlendFunc(GL_ONE, GL_ZERO);
2824 GL_AlphaTest(false);
2825 GL_ScissorTest(true);
2827 GL_DepthRange(0, 1);
2829 R_Mesh_Matrix(&identitymatrix);
2830 R_Mesh_ResetTextureState();
2831 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2832 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2833 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2834 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2835 qglStencilMask(~0);CHECKGLERROR
2836 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2837 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2838 GL_CullFace(r_refdef.view.cullface_back);
2839 R_SetupGenericShader(true);
2842 void R_RenderScene(qboolean addwaterplanes);
2844 static void R_Water_StartFrame(void)
2847 int waterwidth, waterheight, texturewidth, textureheight;
2848 r_waterstate_waterplane_t *p;
2850 // set waterwidth and waterheight to the water resolution that will be
2851 // used (often less than the screen resolution for faster rendering)
2852 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2853 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2855 // calculate desired texture sizes
2856 // can't use water if the card does not support the texture size
2857 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2858 texturewidth = textureheight = waterwidth = waterheight = 0;
2859 else if (gl_support_arb_texture_non_power_of_two)
2861 texturewidth = waterwidth;
2862 textureheight = waterheight;
2866 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2867 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2870 // allocate textures as needed
2871 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2873 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2874 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2876 if (p->texture_refraction)
2877 R_FreeTexture(p->texture_refraction);
2878 p->texture_refraction = NULL;
2879 if (p->texture_reflection)
2880 R_FreeTexture(p->texture_reflection);
2881 p->texture_reflection = NULL;
2883 memset(&r_waterstate, 0, sizeof(r_waterstate));
2884 r_waterstate.waterwidth = waterwidth;
2885 r_waterstate.waterheight = waterheight;
2886 r_waterstate.texturewidth = texturewidth;
2887 r_waterstate.textureheight = textureheight;
2890 if (r_waterstate.waterwidth)
2892 r_waterstate.enabled = true;
2894 // set up variables that will be used in shader setup
2895 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2896 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2897 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2898 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2901 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2902 r_waterstate.numwaterplanes = 0;
2905 static void R_Water_AddWaterPlane(msurface_t *surface)
2907 int triangleindex, planeindex;
2913 r_waterstate_waterplane_t *p;
2914 // just use the first triangle with a valid normal for any decisions
2915 VectorClear(normal);
2916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2921 TriangleNormal(vert[0], vert[1], vert[2], normal);
2922 if (VectorLength2(normal) >= 0.001)
2926 VectorCopy(normal, plane.normal);
2927 VectorNormalize(plane.normal);
2928 plane.dist = DotProduct(vert[0], plane.normal);
2929 PlaneClassify(&plane);
2930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2932 // skip backfaces (except if nocullface is set)
2933 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2935 VectorNegate(plane.normal, plane.normal);
2937 PlaneClassify(&plane);
2941 // find a matching plane if there is one
2942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2945 if (planeindex >= r_waterstate.maxwaterplanes)
2946 return; // nothing we can do, out of planes
2948 // if this triangle does not fit any known plane rendered this frame, add one
2949 if (planeindex >= r_waterstate.numwaterplanes)
2951 // store the new plane
2952 r_waterstate.numwaterplanes++;
2954 // clear materialflags and pvs
2955 p->materialflags = 0;
2956 p->pvsvalid = false;
2958 // merge this surface's materialflags into the waterplane
2959 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2960 // merge this surface's PVS into the waterplane
2961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2970 static void R_Water_ProcessPlanes(void)
2972 r_refdef_view_t originalview;
2974 r_waterstate_waterplane_t *p;
2976 originalview = r_refdef.view;
2978 // make sure enough textures are allocated
2979 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2981 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2983 if (!p->texture_refraction)
2984 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2985 if (!p->texture_refraction)
2989 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2991 if (!p->texture_reflection)
2992 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2993 if (!p->texture_reflection)
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 r_refdef.view.showdebug = false;
3002 r_refdef.view.width = r_waterstate.waterwidth;
3003 r_refdef.view.height = r_waterstate.waterheight;
3004 r_refdef.view.useclipplane = true;
3005 r_waterstate.renderingscene = true;
3007 // render the normal view scene and copy into texture
3008 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3011 r_refdef.view.clipplane = p->plane;
3012 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3013 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3014 PlaneClassify(&r_refdef.view.clipplane);
3016 R_RenderScene(false);
3018 // copy view into the screen texture
3019 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3020 GL_ActiveTexture(0);
3022 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3025 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3027 // render reflected scene and copy into texture
3028 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3029 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3030 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3031 r_refdef.view.clipplane = p->plane;
3032 // reverse the cullface settings for this render
3033 r_refdef.view.cullface_front = GL_FRONT;
3034 r_refdef.view.cullface_back = GL_BACK;
3035 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3037 r_refdef.view.usecustompvs = true;
3039 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3041 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3044 R_ResetViewRendering3D();
3045 R_ClearScreen(r_refdef.fogenabled);
3046 if (r_timereport_active)
3047 R_TimeReport("viewclear");
3049 R_RenderScene(false);
3051 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3052 GL_ActiveTexture(0);
3054 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3056 R_ResetViewRendering3D();
3057 R_ClearScreen(r_refdef.fogenabled);
3058 if (r_timereport_active)
3059 R_TimeReport("viewclear");
3062 r_refdef.view = originalview;
3063 r_refdef.view.clear = true;
3064 r_waterstate.renderingscene = false;
3068 r_refdef.view = originalview;
3069 r_waterstate.renderingscene = false;
3070 Cvar_SetValueQuick(&r_water, 0);
3071 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3075 void R_Bloom_StartFrame(void)
3077 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3079 // set bloomwidth and bloomheight to the bloom resolution that will be
3080 // used (often less than the screen resolution for faster rendering)
3081 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3082 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3083 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3084 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3085 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3087 // calculate desired texture sizes
3088 if (gl_support_arb_texture_non_power_of_two)
3090 screentexturewidth = r_refdef.view.width;
3091 screentextureheight = r_refdef.view.height;
3092 bloomtexturewidth = r_bloomstate.bloomwidth;
3093 bloomtextureheight = r_bloomstate.bloomheight;
3097 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3098 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3099 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3100 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3103 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3105 Cvar_SetValueQuick(&r_hdr, 0);
3106 Cvar_SetValueQuick(&r_bloom, 0);
3109 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3110 screentexturewidth = screentextureheight = 0;
3111 if (!r_hdr.integer && !r_bloom.integer)
3112 bloomtexturewidth = bloomtextureheight = 0;
3114 // allocate textures as needed
3115 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3117 if (r_bloomstate.texture_screen)
3118 R_FreeTexture(r_bloomstate.texture_screen);
3119 r_bloomstate.texture_screen = NULL;
3120 r_bloomstate.screentexturewidth = screentexturewidth;
3121 r_bloomstate.screentextureheight = screentextureheight;
3122 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3123 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3125 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3127 if (r_bloomstate.texture_bloom)
3128 R_FreeTexture(r_bloomstate.texture_bloom);
3129 r_bloomstate.texture_bloom = NULL;
3130 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3131 r_bloomstate.bloomtextureheight = bloomtextureheight;
3132 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3133 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3136 // set up a texcoord array for the full resolution screen image
3137 // (we have to keep this around to copy back during final render)
3138 r_bloomstate.screentexcoord2f[0] = 0;
3139 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3140 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3141 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3142 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3143 r_bloomstate.screentexcoord2f[5] = 0;
3144 r_bloomstate.screentexcoord2f[6] = 0;
3145 r_bloomstate.screentexcoord2f[7] = 0;
3147 // set up a texcoord array for the reduced resolution bloom image
3148 // (which will be additive blended over the screen image)
3149 r_bloomstate.bloomtexcoord2f[0] = 0;
3150 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3151 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3152 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3153 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3154 r_bloomstate.bloomtexcoord2f[5] = 0;
3155 r_bloomstate.bloomtexcoord2f[6] = 0;
3156 r_bloomstate.bloomtexcoord2f[7] = 0;
3158 if (r_hdr.integer || r_bloom.integer)
3160 r_bloomstate.enabled = true;
3161 r_bloomstate.hdr = r_hdr.integer != 0;
3165 void R_Bloom_CopyBloomTexture(float colorscale)
3167 r_refdef.stats.bloom++;
3169 // scale down screen texture to the bloom texture size
3171 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3172 GL_BlendFunc(GL_ONE, GL_ZERO);
3173 GL_Color(colorscale, colorscale, colorscale, 1);
3174 // TODO: optimize with multitexture or GLSL
3175 R_SetupGenericShader(true);
3176 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3177 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3178 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3179 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3181 // we now have a bloom image in the framebuffer
3182 // copy it into the bloom image texture for later processing
3183 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184 GL_ActiveTexture(0);
3186 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3187 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3190 void R_Bloom_CopyHDRTexture(void)
3192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193 GL_ActiveTexture(0);
3195 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3196 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3199 void R_Bloom_MakeTexture(void)
3202 float xoffset, yoffset, r, brighten;
3204 r_refdef.stats.bloom++;
3206 R_ResetViewRendering2D();
3207 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208 R_Mesh_ColorPointer(NULL, 0, 0);
3209 R_SetupGenericShader(true);
3211 // we have a bloom image in the framebuffer
3213 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3215 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3218 r = bound(0, r_bloom_colorexponent.value / x, 1);
3219 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3220 GL_Color(r, r, r, 1);
3221 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3222 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3223 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3224 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3226 // copy the vertically blurred bloom view to a texture
3227 GL_ActiveTexture(0);
3229 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3230 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3233 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3234 brighten = r_bloom_brighten.value;
3236 brighten *= r_hdr_range.value;
3237 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3238 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3240 for (dir = 0;dir < 2;dir++)
3242 // blend on at multiple vertical offsets to achieve a vertical blur
3243 // TODO: do offset blends using GLSL
3244 GL_BlendFunc(GL_ONE, GL_ZERO);
3245 for (x = -range;x <= range;x++)
3247 if (!dir){xoffset = 0;yoffset = x;}
3248 else {xoffset = x;yoffset = 0;}
