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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
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)"};
75 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)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 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)"};
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
101 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"};
103 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"};
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
110 extern qboolean v_flipped_state;
112 typedef struct r_glsl_bloomshader_s
115 int loc_Texture_Bloom;
117 r_glsl_bloomshader_t;
119 static struct r_bloomstate_s
124 int bloomwidth, bloomheight;
126 int screentexturewidth, screentextureheight;
127 rtexture_t *texture_screen;
129 int bloomtexturewidth, bloomtextureheight;
130 rtexture_t *texture_bloom;
132 r_glsl_bloomshader_t *shader;
134 // arrays for rendering the screen passes
135 float screentexcoord2f[8];
136 float bloomtexcoord2f[8];
137 float offsettexcoord2f[8];
141 // shadow volume bsp struct with automatically growing nodes buffer
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
170 extern void R_DrawModelShadows(void);
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
175 for (i = 0;i < verts;i++)
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
189 for (i = 0;i < verts;i++)
199 // FIXME: move this to client?
202 if (gamemode == GAME_NEHAHRA)
204 Cvar_Set("gl_fogenable", "0");
205 Cvar_Set("gl_fogdensity", "0.2");
206 Cvar_Set("gl_fogred", "0.3");
207 Cvar_Set("gl_foggreen", "0.3");
208 Cvar_Set("gl_fogblue", "0.3");
210 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
213 float FogPoint_World(const vec3_t p)
215 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
219 float FogPoint_Model(const vec3_t p)
221 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
225 static void R_BuildBlankTextures(void)
227 unsigned char data[4];
228 data[0] = 128; // normal X
229 data[1] = 128; // normal Y
230 data[2] = 255; // normal Z
231 data[3] = 128; // height
232 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 static void R_BuildNoTexture(void)
248 unsigned char pix[16][16][4];
249 // this makes a light grey/dark grey checkerboard texture
250 for (y = 0;y < 16;y++)
252 for (x = 0;x < 16;x++)
254 if ((y < 8) ^ (x < 8))
270 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
273 static void R_BuildWhiteCube(void)
275 unsigned char data[6*1*1*4];
276 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
285 static void R_BuildNormalizationCube(void)
289 vec_t s, t, intensity;
291 unsigned char data[6][NORMSIZE][NORMSIZE][4];
292 for (side = 0;side < 6;side++)
294 for (y = 0;y < NORMSIZE;y++)
296 for (x = 0;x < NORMSIZE;x++)
298 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
334 intensity = 127.0f / sqrt(DotProduct(v, v));
335 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338 data[side][y][x][3] = 255;
342 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
345 static void R_BuildFogTexture(void)
349 unsigned char data1[FOGWIDTH][4];
350 //unsigned char data2[FOGWIDTH][4];
351 for (x = 0;x < FOGWIDTH;x++)
353 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
358 //data2[x][0] = 255 - b;
359 //data2[x][1] = 255 - b;
360 //data2[x][2] = 255 - b;
363 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
371 "// common definitions between vertex shader and fragment shader:\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
392 "varying vec3 EyeVectorModelSpace;\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
413 " gl_FrontColor = gl_Color;\n"
414 " // copy the surface texcoord\n"
415 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 " // transform vertex position into light attenuation/cubemap space\n"
422 " // (-1 to +1 across the light box)\n"
423 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
425 " // transform unnormalized light direction into tangent space\n"
426 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 " // normalize it per pixel)\n"
428 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
440 " // transform unnormalized eye direction into tangent space\n"
442 " vec3 EyeVectorModelSpace;\n"
444 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 " VectorS = gl_MultiTexCoord1.xyz;\n"
451 " VectorT = gl_MultiTexCoord2.xyz;\n"
452 " VectorR = gl_MultiTexCoord3.xyz;\n"
455 " // transform vertex to camera space, using ftransform to match non-VS\n"
457 " gl_Position = ftransform();\n"
460 "#endif // VERTEX_SHADER\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 " // 14 sample relief mapping: linear search and then binary search\n"
509 " // this basically steps forward a small amount repeatedly until it finds\n"
510 " // itself inside solid, then jitters forward and back using decreasing\n"
511 " // amounts to find the impact\n"
512 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 " vec3 RT = vec3(TexCoord, 1);\n"
516 " OffsetVector *= 0.1;\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
527 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
528 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
529 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
530 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
533 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 " // this basically moves forward the full distance, and then backs up based\n"
535 " // on height of samples\n"
536 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 " TexCoord += OffsetVector;\n"
540 " OffsetVector *= 0.333;\n"
541 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 " return TexCoord;\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 " // apply offsetmapping\n"
553 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
557 " // combine the diffuse textures (base, pants, shirt)\n"
558 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
569 " // calculate surface normal, light normal, and specular normal\n"
570 " // compute color intensity for the two textures (colormap and glossmap)\n"
571 " // scale by light color and attenuation as efficiently as possible\n"
572 " // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
578 " // calculate directional shading\n"
579 " color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
581 "#ifdef USEDIFFUSE\n"
582 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
585 " // calculate directional shading\n"
586 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
588 " // calculate directionless shading\n"
589 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
593 "#ifdef USECUBEFILTER\n"
594 " // apply light cubemap filter\n"
595 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 " // directional model lighting\n"
605 " // get the surface normal and light normal\n"
606 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
609 " // calculate directional shading\n"
610 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
622 " // get the surface normal and light normal\n"
623 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
629 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
631 " // calculate directional shading\n"
632 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
638 " // apply lightmap color\n"
639 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
642 "#else // MODE none (lightmap)\n"
643 " // apply lightmap color\n"
644 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
647 " color *= myhvec4(gl_Color);\n"
650 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
655 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