3249 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3250 yoffset /= (float)r_bloomstate.bloomtextureheight;
3251 // compute a texcoord array with the specified x and y offset
3252 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3253 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3254 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3255 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3256 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3257 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3258 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3259 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3260 // this r value looks like a 'dot' particle, fading sharply to
3261 // black at the edges
3262 // (probably not realistic but looks good enough)
3263 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3264 //r = (dir ? 1.0f : brighten)/(range*2+1);
3265 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3266 GL_Color(r, r, r, 1);
3267 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3268 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3269 GL_BlendFunc(GL_ONE, GL_ONE);
3272 // copy the vertically blurred bloom view to a texture
3273 GL_ActiveTexture(0);
3275 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3276 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3279 // apply subtract last
3280 // (just like it would be in a GLSL shader)
3281 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3283 GL_BlendFunc(GL_ONE, GL_ZERO);
3284 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3286 GL_Color(1, 1, 1, 1);
3287 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3290 GL_BlendFunc(GL_ONE, GL_ONE);
3291 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3292 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3293 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3294 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3295 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3296 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3299 // copy the darkened bloom view to a texture
3300 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3301 GL_ActiveTexture(0);
3303 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3304 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 void R_HDR_RenderBloomTexture(void)
3310 int oldwidth, oldheight;
3311 float oldcolorscale;
3313 oldcolorscale = r_refdef.view.colorscale;
3314 oldwidth = r_refdef.view.width;
3315 oldheight = r_refdef.view.height;
3316 r_refdef.view.width = r_bloomstate.bloomwidth;
3317 r_refdef.view.height = r_bloomstate.bloomheight;
3319 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3320 // TODO: add exposure compensation features
3321 // TODO: add fp16 framebuffer support
3323 r_refdef.view.showdebug = false;
3324 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3326 R_ClearScreen(r_refdef.fogenabled);
3327 if (r_timereport_active)
3328 R_TimeReport("HDRclear");
3330 r_waterstate.numwaterplanes = 0;
3331 R_RenderScene(r_waterstate.enabled);
3332 r_refdef.view.showdebug = true;
3334 R_ResetViewRendering2D();
3336 R_Bloom_CopyHDRTexture();
3337 R_Bloom_MakeTexture();
3339 // restore the view settings
3340 r_refdef.view.width = oldwidth;
3341 r_refdef.view.height = oldheight;
3342 r_refdef.view.colorscale = oldcolorscale;
3344 R_ResetViewRendering3D();
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("viewclear");
3351 static void R_BlendView(void)
3353 if (r_bloomstate.texture_screen)
3355 // copy view into the screen texture
3356 R_ResetViewRendering2D();
3357 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3358 R_Mesh_ColorPointer(NULL, 0, 0);
3359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3360 GL_ActiveTexture(0);CHECKGLERROR
3361 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3362 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3365 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3367 unsigned int permutation =
3368 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3369 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3370 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3371 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3373 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3375 // render simple bloom effect
3376 // copy the screen and shrink it and darken it for the bloom process
3377 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3378 // make the bloom texture
3379 R_Bloom_MakeTexture();
3382 R_ResetViewRendering2D();
3383 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3384 R_Mesh_ColorPointer(NULL, 0, 0);
3385 GL_Color(1, 1, 1, 1);
3386 GL_BlendFunc(GL_ONE, GL_ZERO);
3387 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3388 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3389 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3390 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3391 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3392 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3393 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3394 if (r_glsl_permutation->loc_TintColor >= 0)
3395 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3396 if (r_glsl_permutation->loc_ClientTime >= 0)
3397 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3398 if (r_glsl_permutation->loc_PixelSize >= 0)
3399 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3400 if (r_glsl_permutation->loc_UserVec1 >= 0)
3402 float a=0, b=0, c=0, d=0;
3403 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3404 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3406 if (r_glsl_permutation->loc_UserVec2 >= 0)
3408 float a=0, b=0, c=0, d=0;
3409 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3410 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3412 if (r_glsl_permutation->loc_UserVec3 >= 0)
3414 float a=0, b=0, c=0, d=0;
3415 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3416 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3418 if (r_glsl_permutation->loc_UserVec4 >= 0)
3420 float a=0, b=0, c=0, d=0;
3421 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3422 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3424 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3425 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3431 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3433 // render high dynamic range bloom effect
3434 // the bloom texture was made earlier this render, so we just need to
3435 // blend it onto the screen...
3436 R_ResetViewRendering2D();
3437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3438 R_Mesh_ColorPointer(NULL, 0, 0);
3439 R_SetupGenericShader(true);
3440 GL_Color(1, 1, 1, 1);
3441 GL_BlendFunc(GL_ONE, GL_ONE);
3442 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3447 else if (r_bloomstate.texture_bloom)
3449 // render simple bloom effect
3450 // copy the screen and shrink it and darken it for the bloom process
3451 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3452 // make the bloom texture
3453 R_Bloom_MakeTexture();
3454 // put the original screen image back in place and blend the bloom
3456 R_ResetViewRendering2D();
3457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458 R_Mesh_ColorPointer(NULL, 0, 0);
3459 GL_Color(1, 1, 1, 1);
3460 GL_BlendFunc(GL_ONE, GL_ZERO);
3461 // do both in one pass if possible
3462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464 if (r_textureunits.integer >= 2 && gl_combine.integer)
3466 R_SetupGenericTwoTextureShader(GL_ADD);
3467 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3468 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3472 R_SetupGenericShader(true);
3473 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3474 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3475 // now blend on the bloom texture
3476 GL_BlendFunc(GL_ONE, GL_ONE);
3477 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3480 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3483 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3485 // apply a color tint to the whole view
3486 R_ResetViewRendering2D();
3487 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3488 R_Mesh_ColorPointer(NULL, 0, 0);
3489 R_SetupGenericShader(false);
3490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3491 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3492 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3496 void R_RenderScene(qboolean addwaterplanes);
3498 matrix4x4_t r_waterscrollmatrix;
3500 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3502 if (r_refdef.fog_density)
3504 r_refdef.fogcolor[0] = r_refdef.fog_red;
3505 r_refdef.fogcolor[1] = r_refdef.fog_green;
3506 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3510 VectorCopy(r_refdef.fogcolor, fogvec);
3511 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3513 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3514 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3515 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3516 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3518 // color.rgb *= ContrastBoost * SceneBrightness;
3519 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3520 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3521 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3522 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3527 void R_UpdateVariables(void)
3531 r_refdef.scene.ambient = r_ambient.value;
3533 r_refdef.farclip = 4096;
3534 if (r_refdef.scene.worldmodel)
3535 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3536 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3538 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3539 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3540 r_refdef.polygonfactor = 0;
3541 r_refdef.polygonoffset = 0;
3542 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3543 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3545 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3546 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3547 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3548 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3549 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3550 if (r_showsurfaces.integer)
3552 r_refdef.scene.rtworld = false;
3553 r_refdef.scene.rtworldshadows = false;
3554 r_refdef.scene.rtdlight = false;
3555 r_refdef.scene.rtdlightshadows = false;
3556 r_refdef.lightmapintensity = 0;
3559 if (gamemode == GAME_NEHAHRA)
3561 if (gl_fogenable.integer)
3563 r_refdef.oldgl_fogenable = true;
3564 r_refdef.fog_density = gl_fogdensity.value;
3565 r_refdef.fog_red = gl_fogred.value;
3566 r_refdef.fog_green = gl_foggreen.value;
3567 r_refdef.fog_blue = gl_fogblue.value;
3568 r_refdef.fog_alpha = 1;
3569 r_refdef.fog_start = 0;
3570 r_refdef.fog_end = gl_skyclip.value;
3572 else if (r_refdef.oldgl_fogenable)
3574 r_refdef.oldgl_fogenable = false;
3575 r_refdef.fog_density = 0;
3576 r_refdef.fog_red = 0;
3577 r_refdef.fog_green = 0;
3578 r_refdef.fog_blue = 0;
3579 r_refdef.fog_alpha = 0;
3580 r_refdef.fog_start = 0;
3581 r_refdef.fog_end = 0;
3585 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3586 r_refdef.fog_start = max(0, r_refdef.fog_start);
3587 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3589 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3591 if (r_refdef.fog_density)
3593 r_refdef.fogenabled = true;
3594 // this is the point where the fog reaches 0.9986 alpha, which we
3595 // consider a good enough cutoff point for the texture
3596 // (0.9986 * 256 == 255.6)
3597 if (r_fog_exp2.integer)
3598 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3600 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3601 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3602 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3603 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3604 // fog color was already set
3605 // update the fog texture
3606 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)
3607 R_BuildFogTexture();
3610 r_refdef.fogenabled = false;
3612 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3614 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3616 // build GLSL gamma texture
3617 #define RAMPWIDTH 256
3618 unsigned short ramp[RAMPWIDTH * 3];
3619 unsigned char ramprgb[RAMPWIDTH][4];
3622 r_texture_gammaramps_serial = vid_gammatables_serial;
3624 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3625 for(i = 0; i < RAMPWIDTH; ++i)
3627 ramprgb[i][0] = ramp[i] >> 8;
3628 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3629 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3632 if (r_texture_gammaramps)
3634 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3638 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3644 // remove GLSL gamma texture
3648 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3649 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3655 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3656 if( scenetype != r_currentscenetype ) {
3657 // store the old scenetype
3658 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3659 r_currentscenetype = scenetype;
3660 // move in the new scene
3661 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3670 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3672 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3673 if( scenetype == r_currentscenetype ) {