658 "#ifdef USECONTRASTBOOST\n"
659 " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
661 " color.rgb *= SceneBrightness;\n"
664 " gl_FragColor = vec4(color);\n"
667 "#endif // FRAGMENT_SHADER\n"
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
673 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677 {"#define USEGLOW\n", " glow"},
678 {"#define USEFOG\n", " fog"},
679 {"#define USECOLORMAPPING\n", " colormapping"},
680 {"#define USEDIFFUSE\n", " diffuse"},
681 {"#define USECONTRASTBOOST\n", " contrastboost"},
682 {"#define USESPECULAR\n", " specular"},
683 {"#define USECUBEFILTER\n", " cubefilter"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
692 qboolean shaderfound;
693 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694 int vertstrings_count;
695 int geomstrings_count;
696 int fragstrings_count;
698 const char *vertstrings_list[32+1];
699 const char *geomstrings_list[32+1];
700 const char *fragstrings_list[32+1];
701 char permutationname[256];
706 vertstrings_list[0] = "#define VERTEX_SHADER\n";
707 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709 vertstrings_count = 1;
710 geomstrings_count = 1;
711 fragstrings_count = 1;
712 permutationname[0] = 0;
713 for (i = 0;permutationinfo[i][0];i++)
715 if (permutation & (1<<i))
717 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
724 // keep line numbers correct
725 vertstrings_list[vertstrings_count++] = "\n";
726 geomstrings_list[geomstrings_count++] = "\n";
727 fragstrings_list[fragstrings_count++] = "\n";
730 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
734 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735 vertstrings_list[vertstrings_count++] = shaderstring;
736 geomstrings_list[geomstrings_count++] = shaderstring;
737 fragstrings_list[fragstrings_count++] = shaderstring;
740 else if (!strcmp(filename, "glsl/default.glsl"))
742 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745 fragstrings_list[fragstrings_count++] = builtinshaderstring;
748 // clear any lists that are not needed by this shader
749 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750 vertstrings_count = 0;
751 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752 geomstrings_count = 0;
753 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754 fragstrings_count = 0;
755 // compile the shader program
756 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
761 qglUseProgramObjectARB(p->program);CHECKGLERROR
762 // look up all the uniform variable names we care about, so we don't
763 // have to look them up every time we set them
764 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
765 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
766 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
768 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
771 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
775 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
776 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
777 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
778 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
779 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
780 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
781 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
783 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
784 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
785 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
786 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
787 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
788 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
790 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
791 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
792 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
793 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (rsurface.rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface.texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
858 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
861 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
863 // bright unshaded geometry
864 shaderfilename = "glsl/default.glsl";
865 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866 if (rsurface.texture->currentskinframe->glow)
867 permutation |= SHADERPERMUTATION_GLOW;
868 if (r_refdef.fogenabled)
869 permutation |= SHADERPERMUTATION_FOG;
870 if (rsurface.texture->colormapping)
871 permutation |= SHADERPERMUTATION_COLORMAPPING;
872 if (r_glsl_offsetmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875 if (r_glsl_offsetmapping_reliefmapping.integer)
876 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
878 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
881 else if (modellighting)
883 // directional model lighting
884 shaderfilename = "glsl/default.glsl";
885 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887 if (rsurface.texture->currentskinframe->glow)
888 permutation |= SHADERPERMUTATION_GLOW;
889 if (specularscale > 0)
890 permutation |= SHADERPERMUTATION_SPECULAR;
891 if (r_refdef.fogenabled)
892 permutation |= SHADERPERMUTATION_FOG;
893 if (rsurface.texture->colormapping)
894 permutation |= SHADERPERMUTATION_COLORMAPPING;
895 if (r_glsl_offsetmapping.integer)
897 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898 if (r_glsl_offsetmapping_reliefmapping.integer)
899 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
907 shaderfilename = "glsl/default.glsl";
908 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
911 // deluxemapping (light direction texture)
912 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
915 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916 if (specularscale > 0)
917 permutation |= SHADERPERMUTATION_SPECULAR;
919 else if (r_glsl_deluxemapping.integer >= 2)
921 // fake deluxemapping (uniform light direction in tangentspace)
922 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923 if (specularscale > 0)
924 permutation |= SHADERPERMUTATION_SPECULAR;
928 // ordinary lightmapping
931 if (rsurface.texture->currentskinframe->glow)
932 permutation |= SHADERPERMUTATION_GLOW;
933 if (r_refdef.fogenabled)
934 permutation |= SHADERPERMUTATION_FOG;
935 if (rsurface.texture->colormapping)
936 permutation |= SHADERPERMUTATION_COLORMAPPING;
937 if (r_glsl_offsetmapping.integer)
939 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940 if (r_glsl_offsetmapping_reliefmapping.integer)
941 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
943 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
946 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
948 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949 R_GLSL_CompilePermutation(shaderfilename, permutation);
950 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
952 // remove features until we find a valid permutation
954 for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
957 return 0; // no bit left to clear
958 // reduce i more quickly whenever it would not remove any bits
959 if (!(permutation & i))
962 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963 R_GLSL_CompilePermutation(shaderfilename, permutation);
964 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
969 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
971 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
975 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977 if (permutation & SHADERPERMUTATION_DIFFUSE)
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
986 // ambient only is simpler
987 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
993 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
995 if (r_glsl_permutation->loc_AmbientColor >= 0)
996 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001 if (r_glsl_permutation->loc_LightDir >= 0)
1002 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1006 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1010 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1024 // The formula used is actually:
1025 // color.rgb *= SceneBrightness;
1026 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027 // I simplify that to
1028 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1029 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1031 // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032 // and do [[calculations]] here in the engine
1033 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1037 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038 if (r_glsl_permutation->loc_FogColor >= 0)
1040 // additive passes are only darkened by fog, not tinted
1041 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1044 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1046 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047 if (r_glsl_permutation->loc_Color_Pants >= 0)
1049 if (rsurface.texture->currentskinframe->pants)
1050 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1052 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1054 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1056 if (rsurface.texture->currentskinframe->shirt)
1057 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1059 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1061 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1068 void R_SwitchSurfaceShader(int permutation)
1070 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1072 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1074 qglUseProgramObjectARB(r_glsl_permutation->program);
1079 #define SKINFRAME_HASH 1024
1083 int loadsequence; // incremented each level change
1084 memexpandablearray_t array;
1085 skinframe_t *hash[SKINFRAME_HASH];
1089 void R_SkinFrame_PrepareForPurge(void)
1091 r_skinframe.loadsequence++;
1092 // wrap it without hitting zero
1093 if (r_skinframe.loadsequence >= 200)
1094 r_skinframe.loadsequence = 1;
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1101 // mark the skinframe as used for the purging code
1102 skinframe->loadsequence = r_skinframe.loadsequence;
1105 void R_SkinFrame_Purge(void)
1109 for (i = 0;i < SKINFRAME_HASH;i++)
1111 for (s = r_skinframe.hash[i];s;s = s->next)
1113 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1115 if (s->base == r_texture_notexture) s->base = NULL;
1116 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1117 if (s->merged == s->base) s->merged = NULL;
1118 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1119 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1121 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1122 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1123 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1124 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1125 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1126 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1127 s->loadsequence = 0;
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1137 char basename[MAX_QPATH];
1139 Image_StripImageExtension(name, basename, sizeof(basename));
1141 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1149 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150 memset(item, 0, sizeof(*item));
1151 strlcpy(item->basename, basename, sizeof(item->basename));
1152 item->textureflags = textureflags;
1153 item->comparewidth = comparewidth;
1154 item->compareheight = compareheight;
1155 item->comparecrc = comparecrc;
1156 item->next = r_skinframe.hash[hashindex];
1157 r_skinframe.hash[hashindex] = item;
1159 R_SkinFrame_MarkUsed(item);
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1165 // FIXME: it should be possible to disable loading various layers using
1166 // cvars, to prevent wasted loading time and memory usage if the user does
1168 qboolean loadnormalmap = true;
1169 qboolean loadgloss = true;
1170 qboolean loadpantsandshirt = true;
1171 qboolean loadglow = true;
1173 unsigned char *pixels;
1174 unsigned char *bumppixels;
1175 unsigned char *basepixels = NULL;
1176 int basepixels_width;
1177 int basepixels_height;
1178 skinframe_t *skinframe;
1180 if (cls.state == ca_dedicated)
1183 // return an existing skinframe if already loaded
1184 // if loading of the first image fails, don't make a new skinframe as it
1185 // would cause all future lookups of this to be missing
1186 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187 if (skinframe && skinframe->base)
1190 basepixels = loadimagepixels(name, complain, 0, 0);
1191 if (basepixels == NULL)
1194 // we've got some pixels to store, so really allocate this new texture now
1196 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197 skinframe->stain = NULL;
1198 skinframe->merged = NULL;
1199 skinframe->base = r_texture_notexture;
1200 skinframe->pants = NULL;
1201 skinframe->shirt = NULL;
1202 skinframe->nmap = r_texture_blanknormalmap;
1203 skinframe->gloss = NULL;
1204 skinframe->glow = NULL;
1205 skinframe->fog = NULL;
1207 basepixels_width = image_width;
1208 basepixels_height = image_height;
1209 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1211 if (textureflags & TEXF_ALPHA)
1213 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214 if (basepixels[j] < 255)
1216 if (j < basepixels_width * basepixels_height * 4)
1218 // has transparent pixels
1219 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220 for (j = 0;j < image_width * image_height * 4;j += 4)
1225 pixels[j+3] = basepixels[j+3];
1227 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1232 // _norm is the name used by tenebrae and has been adopted as standard
1235 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1237 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1241 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1243 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1247 Mem_Free(bumppixels);
1249 else if (r_shadow_bumpscale_basetexture.value > 0)
1251 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1257 // _luma is supported for tenebrae compatibility
1258 // (I think it's a very stupid name, but oh well)
1259 // _glow is the preferred name
1260 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1266 Mem_Free(basepixels);
1271 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)
1276 for (i = 0;i < width*height;i++)
1277 if (((unsigned char *)&palette[in[i]])[3] > 0)
1279 if (i == width*height)
1282 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1288 unsigned char *temp1, *temp2;
1289 skinframe_t *skinframe;
1291 if (cls.state == ca_dedicated)
1294 // if already loaded just return it, otherwise make a new skinframe
1295 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296 if (skinframe && skinframe->base)
1299 skinframe->stain = NULL;
1300 skinframe->merged = NULL;
1301 skinframe->base = r_texture_notexture;
1302 skinframe->pants = NULL;
1303 skinframe->shirt = NULL;
1304 skinframe->nmap = r_texture_blanknormalmap;
1305 skinframe->gloss = NULL;
1306 skinframe->glow = NULL;
1307 skinframe->fog = NULL;
1309 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1313 if (bitsperpixel == 32)
1315 if (r_shadow_bumpscale_basetexture.value > 0)
1317 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318 temp2 = temp1 + width * height * 4;
1319 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1323 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324 if (textureflags & TEXF_ALPHA)