3674 return &r_refdef.scene;
3676 return &r_scenes_store[ scenetype ];
3685 void R_RenderView(void)
3687 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3688 return; //Host_Error ("R_RenderView: NULL worldmodel");
3690 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3692 // break apart the view matrix into vectors for various purposes
3693 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3694 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3695 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3696 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3697 // make an inverted copy of the view matrix for tracking sprites
3698 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3700 R_Shadow_UpdateWorldLightSelection();
3702 R_Bloom_StartFrame();
3703 R_Water_StartFrame();
3706 if (r_timereport_active)
3707 R_TimeReport("viewsetup");
3709 R_ResetViewRendering3D();
3711 if (r_refdef.view.clear || r_refdef.fogenabled)
3713 R_ClearScreen(r_refdef.fogenabled);
3714 if (r_timereport_active)
3715 R_TimeReport("viewclear");
3717 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3718 GL_Clear( GL_DEPTH_BUFFER_BIT );
3719 R_TimeReport("depthclear");
3721 r_refdef.view.clear = true;
3723 r_refdef.view.showdebug = true;
3725 // this produces a bloom texture to be used in R_BlendView() later
3727 R_HDR_RenderBloomTexture();
3729 r_waterstate.numwaterplanes = 0;
3730 R_RenderScene(r_waterstate.enabled);
3733 if (r_timereport_active)
3734 R_TimeReport("blendview");
3736 GL_Scissor(0, 0, vid.width, vid.height);
3737 GL_ScissorTest(false);
3741 extern void R_DrawLightningBeams (void);
3742 extern void VM_CL_AddPolygonsToMeshQueue (void);
3743 extern void R_DrawPortals (void);
3744 extern cvar_t cl_locs_show;
3745 static void R_DrawLocs(void);
3746 static void R_DrawEntityBBoxes(void);
3747 void R_RenderScene(qboolean addwaterplanes)
3749 r_refdef.stats.renders++;
3755 R_ResetViewRendering3D();
3758 if (r_timereport_active)
3759 R_TimeReport("watervis");
3761 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3763 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3764 if (r_timereport_active)
3765 R_TimeReport("waterworld");
3768 // don't let sound skip if going slow
3769 if (r_refdef.scene.extraupdate)
3772 R_DrawModelsAddWaterPlanes();
3773 if (r_timereport_active)
3774 R_TimeReport("watermodels");
3776 R_Water_ProcessPlanes();
3777 if (r_timereport_active)
3778 R_TimeReport("waterscenes");
3781 R_ResetViewRendering3D();
3783 // don't let sound skip if going slow
3784 if (r_refdef.scene.extraupdate)
3787 R_MeshQueue_BeginScene();
3792 if (r_timereport_active)
3793 R_TimeReport("visibility");
3795 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);
3797 if (cl.csqc_vidvars.drawworld)
3799 // don't let sound skip if going slow
3800 if (r_refdef.scene.extraupdate)
3803 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3805 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3806 if (r_timereport_active)
3807 R_TimeReport("worldsky");
3810 if (R_DrawBrushModelsSky() && r_timereport_active)
3811 R_TimeReport("bmodelsky");
3814 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3816 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3817 if (r_timereport_active)
3818 R_TimeReport("worlddepth");
3820 if (r_depthfirst.integer >= 2)
3822 R_DrawModelsDepth();
3823 if (r_timereport_active)
3824 R_TimeReport("modeldepth");
3827 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3829 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3830 if (r_timereport_active)
3831 R_TimeReport("world");
3834 // don't let sound skip if going slow
3835 if (r_refdef.scene.extraupdate)
3839 if (r_timereport_active)
3840 R_TimeReport("models");
3842 // don't let sound skip if going slow
3843 if (r_refdef.scene.extraupdate)
3846 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3848 R_DrawModelShadows();
3850 R_ResetViewRendering3D();
3852 // don't let sound skip if going slow
3853 if (r_refdef.scene.extraupdate)
3857 R_ShadowVolumeLighting(false);
3858 if (r_timereport_active)
3859 R_TimeReport("rtlights");
3861 // don't let sound skip if going slow
3862 if (r_refdef.scene.extraupdate)
3865 if (cl.csqc_vidvars.drawworld)
3867 R_DrawLightningBeams();
3868 if (r_timereport_active)
3869 R_TimeReport("lightning");
3872 if (r_timereport_active)
3873 R_TimeReport("decals");
3876 if (r_timereport_active)
3877 R_TimeReport("particles");
3880 if (r_timereport_active)
3881 R_TimeReport("explosions");
3884 R_SetupGenericShader(true);
3885 VM_CL_AddPolygonsToMeshQueue();
3887 if (r_refdef.view.showdebug)
3889 if (cl_locs_show.integer)
3892 if (r_timereport_active)
3893 R_TimeReport("showlocs");
3896 if (r_drawportals.integer)
3899 if (r_timereport_active)
3900 R_TimeReport("portals");
3903 if (r_showbboxes.value > 0)
3905 R_DrawEntityBBoxes();
3906 if (r_timereport_active)
3907 R_TimeReport("bboxes");
3911 R_SetupGenericShader(true);
3912 R_MeshQueue_RenderTransparent();
3913 if (r_timereport_active)
3914 R_TimeReport("drawtrans");
3916 R_SetupGenericShader(true);
3918 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))
3920 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3921 if (r_timereport_active)
3922 R_TimeReport("worlddebug");
3923 R_DrawModelsDebug();
3924 if (r_timereport_active)
3925 R_TimeReport("modeldebug");
3928 R_SetupGenericShader(true);
3930 if (cl.csqc_vidvars.drawworld)
3933 if (r_timereport_active)
3934 R_TimeReport("coronas");
3937 // don't let sound skip if going slow
3938 if (r_refdef.scene.extraupdate)
3941 R_ResetViewRendering2D();
3944 static const int bboxelements[36] =
3954 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3957 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3958 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3959 GL_DepthMask(false);
3960 GL_DepthRange(0, 1);
3961 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3962 R_Mesh_Matrix(&identitymatrix);
3963 R_Mesh_ResetTextureState();
3965 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3966 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3967 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3968 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3969 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3970 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3971 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3972 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3973 R_FillColors(color4f, 8, cr, cg, cb, ca);
3974 if (r_refdef.fogenabled)
3976 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3978 f1 = FogPoint_World(v);
3980 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3981 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3982 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3985 R_Mesh_VertexPointer(vertex3f, 0, 0);
3986 R_Mesh_ColorPointer(color4f, 0, 0);
3987 R_Mesh_ResetTextureState();
3988 R_SetupGenericShader(false);
3989 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3992 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3996 prvm_edict_t *edict;
3997 // this function draws bounding boxes of server entities
4000 R_SetupGenericShader(false);
4002 for (i = 0;i < numsurfaces;i++)
4004 edict = PRVM_EDICT_NUM(surfacelist[i]);
4005 switch ((int)edict->fields.server->solid)
4007 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4008 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4009 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4010 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4011 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4012 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4014 color[3] *= r_showbboxes.value;
4015 color[3] = bound(0, color[3], 1);
4016 GL_DepthTest(!r_showdisabledepthtest.integer);
4017 GL_CullFace(r_refdef.view.cullface_front);
4018 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4023 static void R_DrawEntityBBoxes(void)
4026 prvm_edict_t *edict;
4028 // this function draws bounding boxes of server entities
4032 for (i = 0;i < prog->num_edicts;i++)
4034 edict = PRVM_EDICT_NUM(i);
4035 if (edict->priv.server->free)
4037 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4038 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4043 int nomodelelements[24] =
4055 float nomodelvertex3f[6*3] =
4065 float nomodelcolor4f[6*4] =
4067 0.0f, 0.0f, 0.5f, 1.0f,
4068 0.0f, 0.0f, 0.5f, 1.0f,
4069 0.0f, 0.5f, 0.0f, 1.0f,
4070 0.0f, 0.5f, 0.0f, 1.0f,
4071 0.5f, 0.0f, 0.0f, 1.0f,
4072 0.5f, 0.0f, 0.0f, 1.0f
4075 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4080 // this is only called once per entity so numsurfaces is always 1, and
4081 // surfacelist is always {0}, so this code does not handle batches
4082 R_Mesh_Matrix(&ent->matrix);
4084 if (ent->flags & EF_ADDITIVE)
4086 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4087 GL_DepthMask(false);
4089 else if (ent->alpha < 1)
4091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4092 GL_DepthMask(false);
4096 GL_BlendFunc(GL_ONE, GL_ZERO);
4099 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4100 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4101 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4102 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4103 R_SetupGenericShader(false);
4104 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4105 if (r_refdef.fogenabled)
4108 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4109 R_Mesh_ColorPointer(color4f, 0, 0);
4110 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4111 f1 = FogPoint_World(org);
4113 for (i = 0, c = color4f;i < 6;i++, c += 4)
4115 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4116 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4117 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4121 else if (ent->alpha != 1)
4123 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4124 R_Mesh_ColorPointer(color4f, 0, 0);
4125 for (i = 0, c = color4f;i < 6;i++, c += 4)
4129 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4130 R_Mesh_ResetTextureState();
4131 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4134 void R_DrawNoModel(entity_render_t *ent)
4137 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4138 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4139 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4141 // R_DrawNoModelCallback(ent, 0);
4144 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4146 vec3_t right1, right2, diff, normal;
4148 VectorSubtract (org2, org1, normal);
4150 // calculate 'right' vector for start
4151 VectorSubtract (r_refdef.view.origin, org1, diff);
4152 CrossProduct (normal, diff, right1);
4153 VectorNormalize (right1);
4155 // calculate 'right' vector for end
4156 VectorSubtract (r_refdef.view.origin, org2, diff);
4157 CrossProduct (normal, diff, right2);
4158 VectorNormalize (right2);
4160 vert[ 0] = org1[0] + width * right1[0];
4161 vert[ 1] = org1[1] + width * right1[1];
4162 vert[ 2] = org1[2] + width * right1[2];
4163 vert[ 3] = org1[0] - width * right1[0];
4164 vert[ 4] = org1[1] - width * right1[1];
4165 vert[ 5] = org1[2] - width * right1[2];
4166 vert[ 6] = org2[0] - width * right2[0];
4167 vert[ 7] = org2[1] - width * right2[1];
4168 vert[ 8] = org2[2] - width * right2[2];
4169 vert[ 9] = org2[0] + width * right2[0];
4170 vert[10] = org2[1] + width * right2[1];
4171 vert[11] = org2[2] + width * right2[2];
4174 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4176 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4181 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4182 fog = FogPoint_World(origin);
4184 R_Mesh_Matrix(&identitymatrix);
4185 GL_BlendFunc(blendfunc1, blendfunc2);
4191 GL_CullFace(r_refdef.view.cullface_front);
4194 GL_CullFace(r_refdef.view.cullface_back);
4195 GL_CullFace(GL_NONE);
4197 GL_DepthMask(false);
4198 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4199 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4200 GL_DepthTest(!depthdisable);
4202 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4203 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4204 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4205 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4206 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4207 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4208 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4209 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4210 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4211 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4212 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4213 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4215 R_Mesh_VertexPointer(vertex3f, 0, 0);
4216 R_Mesh_ColorPointer(NULL, 0, 0);
4217 R_Mesh_ResetTextureState();
4218 R_SetupGenericShader(true);
4219 R_Mesh_TexBind(0, R_GetTexture(texture));
4220 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4221 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4222 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4223 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4225 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4227 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4228 GL_BlendFunc(blendfunc1, GL_ONE);