1326 for (i = 3;i < width * height * 4;i += 4)
1327 if (skindata[i] < 255)
1329 if (i < width * height * 4)
1331 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332 memcpy(fogpixels, skindata, width * height * 4);
1333 for (i = 0;i < width * height * 4;i += 4)
1334 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336 Mem_Free(fogpixels);
1340 else if (bitsperpixel == 8)
1342 if (r_shadow_bumpscale_basetexture.value > 0)
1344 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345 temp2 = temp1 + width * height * 4;
1346 if (bitsperpixel == 32)
1347 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1350 // use either a custom palette or the quake palette
1351 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1354 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1357 // use either a custom palette, or the quake palette
1358 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359 if (!palette && loadglowtexture)
1360 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361 if (!palette && loadpantsandshirt)
1363 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1366 if (skinframe->pants || skinframe->shirt)
1367 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368 if (textureflags & TEXF_ALPHA)
1370 // if not using a custom alphapalette, use the quake one
1372 alphapalette = palette_alpha;
1373 for (i = 0;i < width * height;i++)
1374 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1376 if (i < width * height)
1377 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1386 skinframe_t *skinframe;
1388 if (cls.state == ca_dedicated)
1391 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392 skinframe->stain = NULL;
1393 skinframe->merged = NULL;
1394 skinframe->base = r_texture_notexture;
1395 skinframe->pants = NULL;
1396 skinframe->shirt = NULL;
1397 skinframe->nmap = r_texture_blanknormalmap;
1398 skinframe->gloss = NULL;
1399 skinframe->glow = NULL;
1400 skinframe->fog = NULL;
1405 void gl_main_start(void)
1410 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1413 alpha = 1 - exp(r / ((double)x*(double)x));
1414 if (x == FOGMASKTABLEWIDTH - 1)
1416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1419 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1422 // set up r_skinframe loading system for textures
1423 memset(&r_skinframe, 0, sizeof(r_skinframe));
1424 r_skinframe.loadsequence = 1;
1425 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1427 r_main_texturepool = R_AllocTexturePool();
1428 R_BuildBlankTextures();
1430 if (gl_texturecubemap)
1433 R_BuildNormalizationCube();
1435 R_BuildFogTexture();
1436 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438 memset(&r_svbsp, 0, sizeof (r_svbsp));
1441 void gl_main_shutdown(void)
1443 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1446 // clear out the r_skinframe state
1447 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448 memset(&r_skinframe, 0, sizeof(r_skinframe));
1451 Mem_Free(r_svbsp.nodes);
1452 memset(&r_svbsp, 0, sizeof (r_svbsp));
1453 R_FreeTexturePool(&r_main_texturepool);
1454 r_texture_blanknormalmap = NULL;
1455 r_texture_white = NULL;
1456 r_texture_black = NULL;
1457 r_texture_whitecube = NULL;
1458 r_texture_normalizationcube = NULL;
1459 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1466 // FIXME: move this code to client
1468 char *entities, entname[MAX_QPATH];
1471 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472 l = (int)strlen(entname) - 4;
1473 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1475 memcpy(entname + l, ".ent", 5);
1476 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1478 CL_ParseEntityLump(entities);
1483 if (cl.worldmodel->brush.entities)
1484 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1488 void GL_Main_Init(void)
1490 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1492 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494 if (gamemode == GAME_NEHAHRA)
1496 Cvar_RegisterVariable (&gl_fogenable);
1497 Cvar_RegisterVariable (&gl_fogdensity);
1498 Cvar_RegisterVariable (&gl_fogred);
1499 Cvar_RegisterVariable (&gl_foggreen);
1500 Cvar_RegisterVariable (&gl_fogblue);
1501 Cvar_RegisterVariable (&gl_fogstart);
1502 Cvar_RegisterVariable (&gl_fogend);
1504 Cvar_RegisterVariable(&r_depthfirst);
1505 Cvar_RegisterVariable(&r_nearclip);
1506 Cvar_RegisterVariable(&r_showbboxes);
1507 Cvar_RegisterVariable(&r_showsurfaces);
1508 Cvar_RegisterVariable(&r_showtris);
1509 Cvar_RegisterVariable(&r_shownormals);
1510 Cvar_RegisterVariable(&r_showlighting);
1511 Cvar_RegisterVariable(&r_showshadowvolumes);
1512 Cvar_RegisterVariable(&r_showcollisionbrushes);
1513 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515 Cvar_RegisterVariable(&r_showdisabledepthtest);
1516 Cvar_RegisterVariable(&r_drawportals);
1517 Cvar_RegisterVariable(&r_drawentities);
1518 Cvar_RegisterVariable(&r_cullentities_trace);
1519 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522 Cvar_RegisterVariable(&r_drawviewmodel);
1523 Cvar_RegisterVariable(&r_speeds);
1524 Cvar_RegisterVariable(&r_fullbrights);
1525 Cvar_RegisterVariable(&r_wateralpha);
1526 Cvar_RegisterVariable(&r_dynamic);
1527 Cvar_RegisterVariable(&r_fullbright);
1528 Cvar_RegisterVariable(&r_shadows);
1529 Cvar_RegisterVariable(&r_shadows_throwdistance);
1530 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533 Cvar_RegisterVariable(&r_textureunits);
1534 Cvar_RegisterVariable(&r_glsl);
1535 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539 Cvar_RegisterVariable(&r_lerpsprites);
1540 Cvar_RegisterVariable(&r_lerpmodels);
1541 Cvar_RegisterVariable(&r_waterscroll);
1542 Cvar_RegisterVariable(&r_bloom);
1543 Cvar_RegisterVariable(&r_bloom_colorscale);
1544 Cvar_RegisterVariable(&r_bloom_brighten);
1545 Cvar_RegisterVariable(&r_bloom_blur);
1546 Cvar_RegisterVariable(&r_bloom_resolution);
1547 Cvar_RegisterVariable(&r_bloom_colorexponent);
1548 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549 Cvar_RegisterVariable(&r_hdr);
1550 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551 Cvar_RegisterVariable(&r_glsl_contrastboost);
1552 Cvar_RegisterVariable(&r_hdr_glowintensity);
1553 Cvar_RegisterVariable(&r_hdr_range);
1554 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555 Cvar_RegisterVariable(&developer_texturelogging);
1556 Cvar_RegisterVariable(&gl_lightmaps);
1557 Cvar_RegisterVariable(&r_test);
1558 Cvar_RegisterVariable(&r_batchmode);
1559 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560 Cvar_SetValue("r_fullbrights", 0);
1561 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1578 void Render_Init(void)
1591 R_LightningBeams_Init();
1600 extern char *ENGINE_EXTENSIONS;
1603 VID_CheckExtensions();
1605 // LordHavoc: report supported extensions
1606 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1608 // clear to black (loading plaque will be seen over this)
1610 qglClearColor(0,0,0,1);CHECKGLERROR
1611 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1618 for (i = 0;i < 4;i++)
1620 p = r_view.frustum + i;
1625 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1629 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1637 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1645 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1653 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1665 for (i = 0;i < numplanes;i++)