4230 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4231 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4235 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4240 VectorSet(v, x, y, z);
4241 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4242 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4244 if (i == mesh->numvertices)
4246 if (mesh->numvertices < mesh->maxvertices)
4248 VectorCopy(v, vertex3f);
4249 mesh->numvertices++;
4251 return mesh->numvertices;
4257 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4261 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4262 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4263 e = mesh->element3i + mesh->numtriangles * 3;
4264 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4266 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4267 if (mesh->numtriangles < mesh->maxtriangles)
4272 mesh->numtriangles++;
4274 element[1] = element[2];
4278 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4282 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4283 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4284 e = mesh->element3i + mesh->numtriangles * 3;
4285 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4287 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4288 if (mesh->numtriangles < mesh->maxtriangles)
4293 mesh->numtriangles++;
4295 element[1] = element[2];
4299 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4300 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4302 int planenum, planenum2;
4305 mplane_t *plane, *plane2;
4307 double temppoints[2][256*3];
4308 // figure out how large a bounding box we need to properly compute this brush
4310 for (w = 0;w < numplanes;w++)
4311 maxdist = max(maxdist, planes[w].dist);
4312 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4313 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4314 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4318 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4319 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4321 if (planenum2 == planenum)
4323 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);
4326 if (tempnumpoints < 3)
4328 // generate elements forming a triangle fan for this polygon
4329 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4333 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
4335 texturelayer_t *layer;
4336 layer = t->currentlayers + t->currentnumlayers++;
4338 layer->depthmask = depthmask;
4339 layer->blendfunc1 = blendfunc1;
4340 layer->blendfunc2 = blendfunc2;
4341 layer->texture = texture;
4342 layer->texmatrix = *matrix;
4343 layer->color[0] = r * r_refdef.view.colorscale;
4344 layer->color[1] = g * r_refdef.view.colorscale;
4345 layer->color[2] = b * r_refdef.view.colorscale;
4346 layer->color[3] = a;
4349 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4352 index = parms[2] + r_refdef.scene.time * parms[3];
4353 index -= floor(index);
4357 case Q3WAVEFUNC_NONE:
4358 case Q3WAVEFUNC_NOISE:
4359 case Q3WAVEFUNC_COUNT:
4362 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4363 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4364 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4365 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4366 case Q3WAVEFUNC_TRIANGLE:
4368 f = index - floor(index);
4379 return (float)(parms[0] + parms[1] * f);
4382 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4385 model_t *model = ent->model;
4388 q3shaderinfo_layer_tcmod_t *tcmod;
4390 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4392 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4396 // switch to an alternate material if this is a q1bsp animated material
4398 texture_t *texture = t;
4399 int s = ent->skinnum;
4400 if ((unsigned int)s >= (unsigned int)model->numskins)
4402 if (model->skinscenes)
4404 if (model->skinscenes[s].framecount > 1)
4405 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4407 s = model->skinscenes[s].firstframe;
4410 t = t + s * model->num_surfaces;
4413 // use an alternate animation if the entity's frame is not 0,
4414 // and only if the texture has an alternate animation
4415 if (ent->frame2 != 0 && t->anim_total[1])
4416 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4418 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4420 texture->currentframe = t;
4423 // update currentskinframe to be a qw skin or animation frame
4424 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4426 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4428 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4429 if (developer_loading.integer)
4430 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4431 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4433 t->currentskinframe = r_qwskincache_skinframe[i];
4434 if (t->currentskinframe == NULL)
4435 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4437 else if (t->numskinframes >= 2)
4438 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4439 if (t->backgroundnumskinframes >= 2)
4440 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4442 t->currentmaterialflags = t->basematerialflags;
4443 t->currentalpha = ent->alpha;
4444 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4446 t->currentalpha *= r_wateralpha.value;
4448 * FIXME what is this supposed to do?
4449 // if rendering refraction/reflection, disable transparency
4450 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4451 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4454 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4455 t->currentalpha *= t->r_water_wateralpha;
4456 if(!r_waterstate.enabled)
4457 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4458 if (!(ent->flags & RENDER_LIGHT))
4459 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4460 else if (rsurface.modeltexcoordlightmap2f == NULL)
4462 // pick a model lighting mode
4463 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4464 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4466 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4468 if (ent->effects & EF_ADDITIVE)
4469 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4470 else if (t->currentalpha < 1)
4471 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4472 if (ent->effects & EF_DOUBLESIDED)
4473 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4474 if (ent->effects & EF_NODEPTHTEST)
4475 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4476 if (ent->flags & RENDER_VIEWMODEL)
4477 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4478 if (t->backgroundnumskinframes)
4479 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4480 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4482 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4483 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4486 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4488 // there is no tcmod
4489 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4490 t->currenttexmatrix = r_waterscrollmatrix;
4492 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4495 switch(tcmod->tcmod)
4499 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4500 matrix = r_waterscrollmatrix;
4502 matrix = identitymatrix;
4504 case Q3TCMOD_ENTITYTRANSLATE:
4505 // this is used in Q3 to allow the gamecode to control texcoord
4506 // scrolling on the entity, which is not supported in darkplaces yet.
4507 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4509 case Q3TCMOD_ROTATE:
4510 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4511 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4512 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4515 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4517 case Q3TCMOD_SCROLL:
4518 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4520 case Q3TCMOD_STRETCH:
4521 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4522 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4524 case Q3TCMOD_TRANSFORM:
4525 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4526 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4527 VectorSet(tcmat + 6, 0 , 0 , 1);
4528 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4529 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4531 case Q3TCMOD_TURBULENT:
4532 // this is handled in the RSurf_PrepareVertices function
4533 matrix = identitymatrix;
4536 // either replace or concatenate the transformation
4538 t->currenttexmatrix = matrix;
4541 matrix4x4_t temp = t->currenttexmatrix;
4542 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4546 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4547 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4548 t->glosstexture = r_texture_black;
4549 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4550 t->backgroundglosstexture = r_texture_black;
4551 t->specularpower = r_shadow_glossexponent.value;
4552 // TODO: store reference values for these in the texture?
4553 t->specularscale = 0;
4554 if (r_shadow_gloss.integer > 0)
4556 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4558 if (r_shadow_glossintensity.value > 0)
4560 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4561 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4562 t->specularscale = r_shadow_glossintensity.value;
4565 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4567 t->glosstexture = r_texture_white;
4568 t->backgroundglosstexture = r_texture_white;
4569 t->specularscale = r_shadow_gloss2intensity.value;
4573 // lightmaps mode looks bad with dlights using actual texturing, so turn
4574 // off the colormap and glossmap, but leave the normalmap on as it still
4575 // accurately represents the shading involved
4576 if (gl_lightmaps.integer)
4578 t->basetexture = r_texture_grey128;
4579 t->backgroundbasetexture = NULL;
4580 t->specularscale = 0;
4581 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4584 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4585 VectorClear(t->dlightcolor);
4586 t->currentnumlayers = 0;
4587 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4590 int blendfunc1, blendfunc2, depthmask;
4591 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4593 blendfunc1 = GL_SRC_ALPHA;
4594 blendfunc2 = GL_ONE;
4596 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4598 blendfunc1 = GL_SRC_ALPHA;
4599 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4601 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4603 blendfunc1 = t->customblendfunc[0];
4604 blendfunc2 = t->customblendfunc[1];
4608 blendfunc1 = GL_ONE;
4609 blendfunc2 = GL_ZERO;
4611 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4612 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4613 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4614 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4616 // fullbright is not affected by r_refdef.lightmapintensity
4617 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4618 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4619 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4620 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4621 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4625 vec3_t ambientcolor;
4627 // set the color tint used for lights affecting this surface
4628 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4630 // q3bsp has no lightmap updates, so the lightstylevalue that
4631 // would normally be baked into the lightmap must be
4632 // applied to the color
4633 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4634 if (ent->model->type == mod_brushq3)
4635 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4636 colorscale *= r_refdef.lightmapintensity;
4637 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4638 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4639 // basic lit geometry
4640 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4641 // add pants/shirt if needed
4642 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4643 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4644 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4645 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4646 // now add ambient passes if needed
4647 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4649 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4650 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4651 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4652 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4653 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4656 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4657 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4658 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4660 // if this is opaque use alpha blend which will darken the earlier
4663 // if this is an alpha blended material, all the earlier passes
4664 // were darkened by fog already, so we only need to add the fog
4665 // color ontop through the fog mask texture
4667 // if this is an additive blended material, all the earlier passes
4668 // were darkened by fog already, and we should not add fog color
4669 // (because the background was not darkened, there is no fog color
4670 // that was lost behind it).