1672 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1676 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1680 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1684 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1688 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1692 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1696 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1700 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1708 //==================================================================================
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1712 vec3_t tempdiffusenormal;
1714 // fetch the lighting from the worldmodel data
1715 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716 VectorClear(ent->modellight_diffuse);
1717 VectorClear(tempdiffusenormal);
1718 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1721 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1725 VectorSet(ent->modellight_ambient, 1, 1, 1);
1727 // move the light direction into modelspace coordinates for lighting code
1728 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729 if(VectorLength2(ent->modellight_lightdir) > 0)
1731 VectorNormalize(ent->modellight_lightdir);
1735 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1738 // scale ambient and directional light contributions according to rendering variables
1739 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1747 static void R_View_UpdateEntityVisible (void)
1750 entity_render_t *ent;
1752 if (!r_drawentities.integer)
1755 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1758 // worldmodel can check visibility
1759 for (i = 0;i < r_refdef.numentities;i++)
1761 ent = r_refdef.entities[i];
1762 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1764 if(r_cullentities_trace.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 ent = r_refdef.entities[i];
1769 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1771 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772 ent->last_trace_visibility = realtime;
1773 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774 r_viewcache.entityvisible[i] = 0;
1781 // no worldmodel or it can't check visibility
1782 for (i = 0;i < r_refdef.numentities;i++)
1784 ent = r_refdef.entities[i];
1785 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1789 // update entity lighting (even on hidden entities for r_shadows)
1790 for (i = 0;i < r_refdef.numentities;i++)
1791 R_UpdateEntityLighting(r_refdef.entities[i]);
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1798 entity_render_t *ent;
1800 if (!r_drawentities.integer)
1804 for (i = 0;i < r_refdef.numentities;i++)
1806 if (!r_viewcache.entityvisible[i])
1808 ent = r_refdef.entities[i];
1809 if (!ent->model || !ent->model->DrawSky)
1811 ent->model->DrawSky(ent);
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1821 entity_render_t *ent;
1823 if (!r_drawentities.integer)
1826 for (i = 0;i < r_refdef.numentities;i++)
1828 if (!r_viewcache.entityvisible[i])
1830 ent = r_refdef.entities[i];
1831 r_refdef.stats.entities++;
1832 if (ent->model && ent->model->Draw != NULL)
1833 ent->model->Draw(ent);
1839 void R_DrawModelsDepth(void)
1842 entity_render_t *ent;
1844 if (!r_drawentities.integer)
1847 for (i = 0;i < r_refdef.numentities;i++)
1849 if (!r_viewcache.entityvisible[i])
1851 ent = r_refdef.entities[i];
1852 r_refdef.stats.entities++;
1853 if (ent->model && ent->model->DrawDepth != NULL)
1854 ent->model->DrawDepth(ent);
1858 static void R_View_SetFrustum(void)
1860 double slopex, slopey;
1862 // break apart the view matrix into vectors for various purposes
1863 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864 VectorNegate(r_view.left, r_view.right);
1867 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868 r_view.frustum[0].normal[1] = 0 - 0;
1869 r_view.frustum[0].normal[2] = -1 - 0;
1870 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871 r_view.frustum[1].normal[1] = 0 + 0;
1872 r_view.frustum[1].normal[2] = -1 + 0;
1873 r_view.frustum[2].normal[0] = 0 - 0;
1874 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875 r_view.frustum[2].normal[2] = -1 - 0;
1876 r_view.frustum[3].normal[0] = 0 + 0;
1877 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878 r_view.frustum[3].normal[2] = -1 + 0;
1882 zNear = r_refdef.nearclip;
1883 nudge = 1.0 - 1.0 / (1<<23);
1884 r_view.frustum[4].normal[0] = 0 - 0;
1885 r_view.frustum[4].normal[1] = 0 - 0;
1886 r_view.frustum[4].normal[2] = -1 - -nudge;
1887 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888 r_view.frustum[5].normal[0] = 0 + 0;
1889 r_view.frustum[5].normal[1] = 0 + 0;
1890 r_view.frustum[5].normal[2] = -1 + -nudge;
1891 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1897 r_view.frustum[0].normal[0] = m[3] - m[0];
1898 r_view.frustum[0].normal[1] = m[7] - m[4];
1899 r_view.frustum[0].normal[2] = m[11] - m[8];
1900 r_view.frustum[0].dist = m[15] - m[12];
1902 r_view.frustum[1].normal[0] = m[3] + m[0];
1903 r_view.frustum[1].normal[1] = m[7] + m[4];
1904 r_view.frustum[1].normal[2] = m[11] + m[8];
1905 r_view.frustum[1].dist = m[15] + m[12];
1907 r_view.frustum[2].normal[0] = m[3] - m[1];
1908 r_view.frustum[2].normal[1] = m[7] - m[5];
1909 r_view.frustum[2].normal[2] = m[11] - m[9];
1910 r_view.frustum[2].dist = m[15] - m[13];
1912 r_view.frustum[3].normal[0] = m[3] + m[1];
1913 r_view.frustum[3].normal[1] = m[7] + m[5];
1914 r_view.frustum[3].normal[2] = m[11] + m[9];
1915 r_view.frustum[3].dist = m[15] + m[13];
1917 r_view.frustum[4].normal[0] = m[3] - m[2];
1918 r_view.frustum[4].normal[1] = m[7] - m[6];
1919 r_view.frustum[4].normal[2] = m[11] - m[10];
1920 r_view.frustum[4].dist = m[15] - m[14];
1922 r_view.frustum[5].normal[0] = m[3] + m[2];
1923 r_view.frustum[5].normal[1] = m[7] + m[6];
1924 r_view.frustum[5].normal[2] = m[11] + m[10];
1925 r_view.frustum[5].dist = m[15] + m[14];
1930 if (r_view.useperspective)
1932 slopex = 1.0 / r_view.frustum_x;
1933 slopey = 1.0 / r_view.frustum_y;
1934 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1935 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1936 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1937 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1938 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1940 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1941 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1942 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1943 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1944 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1946 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1947 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1948 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1949 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1950 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1954 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
1955 VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
1956 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
1957 VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
1958 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1959 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
1960 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
1961 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
1962 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
1963 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1966 PlaneClassify(&r_view.frustum[0]);
1967 PlaneClassify(&r_view.frustum[1]);
1968 PlaneClassify(&r_view.frustum[2]);
1969 PlaneClassify(&r_view.frustum[3]);
1970 PlaneClassify(&r_view.frustum[4]);
1972 // LordHavoc: note to all quake engine coders, Quake had a special case
1973 // for 90 degrees which assumed a square view (wrong), so I removed it,
1974 // Quake2 has it disabled as well.