4671 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4676 void R_UpdateAllTextureInfo(entity_render_t *ent)
4680 for (i = 0;i < ent->model->num_texturesperskin;i++)
4681 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4684 rsurfacestate_t rsurface;
4686 void R_Mesh_ResizeArrays(int newvertices)
4689 if (rsurface.array_size >= newvertices)
4691 if (rsurface.array_modelvertex3f)
4692 Mem_Free(rsurface.array_modelvertex3f);
4693 rsurface.array_size = (newvertices + 1023) & ~1023;
4694 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4695 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4696 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4697 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4698 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4699 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4700 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4701 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4702 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4703 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4704 rsurface.array_color4f = base + rsurface.array_size * 27;
4705 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4708 void RSurf_ActiveWorldEntity(void)
4710 model_t *model = r_refdef.scene.worldmodel;
4711 if (rsurface.array_size < model->surfmesh.num_vertices)
4712 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4713 rsurface.matrix = identitymatrix;
4714 rsurface.inversematrix = identitymatrix;
4715 R_Mesh_Matrix(&identitymatrix);
4716 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4717 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4718 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4719 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4720 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4721 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4722 rsurface.frameblend[0].frame = 0;
4723 rsurface.frameblend[0].lerp = 1;
4724 rsurface.frameblend[1].frame = 0;
4725 rsurface.frameblend[1].lerp = 0;
4726 rsurface.frameblend[2].frame = 0;
4727 rsurface.frameblend[2].lerp = 0;
4728 rsurface.frameblend[3].frame = 0;
4729 rsurface.frameblend[3].lerp = 0;
4730 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4731 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4732 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4733 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4734 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4735 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4736 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4737 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4738 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4739 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4740 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4741 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4742 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4743 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4744 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4745 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4746 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4747 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4748 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4749 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4750 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4751 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4752 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4753 rsurface.modelelement3i = model->surfmesh.data_element3i;
4754 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4755 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4756 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4757 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4758 rsurface.modelsurfaces = model->data_surfaces;
4759 rsurface.generatedvertex = false;
4760 rsurface.vertex3f = rsurface.modelvertex3f;
4761 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4762 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4763 rsurface.svector3f = rsurface.modelsvector3f;
4764 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4765 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4766 rsurface.tvector3f = rsurface.modeltvector3f;
4767 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4768 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4769 rsurface.normal3f = rsurface.modelnormal3f;
4770 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4771 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4772 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4775 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4777 model_t *model = ent->model;
4778 if (rsurface.array_size < model->surfmesh.num_vertices)
4779 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4780 rsurface.matrix = ent->matrix;
4781 rsurface.inversematrix = ent->inversematrix;
4782 R_Mesh_Matrix(&rsurface.matrix);
4783 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4784 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4785 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4786 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4787 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4788 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4789 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4790 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4791 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4792 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4793 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4794 rsurface.frameblend[0] = ent->frameblend[0];
4795 rsurface.frameblend[1] = ent->frameblend[1];
4796 rsurface.frameblend[2] = ent->frameblend[2];
4797 rsurface.frameblend[3] = ent->frameblend[3];
4798 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4799 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4800 if (ent->model->brush.submodel)
4802 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4803 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4805 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4809 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4810 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4811 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4812 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4813 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4815 else if (wantnormals)
4817 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4818 rsurface.modelsvector3f = NULL;
4819 rsurface.modeltvector3f = NULL;
4820 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4821 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4825 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4826 rsurface.modelsvector3f = NULL;
4827 rsurface.modeltvector3f = NULL;
4828 rsurface.modelnormal3f = NULL;
4829 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4831 rsurface.modelvertex3f_bufferobject = 0;
4832 rsurface.modelvertex3f_bufferoffset = 0;
4833 rsurface.modelsvector3f_bufferobject = 0;
4834 rsurface.modelsvector3f_bufferoffset = 0;
4835 rsurface.modeltvector3f_bufferobject = 0;
4836 rsurface.modeltvector3f_bufferoffset = 0;
4837 rsurface.modelnormal3f_bufferobject = 0;
4838 rsurface.modelnormal3f_bufferoffset = 0;
4839 rsurface.generatedvertex = true;
4843 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4844 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4845 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4846 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4847 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4848 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4849 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4850 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4851 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4852 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4853 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4854 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4855 rsurface.generatedvertex = false;
4857 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4858 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4859 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4860 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4861 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4862 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4863 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4864 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4865 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4866 rsurface.modelelement3i = model->surfmesh.data_element3i;
4867 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4868 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4869 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4870 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4871 rsurface.modelsurfaces = model->data_surfaces;
4872 rsurface.vertex3f = rsurface.modelvertex3f;
4873 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4874 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4875 rsurface.svector3f = rsurface.modelsvector3f;
4876 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4877 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4878 rsurface.tvector3f = rsurface.modeltvector3f;
4879 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4880 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4881 rsurface.normal3f = rsurface.modelnormal3f;
4882 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4883 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4884 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4887 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4888 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4891 int texturesurfaceindex;
4896 const float *v1, *in_tc;
4898 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4900 q3shaderinfo_deform_t *deform;
4901 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4902 if (rsurface.generatedvertex)
4904 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4905 generatenormals = true;
4906 for (i = 0;i < Q3MAXDEFORMS;i++)
4908 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4910 generatetangents = true;
4911 generatenormals = true;
4913 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4914 generatenormals = true;
4916 if (generatenormals && !rsurface.modelnormal3f)
4918 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4919 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4920 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4921 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4923 if (generatetangents && !rsurface.modelsvector3f)
4925 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4926 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4927 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4928 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4929 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4930 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4931 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4934 rsurface.vertex3f = rsurface.modelvertex3f;
4935 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4936 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4937 rsurface.svector3f = rsurface.modelsvector3f;
4938 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4939 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4940 rsurface.tvector3f = rsurface.modeltvector3f;
4941 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4942 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4943 rsurface.normal3f = rsurface.modelnormal3f;
4944 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4945 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4946 // if vertices are deformed (sprite flares and things in maps, possibly
4947 // water waves, bulges and other deformations), generate them into
4948 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4949 // (may be static model data or generated data for an animated model, or
4950 // the previous deform pass)
4951 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4953 switch (deform->deform)
4956 case Q3DEFORM_PROJECTIONSHADOW:
4957 case Q3DEFORM_TEXT0:
4958 case Q3DEFORM_TEXT1:
4959 case Q3DEFORM_TEXT2:
4960 case Q3DEFORM_TEXT3:
4961 case Q3DEFORM_TEXT4:
4962 case Q3DEFORM_TEXT5:
4963 case Q3DEFORM_TEXT6:
4964 case Q3DEFORM_TEXT7:
4967 case Q3DEFORM_AUTOSPRITE:
4968 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4969 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4970 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4971 VectorNormalize(newforward);
4972 VectorNormalize(newright);
4973 VectorNormalize(newup);
4974 // make deformed versions of only the model vertices used by the specified surfaces
4975 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4977 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4978 // a single autosprite surface can contain multiple sprites...
4979 for (j = 0;j < surface->num_vertices - 3;j += 4)
4981 VectorClear(center);
4982 for (i = 0;i < 4;i++)
4983 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4984 VectorScale(center, 0.25f, center);
4985 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4986 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4987 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4988 for (i = 0;i < 4;i++)
4990 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4991 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4994 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4995 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4997 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4998 rsurface.vertex3f_bufferobject = 0;
4999 rsurface.vertex3f_bufferoffset = 0;
5000 rsurface.svector3f = rsurface.array_deformedsvector3f;
5001 rsurface.svector3f_bufferobject = 0;
5002 rsurface.svector3f_bufferoffset = 0;
5003 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5004 rsurface.tvector3f_bufferobject = 0;
5005 rsurface.tvector3f_bufferoffset = 0;
5006 rsurface.normal3f = rsurface.array_deformednormal3f;
5007 rsurface.normal3f_bufferobject = 0;
5008 rsurface.normal3f_bufferoffset = 0;
5010 case Q3DEFORM_AUTOSPRITE2:
5011 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5012 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5013 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5014 VectorNormalize(newforward);
5015 VectorNormalize(newright);
5016 VectorNormalize(newup);
5017 // make deformed versions of only the model vertices used by the specified surfaces
5018 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5020 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5021 const float *v1, *v2;
5031 memset(shortest, 0, sizeof(shortest));
5032 // a single autosprite surface can contain multiple sprites...
5033 for (j = 0;j < surface->num_vertices - 3;j += 4)
5035 VectorClear(center);
5036 for (i = 0;i < 4;i++)
5037 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5038 VectorScale(center, 0.25f, center);
5039 // find the two shortest edges, then use them to define the
5040 // axis vectors for rotating around the central axis
5041 for (i = 0;i < 6;i++)
5043 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5044 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5046 Debug_PolygonBegin(NULL, 0);
5047 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5048 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5049 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5052 l = VectorDistance2(v1, v2);
5053 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5055 l += (1.0f / 1024.0f);
5056 if (shortest[0].length2 > l || i == 0)
5058 shortest[1] = shortest[0];
5059 shortest[0].length2 = l;
5060 shortest[0].v1 = v1;
5061 shortest[0].v2 = v2;
5063 else if (shortest[1].length2 > l || i == 1)
5065 shortest[1].length2 = l;
5066 shortest[1].v1 = v1;
5067 shortest[1].v2 = v2;
5070 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5071 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5073 Debug_PolygonBegin(NULL, 0);
5074 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5075 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5076 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5079 // this calculates the right vector from the shortest edge
5080 // and the up vector from the edge midpoints
5081 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5082 VectorNormalize(right);
5083 VectorSubtract(end, start, up);
5084 VectorNormalize(up);
5085 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5086 //VectorSubtract(rsurface.modelorg, center, forward);
5087 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5088 VectorNegate(forward, forward);
5089 VectorReflect(forward, 0, up, forward);
5090 VectorNormalize(forward);
5091 CrossProduct(up, forward, newright);
5092 VectorNormalize(newright);
5094 Debug_PolygonBegin(NULL, 0);
5095 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5096 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5097 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5101 Debug_PolygonBegin(NULL, 0);
5102 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5103 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5104 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5107 // rotate the quad around the up axis vector, this is made
5108 // especially easy by the fact we know the quad is flat,
5109 // so we only have to subtract the center position and
5110 // measure distance along the right vector, and then
5111 // multiply that by the newright vector and add back the
5113 // we also need to subtract the old position to undo the
5114 // displacement from the center, which we do with a
5115 // DotProduct, the subtraction/addition of center is also
5116 // optimized into DotProducts here
5117 l = DotProduct(right, center);
5118 for (i = 0;i < 4;i++)
5120 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5121 f = DotProduct(right, v1) - l;
5122 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5125 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5126 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5128 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5129 rsurface.vertex3f_bufferobject = 0;
5130 rsurface.vertex3f_bufferoffset = 0;
5131 rsurface.svector3f = rsurface.array_deformedsvector3f;
5132 rsurface.svector3f_bufferobject = 0;
5133 rsurface.svector3f_bufferoffset = 0;
5134 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5135 rsurface.tvector3f_bufferobject = 0;
5136 rsurface.tvector3f_bufferoffset = 0;
5137 rsurface.normal3f = rsurface.array_deformednormal3f;
5138 rsurface.normal3f_bufferobject = 0;
5139 rsurface.normal3f_bufferoffset = 0;
5141 case Q3DEFORM_NORMAL:
5142 // deform the normals to make reflections wavey
5143 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5145 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5146 for (j = 0;j < surface->num_vertices;j++)
5149 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5150 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5151 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5152 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5153 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5154 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5155 VectorNormalize(normal);
5157 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5159 rsurface.svector3f = rsurface.array_deformedsvector3f;
5160 rsurface.svector3f_bufferobject = 0;
5161 rsurface.svector3f_bufferoffset = 0;