1976 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1977 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1978 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1979 //PlaneClassify(&frustum[0]);
1981 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1982 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1983 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1984 //PlaneClassify(&frustum[1]);
1986 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1987 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1988 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1989 //PlaneClassify(&frustum[2]);
1991 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1992 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1993 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1994 //PlaneClassify(&frustum[3]);
1997 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1998 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1999 //PlaneClassify(&frustum[4]);
2002 void R_View_Update(void)
2004 R_View_SetFrustum();
2005 R_View_WorldVisibility();
2006 R_View_UpdateEntityVisible();
2009 void R_SetupView(const matrix4x4_t *matrix)
2011 if (!r_view.useperspective)
2012 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2013 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2014 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2016 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2018 GL_SetupView_Orientation_FromEntity(matrix);
2021 void R_ResetViewRendering2D(void)
2023 if (gl_support_fragment_shader)
2025 qglUseProgramObjectARB(0);CHECKGLERROR
2030 // GL is weird because it's bottom to top, r_view.y is top to bottom
2031 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2032 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2033 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2034 GL_Color(1, 1, 1, 1);
2035 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2036 GL_BlendFunc(GL_ONE, GL_ZERO);
2037 GL_AlphaTest(false);
2038 GL_ScissorTest(false);
2039 GL_DepthMask(false);
2040 GL_DepthRange(0, 1);
2041 GL_DepthTest(false);
2042 R_Mesh_Matrix(&identitymatrix);
2043 R_Mesh_ResetTextureState();
2044 GL_PolygonOffset(0, 0);
2045 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2046 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2047 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2048 qglStencilMask(~0);CHECKGLERROR
2049 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2050 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2051 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2054 void R_ResetViewRendering3D(void)
2056 if (gl_support_fragment_shader)
2058 qglUseProgramObjectARB(0);CHECKGLERROR
2063 // GL is weird because it's bottom to top, r_view.y is top to bottom
2064 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2065 R_SetupView(&r_view.matrix);
2066 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2067 GL_Color(1, 1, 1, 1);
2068 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2069 GL_BlendFunc(GL_ONE, GL_ZERO);
2070 GL_AlphaTest(false);
2071 GL_ScissorTest(true);
2073 GL_DepthRange(0, 1);
2075 R_Mesh_Matrix(&identitymatrix);
2076 R_Mesh_ResetTextureState();
2077 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2078 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2079 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2080 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2081 qglStencilMask(~0);CHECKGLERROR
2082 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2083 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2084 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2088 R_Bloom_SetupShader(
2090 "// written by Forest 'LordHavoc' Hale\n"
2092 "// common definitions between vertex shader and fragment shader:\n"
2094 "#ifdef __GLSL_CG_DATA_TYPES\n"
2095 "#define myhalf half\n"
2096 "#define myhvec2 hvec2\n"
2097 "#define myhvec3 hvec3\n"
2098 "#define myhvec4 hvec4\n"
2100 "#define myhalf float\n"
2101 "#define myhvec2 vec2\n"
2102 "#define myhvec3 vec3\n"
2103 "#define myhvec4 vec4\n"
2106 "varying vec2 ScreenTexCoord;\n"
2107 "varying vec2 BloomTexCoord;\n"
2112 "// vertex shader specific:\n"
2113 "#ifdef VERTEX_SHADER\n"
2117 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2118 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2119 " // transform vertex to camera space, using ftransform to match non-VS\n"
2121 " gl_Position = ftransform();\n"
2124 "#endif // VERTEX_SHADER\n"
2129 "// fragment shader specific:\n"
2130 "#ifdef FRAGMENT_SHADER\n"
2135 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2136 " for (x = -BLUR_X;x <= BLUR_X;x++)
2137 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2138 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2139 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2140 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2142 " gl_FragColor = vec4(color);\n"
2145 "#endif // FRAGMENT_SHADER\n"
2148 void R_RenderScene(void);
2150 void R_Bloom_StartFrame(void)
2152 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2154 // set bloomwidth and bloomheight to the bloom resolution that will be
2155 // used (often less than the screen resolution for faster rendering)
2156 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2157 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2158 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2160 // calculate desired texture sizes
2161 if (gl_support_arb_texture_non_power_of_two)
2163 screentexturewidth = r_view.width;
2164 screentextureheight = r_view.height;
2165 bloomtexturewidth = r_bloomstate.bloomwidth;
2166 bloomtextureheight = r_bloomstate.bloomheight;
2170 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2171 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2172 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2173 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2178 screentexturewidth = screentextureheight = 0;
2180 else if (r_bloom.integer)
2185 screentexturewidth = screentextureheight = 0;
2186 bloomtexturewidth = bloomtextureheight = 0;
2189 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2191 // can't use bloom if the parameters are too weird
2192 // can't use bloom if the card does not support the texture size
2193 if (r_bloomstate.texture_screen)
2194 R_FreeTexture(r_bloomstate.texture_screen);
2195 if (r_bloomstate.texture_bloom)
2196 R_FreeTexture(r_bloomstate.texture_bloom);
2197 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2201 r_bloomstate.enabled = true;
2202 r_bloomstate.hdr = r_hdr.integer != 0;
2204 // allocate textures as needed
2205 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2207 if (r_bloomstate.texture_screen)
2208 R_FreeTexture(r_bloomstate.texture_screen);
2209 r_bloomstate.texture_screen = NULL;
2210 r_bloomstate.screentexturewidth = screentexturewidth;
2211 r_bloomstate.screentextureheight = screentextureheight;
2212 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2213 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2215 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2217 if (r_bloomstate.texture_bloom)
2218 R_FreeTexture(r_bloomstate.texture_bloom);
2219 r_bloomstate.texture_bloom = NULL;
2220 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2221 r_bloomstate.bloomtextureheight = bloomtextureheight;
2222 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2223 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2226 // set up a texcoord array for the full resolution screen image
2227 // (we have to keep this around to copy back during final render)
2228 r_bloomstate.screentexcoord2f[0] = 0;
2229 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2230 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2231 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2232 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2233 r_bloomstate.screentexcoord2f[5] = 0;
2234 r_bloomstate.screentexcoord2f[6] = 0;
2235 r_bloomstate.screentexcoord2f[7] = 0;
2237 // set up a texcoord array for the reduced resolution bloom image
2238 // (which will be additive blended over the screen image)
2239 r_bloomstate.bloomtexcoord2f[0] = 0;
2240 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2241 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2242 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2243 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2244 r_bloomstate.bloomtexcoord2f[5] = 0;
2245 r_bloomstate.bloomtexcoord2f[6] = 0;
2246 r_bloomstate.bloomtexcoord2f[7] = 0;
2249 void R_Bloom_CopyScreenTexture(float colorscale)
2251 r_refdef.stats.bloom++;
2253 R_ResetViewRendering2D();
2254 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2255 R_Mesh_ColorPointer(NULL, 0, 0);
2256 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2257 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2259 // copy view into the screen texture
2260 GL_ActiveTexture(0);
2262 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2263 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2265 // now scale it down to the bloom texture size
2267 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2268 GL_BlendFunc(GL_ONE, GL_ZERO);
2269 GL_Color(colorscale, colorscale, colorscale, 1);
2270 // TODO: optimize with multitexture or GLSL
2271 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2272 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2274 // we now have a bloom image in the framebuffer
2275 // copy it into the bloom image texture for later processing
2276 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2277 GL_ActiveTexture(0);
2279 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2280 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2283 void R_Bloom_CopyHDRTexture(void)
2285 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2286 GL_ActiveTexture(0);
2288 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2289 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2292 void R_Bloom_MakeTexture(void)
2295 float xoffset, yoffset, r, brighten;
2297 r_refdef.stats.bloom++;
2299 R_ResetViewRendering2D();
2300 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2301 R_Mesh_ColorPointer(NULL, 0, 0);
2303 // we have a bloom image in the framebuffer
2305 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2307 for (x = 1;x < r_bloom_colorexponent.value;)
2310 r = bound(0, r_bloom_colorexponent.value / x, 1);
2311 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2312 GL_Color(r, r, r, 1);
2313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2314 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2315 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2316 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2318 // copy the vertically blurred bloom view to a texture
2319 GL_ActiveTexture(0);
2321 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2322 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2325 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2326 brighten = r_bloom_brighten.value;
2328 brighten *= r_hdr_range.value;
2329 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2330 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2332 for (dir = 0;dir < 2;dir++)
2334 // blend on at multiple vertical offsets to achieve a vertical blur
2335 // TODO: do offset blends using GLSL
2336 GL_BlendFunc(GL_ONE, GL_ZERO);
2337 for (x = -range;x <= range;x++)
2339 if (!dir){xoffset = 0;yoffset = x;}
2340 else {xoffset = x;yoffset = 0;}
2341 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2342 yoffset /= (float)r_bloomstate.bloomtextureheight;
2343 // compute a texcoord array with the specified x and y offset
2344 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2345 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2346 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2347 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2348 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2349 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2350 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2351 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2352 // this r value looks like a 'dot' particle, fading sharply to
2353 // black at the edges
2354 // (probably not realistic but looks good enough)
2355 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2356 //r = (dir ? 1.0f : brighten)/(range*2+1);
2357 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2358 GL_Color(r, r, r, 1);
2359 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2360 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2361 GL_BlendFunc(GL_ONE, GL_ONE);
2364 // copy the vertically blurred bloom view to a texture
2365 GL_ActiveTexture(0);
2367 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2368 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2371 // apply subtract last
2372 // (just like it would be in a GLSL shader)
2373 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2375 GL_BlendFunc(GL_ONE, GL_ZERO);
2376 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2377 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2378 GL_Color(1, 1, 1, 1);
2379 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2380 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2382 GL_BlendFunc(GL_ONE, GL_ONE);
2383 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2384 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2385 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2386 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2387 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2388 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2389 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2391 // copy the darkened bloom view to a texture
2392 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2393 GL_ActiveTexture(0);
2395 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2396 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2400 void R_HDR_RenderBloomTexture(void)
2402 int oldwidth, oldheight;
2404 oldwidth = r_view.width;
2405 oldheight = r_view.height;
2406 r_view.width = r_bloomstate.bloomwidth;
2407 r_view.height = r_bloomstate.bloomheight;
2409 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2410 // TODO: add exposure compensation features
2411 // TODO: add fp16 framebuffer support
2413 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2415 r_view.colorscale /= r_hdr_range.value;
2418 R_ResetViewRendering2D();
2420 R_Bloom_CopyHDRTexture();
2421 R_Bloom_MakeTexture();
2423 R_ResetViewRendering3D();
2426 if (r_timereport_active)
2427 R_TimeReport("clear");
2430 // restore the view settings
2431 r_view.width = oldwidth;
2432 r_view.height = oldheight;
2435 static void R_BlendView(void)
2437 if (r_bloomstate.enabled && r_bloomstate.hdr)
2439 // render high dynamic range bloom effect
2440 // the bloom texture was made earlier this render, so we just need to
2441 // blend it onto the screen...
2442 R_ResetViewRendering2D();
2443 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2444 R_Mesh_ColorPointer(NULL, 0, 0);
2445 GL_Color(1, 1, 1, 1);
2446 GL_BlendFunc(GL_ONE, GL_ONE);
2447 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2448 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2449 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2450 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2452 else if (r_bloomstate.enabled)
2454 // render simple bloom effect
2455 // copy the screen and shrink it and darken it for the bloom process
2456 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2457 // make the bloom texture
2458 R_Bloom_MakeTexture();
2459 // put the original screen image back in place and blend the bloom
2461 R_ResetViewRendering2D();
2462 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2463 R_Mesh_ColorPointer(NULL, 0, 0);
2464 GL_Color(1, 1, 1, 1);
2465 GL_BlendFunc(GL_ONE, GL_ZERO);
2466 // do both in one pass if possible
2467 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2468 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2469 if (r_textureunits.integer >= 2 && gl_combine.integer)
2471 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2472 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2473 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2477 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2478 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2479 // now blend on the bloom texture
2480 GL_BlendFunc(GL_ONE, GL_ONE);
2481 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2482 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2484 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2485 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2487 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2489 // apply a color tint to the whole view
2490 R_ResetViewRendering2D();
2491 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2492 R_Mesh_ColorPointer(NULL, 0, 0);