5162 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5163 rsurface.tvector3f_bufferobject = 0;
5164 rsurface.tvector3f_bufferoffset = 0;
5165 rsurface.normal3f = rsurface.array_deformednormal3f;
5166 rsurface.normal3f_bufferobject = 0;
5167 rsurface.normal3f_bufferoffset = 0;
5170 // deform vertex array to make wavey water and flags and such
5171 waveparms[0] = deform->waveparms[0];
5172 waveparms[1] = deform->waveparms[1];
5173 waveparms[2] = deform->waveparms[2];
5174 waveparms[3] = deform->waveparms[3];
5175 // this is how a divisor of vertex influence on deformation
5176 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5177 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5178 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5181 for (j = 0;j < surface->num_vertices;j++)
5183 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5184 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5185 // if the wavefunc depends on time, evaluate it per-vertex
5188 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5189 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5191 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5194 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5195 rsurface.vertex3f_bufferobject = 0;
5196 rsurface.vertex3f_bufferoffset = 0;
5198 case Q3DEFORM_BULGE:
5199 // deform vertex array to make the surface have moving bulges
5200 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5202 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5203 for (j = 0;j < surface->num_vertices;j++)
5205 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5206 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5209 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5210 rsurface.vertex3f_bufferobject = 0;
5211 rsurface.vertex3f_bufferoffset = 0;
5214 // deform vertex array
5215 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5216 VectorScale(deform->parms, scale, waveparms);
5217 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5219 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5220 for (j = 0;j < surface->num_vertices;j++)
5221 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5223 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5224 rsurface.vertex3f_bufferobject = 0;
5225 rsurface.vertex3f_bufferoffset = 0;
5229 // generate texcoords based on the chosen texcoord source
5230 switch(rsurface.texture->tcgen.tcgen)
5233 case Q3TCGEN_TEXTURE:
5234 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5235 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5236 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5238 case Q3TCGEN_LIGHTMAP:
5239 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5240 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5241 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5243 case Q3TCGEN_VECTOR:
5244 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5246 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5247 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5249 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5250 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5253 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5254 rsurface.texcoordtexture2f_bufferobject = 0;
5255 rsurface.texcoordtexture2f_bufferoffset = 0;
5257 case Q3TCGEN_ENVIRONMENT:
5258 // make environment reflections using a spheremap
5259 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5261 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5262 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5263 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5264 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5265 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5267 float l, d, eyedir[3];
5268 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5269 l = 0.5f / VectorLength(eyedir);
5270 d = DotProduct(normal, eyedir)*2;
5271 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5272 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5275 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5276 rsurface.texcoordtexture2f_bufferobject = 0;
5277 rsurface.texcoordtexture2f_bufferoffset = 0;
5280 // the only tcmod that needs software vertex processing is turbulent, so
5281 // check for it here and apply the changes if needed
5282 // and we only support that as the first one
5283 // (handling a mixture of turbulent and other tcmods would be problematic
5284 // without punting it entirely to a software path)
5285 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5287 amplitude = rsurface.texture->tcmods[0].parms[1];
5288 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5289 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5291 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5292 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5294 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5295 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5298 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5299 rsurface.texcoordtexture2f_bufferobject = 0;
5300 rsurface.texcoordtexture2f_bufferoffset = 0;
5302 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5303 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5304 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5305 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5308 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5311 const msurface_t *surface = texturesurfacelist[0];
5312 const msurface_t *surface2;
5317 // TODO: lock all array ranges before render, rather than on each surface
5318 if (texturenumsurfaces == 1)
5320 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5321 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5323 else if (r_batchmode.integer == 2)
5325 #define MAXBATCHTRIANGLES 4096
5326 int batchtriangles = 0;
5327 int batchelements[MAXBATCHTRIANGLES*3];
5328 for (i = 0;i < texturenumsurfaces;i = j)
5330 surface = texturesurfacelist[i];
5332 if (surface->num_triangles > MAXBATCHTRIANGLES)
5334 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5337 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5338 batchtriangles = surface->num_triangles;
5339 firstvertex = surface->num_firstvertex;
5340 endvertex = surface->num_firstvertex + surface->num_vertices;
5341 for (;j < texturenumsurfaces;j++)
5343 surface2 = texturesurfacelist[j];
5344 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5346 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5347 batchtriangles += surface2->num_triangles;
5348 firstvertex = min(firstvertex, surface2->num_firstvertex);
5349 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5351 surface2 = texturesurfacelist[j-1];
5352 numvertices = endvertex - firstvertex;
5353 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5356 else if (r_batchmode.integer == 1)
5358 for (i = 0;i < texturenumsurfaces;i = j)
5360 surface = texturesurfacelist[i];
5361 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5362 if (texturesurfacelist[j] != surface2)
5364 surface2 = texturesurfacelist[j-1];
5365 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5366 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5367 GL_LockArrays(surface->num_firstvertex, numvertices);
5368 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5373 for (i = 0;i < texturenumsurfaces;i++)
5375 surface = texturesurfacelist[i];
5376 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5377 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5382 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5384 int i, planeindex, vertexindex;
5388 r_waterstate_waterplane_t *p, *bestp;
5389 msurface_t *surface;
5390 if (r_waterstate.renderingscene)
5392 for (i = 0;i < texturenumsurfaces;i++)
5394 surface = texturesurfacelist[i];
5395 if (lightmaptexunit >= 0)
5396 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5397 if (deluxemaptexunit >= 0)
5398 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5399 // pick the closest matching water plane
5402 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5405 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5407 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5408 d += fabs(PlaneDiff(vert, &p->plane));
5410 if (bestd > d || !bestp)
5418 if (refractiontexunit >= 0)
5419 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5420 if (reflectiontexunit >= 0)
5421 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5425 if (refractiontexunit >= 0)
5426 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5427 if (reflectiontexunit >= 0)
5428 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5430 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5431 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5435 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5439 const msurface_t *surface = texturesurfacelist[0];
5440 const msurface_t *surface2;
5445 // TODO: lock all array ranges before render, rather than on each surface
5446 if (texturenumsurfaces == 1)
5448 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5449 if (deluxemaptexunit >= 0)
5450 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5451 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5452 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5454 else if (r_batchmode.integer == 2)
5456 #define MAXBATCHTRIANGLES 4096
5457 int batchtriangles = 0;
5458 int batchelements[MAXBATCHTRIANGLES*3];
5459 for (i = 0;i < texturenumsurfaces;i = j)
5461 surface = texturesurfacelist[i];
5462 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5463 if (deluxemaptexunit >= 0)
5464 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5466 if (surface->num_triangles > MAXBATCHTRIANGLES)
5468 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5471 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5472 batchtriangles = surface->num_triangles;
5473 firstvertex = surface->num_firstvertex;
5474 endvertex = surface->num_firstvertex + surface->num_vertices;
5475 for (;j < texturenumsurfaces;j++)
5477 surface2 = texturesurfacelist[j];
5478 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5480 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5481 batchtriangles += surface2->num_triangles;
5482 firstvertex = min(firstvertex, surface2->num_firstvertex);
5483 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5485 surface2 = texturesurfacelist[j-1];
5486 numvertices = endvertex - firstvertex;
5487 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5490 else if (r_batchmode.integer == 1)
5493 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5494 for (i = 0;i < texturenumsurfaces;i = j)
5496 surface = texturesurfacelist[i];
5497 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5498 if (texturesurfacelist[j] != surface2)
5500 Con_Printf(" %i", j - i);
5503 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5505 for (i = 0;i < texturenumsurfaces;i = j)
5507 surface = texturesurfacelist[i];
5508 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5509 if (deluxemaptexunit >= 0)
5510 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5511 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5512 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5515 Con_Printf(" %i", j - i);
5517 surface2 = texturesurfacelist[j-1];
5518 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5519 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5520 GL_LockArrays(surface->num_firstvertex, numvertices);
5521 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5529 for (i = 0;i < texturenumsurfaces;i++)
5531 surface = texturesurfacelist[i];
5532 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5533 if (deluxemaptexunit >= 0)
5534 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5535 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5536 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5541 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5544 int texturesurfaceindex;
5545 if (r_showsurfaces.integer == 2)
5547 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5549 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5550 for (j = 0;j < surface->num_triangles;j++)
5552 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5553 GL_Color(f, f, f, 1);
5554 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5560 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5562 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5563 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5564 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5565 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5566 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5571 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5573 int texturesurfaceindex;
5577 if (rsurface.lightmapcolor4f)
5579 // generate color arrays for the surfaces in this list
5580 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5582 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5583 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5585 f = FogPoint_Model(v);
5595 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5597 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5598 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5600 f = FogPoint_Model(v);
5608 rsurface.lightmapcolor4f = rsurface.array_color4f;
5609 rsurface.lightmapcolor4f_bufferobject = 0;
5610 rsurface.lightmapcolor4f_bufferoffset = 0;
5613 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5615 int texturesurfaceindex;
5618 if (!rsurface.lightmapcolor4f)
5620 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5622 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5623 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5631 rsurface.lightmapcolor4f = rsurface.array_color4f;
5632 rsurface.lightmapcolor4f_bufferobject = 0;
5633 rsurface.lightmapcolor4f_bufferoffset = 0;
5636 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5639 rsurface.lightmapcolor4f = NULL;
5640 rsurface.lightmapcolor4f_bufferobject = 0;
5641 rsurface.lightmapcolor4f_bufferoffset = 0;
5642 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5643 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5644 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5645 GL_Color(r, g, b, a);
5646 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5649 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5651 // TODO: optimize applyfog && applycolor case
5652 // just apply fog if necessary, and tint the fog color array if necessary
5653 rsurface.lightmapcolor4f = NULL;
5654 rsurface.lightmapcolor4f_bufferobject = 0;
5655 rsurface.lightmapcolor4f_bufferoffset = 0;
5656 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5657 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5658 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5659 GL_Color(r, g, b, a);
5660 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5663 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5665 int texturesurfaceindex;
5669 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5671 // generate color arrays for the surfaces in this list
5672 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5674 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5675 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5677 if (surface->lightmapinfo->samples)
5679 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5680 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5681 VectorScale(lm, scale, c);
5682 if (surface->lightmapinfo->styles[1] != 255)
5684 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5686 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5687 VectorMA(c, scale, lm, c);
5688 if (surface->lightmapinfo->styles[2] != 255)
5691 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5692 VectorMA(c, scale, lm, c);
5693 if (surface->lightmapinfo->styles[3] != 255)
5696 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5697 VectorMA(c, scale, lm, c);
5707 rsurface.lightmapcolor4f = rsurface.array_color4f;
5708 rsurface.lightmapcolor4f_bufferobject = 0;
5709 rsurface.lightmapcolor4f_bufferoffset = 0;
5713 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5714 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5715 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5717 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5718 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5719 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5720 GL_Color(r, g, b, a);
5721 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5724 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5726 int texturesurfaceindex;
5730 vec3_t ambientcolor;
5731 vec3_t diffusecolor;
5735 VectorCopy(rsurface.modellight_lightdir, lightdir);
5736 f = 0.5f * r_refdef.lightmapintensity;
5737 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5738 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5739 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5740 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5741 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5742 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5743 if (VectorLength2(diffusecolor) > 0)
5745 // generate color arrays for the surfaces in this list
5746 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5748 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5749 int numverts = surface->num_vertices;
5750 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5751 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5752 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5753 // q3-style directional shading
5754 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5756 if ((f = DotProduct(c2, lightdir)) > 0)
5757 VectorMA(ambientcolor, f, diffusecolor, c);
5759 VectorCopy(ambientcolor, c);
5768 rsurface.lightmapcolor4f = rsurface.array_color4f;
5769 rsurface.lightmapcolor4f_bufferobject = 0;
5770 rsurface.lightmapcolor4f_bufferoffset = 0;
5774 r = ambientcolor[0];
5775 g = ambientcolor[1];
5776 b = ambientcolor[2];
5777 rsurface.lightmapcolor4f = NULL;
5778 rsurface.lightmapcolor4f_bufferobject = 0;
5779 rsurface.lightmapcolor4f_bufferoffset = 0;
5781 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5782 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5783 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5784 GL_Color(r, g, b, a);
5785 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5788 void RSurf_SetupDepthAndCulling(void)
5790 // submodels are biased to avoid z-fighting with world surfaces that they
5791 // may be exactly overlapping (avoids z-fighting artifacts on certain
5792 // doors and things in Quake maps)
5793 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5794 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5795 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5796 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5799 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5801 // transparent sky would be ridiculous
5802 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5804 R_SetupGenericShader(false);
5807 skyrendernow = false;
5808 // we have to force off the water clipping plane while rendering sky
5812 // restore entity matrix
5813 R_Mesh_Matrix(&rsurface.matrix);
5815 RSurf_SetupDepthAndCulling();
5817 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5818 // skymasking on them, and Quake3 never did sky masking (unlike
5819 // software Quake and software Quake2), so disable the sky masking
5820 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5821 // and skymasking also looks very bad when noclipping outside the
5822 // level, so don't use it then either.
5823 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5825 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5826 R_Mesh_ColorPointer(NULL, 0, 0);
5827 R_Mesh_ResetTextureState();
5828 if (skyrendermasked)
5830 R_SetupDepthOrShadowShader();
5831 // depth-only (masking)
5832 GL_ColorMask(0,0,0,0);
5833 // just to make sure that braindead drivers don't draw
5834 // anything despite that colormask...
5835 GL_BlendFunc(GL_ZERO, GL_ONE);
5839 R_SetupGenericShader(false);
5841 GL_BlendFunc(GL_ONE, GL_ZERO);
5843 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5844 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5845 if (skyrendermasked)
5846 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5848 R_Mesh_ResetTextureState();
5849 GL_Color(1, 1, 1, 1);
5852 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5854 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5857 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5858 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5859 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5860 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5861 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5862 if (rsurface.texture->backgroundcurrentskinframe)
5864 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5865 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5866 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5867 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5869 if(rsurface.texture->colormapping)
5871 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5872 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5874 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5875 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5876 R_Mesh_ColorPointer(NULL, 0, 0);
5878 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5880 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5882 // render background
5883 GL_BlendFunc(GL_ONE, GL_ZERO);
5885 GL_AlphaTest(false);
5887 GL_Color(1, 1, 1, 1);
5888 R_Mesh_ColorPointer(NULL, 0, 0);
5890 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5891 if (r_glsl_permutation)
5893 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5894 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5895 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5897 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5898 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5899 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5901 GL_LockArrays(0, 0);
5903 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5904 GL_DepthMask(false);
5905 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5906 R_Mesh_ColorPointer(NULL, 0, 0);
5908 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5909 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5910 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5913 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5914 if (!r_glsl_permutation)
5917 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5918 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5919 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5920 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5921 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5922 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5924 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5926 GL_BlendFunc(GL_ONE, GL_ZERO);
5928 GL_AlphaTest(false);
5932 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5933 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5934 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5937 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5939 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5940 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5942 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5946 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5947 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5949 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5951 GL_LockArrays(0, 0);
5954 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5956 // OpenGL 1.3 path - anything not completely ancient
5957 int texturesurfaceindex;
5958 qboolean applycolor;
5962 const texturelayer_t *layer;
5963 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5965 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5968 int layertexrgbscale;
5969 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5971 if (layerindex == 0)
5975 GL_AlphaTest(false);
5976 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5979 GL_DepthMask(layer->depthmask && writedepth);
5980 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5981 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5983 layertexrgbscale = 4;
5984 VectorScale(layer->color, 0.25f, layercolor);
5986 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5988 layertexrgbscale = 2;
5989 VectorScale(layer->color, 0.5f, layercolor);
5993 layertexrgbscale = 1;
5994 VectorScale(layer->color, 1.0f, layercolor);
5996 layercolor[3] = layer->color[3];
5997 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5998 R_Mesh_ColorPointer(NULL, 0, 0);
5999 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6000 switch (layer->type)
6002 case TEXTURELAYERTYPE_LITTEXTURE:
6003 memset(&m, 0, sizeof(m));
6004 m.tex[0] = R_GetTexture(r_texture_white);
6005 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6006 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6007 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6008 m.tex[1] = R_GetTexture(layer->texture);
6009 m.texmatrix[1] = layer->texmatrix;
6010 m.texrgbscale[1] = layertexrgbscale;
6011 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6012 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6013 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6014 R_Mesh_TextureState(&m);
6015 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6016 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6017 else if (rsurface.uselightmaptexture)
6018 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6022 case TEXTURELAYERTYPE_TEXTURE:
6023 memset(&m, 0, sizeof(m));
6024 m.tex[0] = R_GetTexture(layer->texture);
6025 m.texmatrix[0] = layer->texmatrix;
6026 m.texrgbscale[0] = layertexrgbscale;
6027 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6028 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6029 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6030 R_Mesh_TextureState(&m);
6031 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6033 case TEXTURELAYERTYPE_FOG:
6034 memset(&m, 0, sizeof(m));
6035 m.texrgbscale[0] = layertexrgbscale;
6038 m.tex[0] = R_GetTexture(layer->texture);
6039 m.texmatrix[0] = layer->texmatrix;
6040 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6041 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6042 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6044 R_Mesh_TextureState(&m);
6045 // generate a color array for the fog pass
6046 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6047 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6051 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6052 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6054 f = 1 - FogPoint_Model(v);
6055 c[0] = layercolor[0];
6056 c[1] = layercolor[1];
6057 c[2] = layercolor[2];
6058 c[3] = f * layercolor[3];
6061 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6064 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6066 GL_LockArrays(0, 0);
6069 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6071 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6072 GL_AlphaTest(false);
6076 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6078 // OpenGL 1.1 - crusty old voodoo path
6079 int texturesurfaceindex;
6083 const texturelayer_t *layer;
6084 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6086 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6088 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6090 if (layerindex == 0)
6094 GL_AlphaTest(false);
6095 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6098 GL_DepthMask(layer->depthmask && writedepth);
6099 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6100 R_Mesh_ColorPointer(NULL, 0, 0);
6101 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6102 switch (layer->type)
6104 case TEXTURELAYERTYPE_LITTEXTURE:
6105 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6107 // two-pass lit texture with 2x rgbscale
6108 // first the lightmap pass
6109 memset(&m, 0, sizeof(m));
6110 m.tex[0] = R_GetTexture(r_texture_white);
6111 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6112 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6113 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6114 R_Mesh_TextureState(&m);
6115 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6116 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6117 else if (rsurface.uselightmaptexture)
6118 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6120 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6121 GL_LockArrays(0, 0);
6122 // then apply the texture to it
6123 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6124 memset(&m, 0, sizeof(m));
6125 m.tex[0] = R_GetTexture(layer->texture);
6126 m.texmatrix[0] = layer->texmatrix;
6127 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6128 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6129 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6130 R_Mesh_TextureState(&m);
6131 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6135 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6136 memset(&m, 0, sizeof(m));
6137 m.tex[0] = R_GetTexture(layer->texture);
6138 m.texmatrix[0] = layer->texmatrix;
6139 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6140 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6141 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6142 R_Mesh_TextureState(&m);
6143 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6144 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6146 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6149 case TEXTURELAYERTYPE_TEXTURE:
6150 // singletexture unlit texture with transparency support
6151 memset(&m, 0, sizeof(m));
6152 m.tex[0] = R_GetTexture(layer->texture);
6153 m.texmatrix[0] = layer->texmatrix;
6154 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6155 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6156 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6157 R_Mesh_TextureState(&m);
6158 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6160 case TEXTURELAYERTYPE_FOG:
6161 // singletexture fogging
6162 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6165 memset(&m, 0, sizeof(m));
6166 m.tex[0] = R_GetTexture(layer->texture);
6167 m.texmatrix[0] = layer->texmatrix;
6168 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6169 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6170 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6171 R_Mesh_TextureState(&m);
6174 R_Mesh_ResetTextureState();
6175 // generate a color array for the fog pass
6176 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6181 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6183 f = 1 - FogPoint_Model(v);
6184 c[0] = layer->color[0];
6185 c[1] = layer->color[1];
6186 c[2] = layer->color[2];
6187 c[3] = f * layer->color[3];
6190 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6193 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6195 GL_LockArrays(0, 0);
6198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6200 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6201 GL_AlphaTest(false);
6205 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6208 RSurf_SetupDepthAndCulling();
6209 if (r_glsl.integer && gl_support_fragment_shader)
6210 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6211 else if (gl_combine.integer && r_textureunits.integer >= 2)
6212 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6214 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6218 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6221 int texturenumsurfaces, endsurface;
6223 msurface_t *surface;
6224 msurface_t *texturesurfacelist[1024];
6226 // if the model is static it doesn't matter what value we give for
6227 // wantnormals and wanttangents, so this logic uses only rules applicable
6228 // to a model, knowing that they are meaningless otherwise
6229 if (ent == r_refdef.scene.worldentity)
6230 RSurf_ActiveWorldEntity();
6231 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6232 RSurf_ActiveModelEntity(ent, false, false);
6234 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6236 for (i = 0;i < numsurfaces;i = j)
6239 surface = rsurface.modelsurfaces + surfacelist[i];
6240 texture = surface->texture;
6241 R_UpdateTextureInfo(ent, texture);
6242 rsurface.texture = texture->currentframe;
6243 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6244 // scan ahead until we find a different texture
6245 endsurface = min(i + 1024, numsurfaces);
6246 texturenumsurfaces = 0;
6247 texturesurfacelist[texturenumsurfaces++] = surface;
6248 for (;j < endsurface;j++)
6250 surface = rsurface.modelsurfaces + surfacelist[j];
6251 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6253 texturesurfacelist[texturenumsurfaces++] = surface;
6255 // render the range of surfaces
6256 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6258 GL_AlphaTest(false);
6261 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6266 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6268 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6270 RSurf_SetupDepthAndCulling();
6271 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6272 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6274 else if (r_showsurfaces.integer)
6276 RSurf_SetupDepthAndCulling();
6278 GL_BlendFunc(GL_ONE, GL_ZERO);
6280 GL_AlphaTest(false);
6281 R_Mesh_ColorPointer(NULL, 0, 0);
6282 R_Mesh_ResetTextureState();
6283 R_SetupGenericShader(false);
6284 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6285 if (!r_refdef.view.showdebug)
6287 GL_Color(0, 0, 0, 1);
6288 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6291 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6293 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6294 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6295 else if (!rsurface.texture->currentnumlayers)
6297 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6299 // transparent surfaces get pushed off into the transparent queue
6300 int surfacelistindex;
6301 const msurface_t *surface;
6302 vec3_t tempcenter, center;
6303 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6305 surface = texturesurfacelist[surfacelistindex];
6306 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6307 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6308 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6309 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6310 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6315 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6316 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6321 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6325 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6328 for (i = 0;i < numsurfaces;i++)
6329 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6330 R_Water_AddWaterPlane(surfacelist[i]);
6333 // break the surface list down into batches by texture and use of lightmapping
6334 for (i = 0;i < numsurfaces;i = j)
6337 // texture is the base texture pointer, rsurface.texture is the
6338 // current frame/skin the texture is directing us to use (for example
6339 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6340 // use skin 1 instead)
6341 texture = surfacelist[i]->texture;
6342 rsurface.texture = texture->currentframe;
6343 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6344 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6346 // if this texture is not the kind we want, skip ahead to the next one
6347 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6351 // simply scan ahead until we find a different texture or lightmap state
6352 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6354 // render the range of surfaces
6355 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6359 float locboxvertex3f[6*4*3] =
6361 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6362 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6363 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6364 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6365 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6366 1,0,0, 0,0,0, 0,1,0, 1,1,0
6369 int locboxelement3i[6*2*3] =
6379 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6382 cl_locnode_t *loc = (cl_locnode_t *)ent;
6384 float vertex3f[6*4*3];
6386 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6387 GL_DepthMask(false);
6388 GL_DepthRange(0, 1);
6389 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6391 GL_CullFace(GL_NONE);
6392 R_Mesh_Matrix(&identitymatrix);
6394 R_Mesh_VertexPointer(vertex3f, 0, 0);
6395 R_Mesh_ColorPointer(NULL, 0, 0);
6396 R_Mesh_ResetTextureState();
6397 R_SetupGenericShader(false);
6400 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6401 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6402 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403 surfacelist[0] < 0 ? 0.5f : 0.125f);
6405 if (VectorCompare(loc->mins, loc->maxs))
6407 VectorSet(size, 2, 2, 2);
6408 VectorMA(loc->mins, -0.5f, size, mins);
6412 VectorCopy(loc->mins, mins);
6413 VectorSubtract(loc->maxs, loc->mins, size);
6416 for (i = 0;i < 6*4*3;)
6417 for (j = 0;j < 3;j++, i++)
6418 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6420 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6423 void R_DrawLocs(void)
6426 cl_locnode_t *loc, *nearestloc;
6428 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6429 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6431 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6432 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6436 void R_DrawDebugModel(entity_render_t *ent)
6438 int i, j, k, l, flagsmask;
6439 const int *elements;
6441 msurface_t *surface;
6442 model_t *model = ent->model;
6445 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6447 R_Mesh_ColorPointer(NULL, 0, 0);
6448 R_Mesh_ResetTextureState();
6449 R_SetupGenericShader(false);
6450 GL_DepthRange(0, 1);
6451 GL_DepthTest(!r_showdisabledepthtest.integer);
6452 GL_DepthMask(false);
6453 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6457 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6458 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6460 if (brush->colbrushf && brush->colbrushf->numtriangles)
6462 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6463 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6464 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6467 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6469 if (surface->num_collisiontriangles)
6471 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6472 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6473 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6480 if (r_showtris.integer || r_shownormals.integer)
6482 if (r_showdisabledepthtest.integer)
6484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6485 GL_DepthMask(false);
6489 GL_BlendFunc(GL_ONE, GL_ZERO);
6492 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6494 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6496 rsurface.texture = surface->texture->currentframe;
6497 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6499 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6500 if (r_showtris.value > 0)
6502 if (!rsurface.texture->currentlayers->depthmask)
6503 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6504 else if (ent == r_refdef.scene.worldentity)
6505 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6507 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6508 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6511 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6513 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6514 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6515 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6516 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6521 if (r_shownormals.value > 0)
6524 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6526 VectorCopy(rsurface.vertex3f + l * 3, v);
6527 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6528 qglVertex3f(v[0], v[1], v[2]);
6529 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6530 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6531 qglVertex3f(v[0], v[1], v[2]);
6536 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6538 VectorCopy(rsurface.vertex3f + l * 3, v);
6539 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6540 qglVertex3f(v[0], v[1], v[2]);
6541 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6542 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6543 qglVertex3f(v[0], v[1], v[2]);
6548 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6550 VectorCopy(rsurface.vertex3f + l * 3, v);
6551 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6552 qglVertex3f(v[0], v[1], v[2]);
6553 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6554 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6555 qglVertex3f(v[0], v[1], v[2]);
6562 rsurface.texture = NULL;
6566 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6567 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6569 int i, j, endj, f, flagsmask;
6570 msurface_t *surface;
6572 model_t *model = r_refdef.scene.worldmodel;
6573 const int maxsurfacelist = 1024;
6574 int numsurfacelist = 0;
6575 msurface_t *surfacelist[1024];
6579 RSurf_ActiveWorldEntity();
6581 // update light styles on this submodel
6582 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6584 model_brush_lightstyleinfo_t *style;
6585 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6587 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6589 msurface_t *surfaces = model->data_surfaces;
6590 int *list = style->surfacelist;
6591 style->value = r_refdef.scene.lightstylevalue[style->style];
6592 for (j = 0;j < style->numsurfaces;j++)
6593 surfaces[list[j]].cached_dlight = true;
6598 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6599 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6603 R_DrawDebugModel(r_refdef.scene.worldentity);
6609 rsurface.uselightmaptexture = false;
6610 rsurface.texture = NULL;
6611 rsurface.rtlight = NULL;
6613 j = model->firstmodelsurface;
6614 endj = j + model->nummodelsurfaces;
6617 // quickly skip over non-visible surfaces
6618 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6620 // quickly iterate over visible surfaces
6621 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6623 // process this surface
6624 surface = model->data_surfaces + j;
6625 // if this surface fits the criteria, add it to the list
6626 if (surface->num_triangles)
6628 // if lightmap parameters changed, rebuild lightmap texture
6629 if (surface->cached_dlight)
6630 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6631 // add face to draw list
6632 surfacelist[numsurfacelist++] = surface;
6633 r_refdef.stats.world_triangles += surface->num_triangles;
6634 if (numsurfacelist >= maxsurfacelist)
6636 r_refdef.stats.world_surfaces += numsurfacelist;
6637 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6643 r_refdef.stats.world_surfaces += numsurfacelist;
6645 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6646 GL_AlphaTest(false);
6649 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6651 int i, j, f, flagsmask;
6652 msurface_t *surface, *endsurface;
6654 model_t *model = ent->model;
6655 const int maxsurfacelist = 1024;
6656 int numsurfacelist = 0;
6657 msurface_t *surfacelist[1024];
6661 // if the model is static it doesn't matter what value we give for
6662 // wantnormals and wanttangents, so this logic uses only rules applicable
6663 // to a model, knowing that they are meaningless otherwise
6664 if (ent == r_refdef.scene.worldentity)
6665 RSurf_ActiveWorldEntity();
6666 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6667 RSurf_ActiveModelEntity(ent, false, false);
6669 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6671 // update light styles
6672 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6674 model_brush_lightstyleinfo_t *style;
6675 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6677 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6679 msurface_t *surfaces = model->data_surfaces;
6680 int *list = style->surfacelist;
6681 style->value = r_refdef.scene.lightstylevalue[style->style];
6682 for (j = 0;j < style->numsurfaces;j++)
6683 surfaces[list[j]].cached_dlight = true;
6688 R_UpdateAllTextureInfo(ent);
6689 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6693 R_DrawDebugModel(ent);
6699 rsurface.uselightmaptexture = false;
6700 rsurface.texture = NULL;
6701 rsurface.rtlight = NULL;
6703 surface = model->data_surfaces + model->firstmodelsurface;
6704 endsurface = surface + model->nummodelsurfaces;
6705 for (;surface < endsurface;surface++)
6707 // if this surface fits the criteria, add it to the list
6708 if (surface->num_triangles)
6710 // if lightmap parameters changed, rebuild lightmap texture
6711 if (surface->cached_dlight)
6712 R_BuildLightMap(ent, surface);
6713 // add face to draw list
6714 surfacelist[numsurfacelist++] = surface;
6715 r_refdef.stats.entities_triangles += surface->num_triangles;
6716 if (numsurfacelist >= maxsurfacelist)
6718 r_refdef.stats.entities_surfaces += numsurfacelist;
6719 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6724 r_refdef.stats.entities_surfaces += numsurfacelist;
6726 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6727 GL_AlphaTest(false);