2493 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2494 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2495 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2499 void R_RenderScene(void);
2501 matrix4x4_t r_waterscrollmatrix;
2503 void R_UpdateVariables(void)
2507 r_refdef.farclip = 4096;
2508 if (r_refdef.worldmodel)
2509 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2510 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2512 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2513 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2514 r_refdef.polygonfactor = 0;
2515 r_refdef.polygonoffset = 0;
2516 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2517 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2519 r_refdef.rtworld = r_shadow_realtime_world.integer;
2520 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2521 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2522 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2523 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2524 if (r_showsurfaces.integer)
2526 r_refdef.rtworld = false;
2527 r_refdef.rtworldshadows = false;
2528 r_refdef.rtdlight = false;
2529 r_refdef.rtdlightshadows = false;
2530 r_refdef.lightmapintensity = 0;
2533 if (gamemode == GAME_NEHAHRA)
2535 if (gl_fogenable.integer)
2537 r_refdef.oldgl_fogenable = true;
2538 r_refdef.fog_density = gl_fogdensity.value;
2539 r_refdef.fog_red = gl_fogred.value;
2540 r_refdef.fog_green = gl_foggreen.value;
2541 r_refdef.fog_blue = gl_fogblue.value;
2543 else if (r_refdef.oldgl_fogenable)
2545 r_refdef.oldgl_fogenable = false;
2546 r_refdef.fog_density = 0;
2547 r_refdef.fog_red = 0;
2548 r_refdef.fog_green = 0;
2549 r_refdef.fog_blue = 0;
2552 if (r_refdef.fog_density)
2554 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2555 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2556 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2558 if (r_refdef.fog_density)
2560 r_refdef.fogenabled = true;
2561 // this is the point where the fog reaches 0.9986 alpha, which we
2562 // consider a good enough cutoff point for the texture
2563 // (0.9986 * 256 == 255.6)
2564 r_refdef.fogrange = 400 / r_refdef.fog_density;
2565 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2566 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2567 // fog color was already set
2570 r_refdef.fogenabled = false;
2578 void R_RenderView(void)
2580 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2581 return; //Host_Error ("R_RenderView: NULL worldmodel");
2583 R_Shadow_UpdateWorldLightSelection();
2586 if (r_timereport_active)
2587 R_TimeReport("setup");
2590 if (r_timereport_active)
2591 R_TimeReport("visibility");
2593 R_ResetViewRendering3D();
2596 if (r_timereport_active)
2597 R_TimeReport("clear");
2599 R_Bloom_StartFrame();
2601 // this produces a bloom texture to be used in R_BlendView() later
2603 R_HDR_RenderBloomTexture();
2605 r_view.colorscale = r_hdr_scenebrightness.value;
2609 if (r_timereport_active)
2610 R_TimeReport("blendview");
2612 GL_Scissor(0, 0, vid.width, vid.height);
2613 GL_ScissorTest(false);
2617 extern void R_DrawLightningBeams (void);
2618 extern void VM_CL_AddPolygonsToMeshQueue (void);
2619 extern void R_DrawPortals (void);
2620 extern cvar_t cl_locs_show;
2621 static void R_DrawLocs(void);
2622 static void R_DrawEntityBBoxes(void);
2623 void R_RenderScene(void)
2625 // don't let sound skip if going slow
2626 if (r_refdef.extraupdate)
2629 R_ResetViewRendering3D();
2631 R_MeshQueue_BeginScene();
2635 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2637 if (cl.csqc_vidvars.drawworld)
2639 // don't let sound skip if going slow
2640 if (r_refdef.extraupdate)
2643 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2645 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2646 if (r_timereport_active)
2647 R_TimeReport("worldsky");
2650 if (R_DrawBrushModelsSky() && r_timereport_active)
2651 R_TimeReport("bmodelsky");
2654 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2656 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2657 if (r_timereport_active)
2658 R_TimeReport("worlddepth");
2660 if (r_depthfirst.integer >= 2)
2662 R_DrawModelsDepth();
2663 if (r_timereport_active)
2664 R_TimeReport("modeldepth");
2667 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2669 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2670 if (r_timereport_active)
2671 R_TimeReport("world");
2674 // don't let sound skip if going slow
2675 if (r_refdef.extraupdate)
2679 if (r_timereport_active)
2680 R_TimeReport("models");
2682 // don't let sound skip if going slow
2683 if (r_refdef.extraupdate)
2686 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2688 R_DrawModelShadows();
2690 R_ResetViewRendering3D();
2692 // don't let sound skip if going slow
2693 if (r_refdef.extraupdate)
2697 R_ShadowVolumeLighting(false);
2698 if (r_timereport_active)
2699 R_TimeReport("rtlights");
2701 // don't let sound skip if going slow
2702 if (r_refdef.extraupdate)
2705 if (cl.csqc_vidvars.drawworld)
2707 R_DrawLightningBeams();
2708 if (r_timereport_active)
2709 R_TimeReport("lightning");
2712 if (r_timereport_active)
2713 R_TimeReport("particles");
2716 if (r_timereport_active)
2717 R_TimeReport("explosions");
2720 if (gl_support_fragment_shader)
2722 qglUseProgramObjectARB(0);CHECKGLERROR
2724 VM_CL_AddPolygonsToMeshQueue();
2726 if (cl_locs_show.integer)
2729 if (r_timereport_active)
2730 R_TimeReport("showlocs");
2733 if (r_drawportals.integer)
2736 if (r_timereport_active)
2737 R_TimeReport("portals");
2740 if (r_showbboxes.value > 0)
2742 R_DrawEntityBBoxes();
2743 if (r_timereport_active)
2744 R_TimeReport("bboxes");
2747 if (gl_support_fragment_shader)
2749 qglUseProgramObjectARB(0);CHECKGLERROR
2751 R_MeshQueue_RenderTransparent();
2752 if (r_timereport_active)
2753 R_TimeReport("drawtrans");
2755 if (gl_support_fragment_shader)
2757 qglUseProgramObjectARB(0);CHECKGLERROR
2760 if (cl.csqc_vidvars.drawworld)
2763 if (r_timereport_active)
2764 R_TimeReport("coronas");
2767 // don't let sound skip if going slow
2768 if (r_refdef.extraupdate)
2771 R_ResetViewRendering2D();
2774 static const int bboxelements[36] =
2784 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2787 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2788 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2789 GL_DepthMask(false);
2790 GL_DepthRange(0, 1);
2791 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2792 R_Mesh_Matrix(&identitymatrix);
2793 R_Mesh_ResetTextureState();
2795 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2796 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2797 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2798 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2799 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2800 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2801 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2802 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2803 R_FillColors(color4f, 8, cr, cg, cb, ca);
2804 if (r_refdef.fogenabled)
2806 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2808 f1 = FogPoint_World(v);
2810 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2811 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2812 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2815 R_Mesh_VertexPointer(vertex3f, 0, 0);
2816 R_Mesh_ColorPointer(color4f, 0, 0);
2817 R_Mesh_ResetTextureState();
2818 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2821 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2825 prvm_edict_t *edict;
2826 // this function draws bounding boxes of server entities
2830 for (i = 0;i < numsurfaces;i++)
2832 edict = PRVM_EDICT_NUM(surfacelist[i]);
2833 switch ((int)edict->fields.server->solid)
2835 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2836 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2837 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2838 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2839 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2840 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2842 color[3] *= r_showbboxes.value;
2843 color[3] = bound(0, color[3], 1);
2844 GL_DepthTest(!r_showdisabledepthtest.integer);
2845 GL_CullFace(GL_BACK);
2846 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2851 static void R_DrawEntityBBoxes(void)
2854 prvm_edict_t *edict;
2856 // this function draws bounding boxes of server entities
2860 for (i = 0;i < prog->num_edicts;i++)
2862 edict = PRVM_EDICT_NUM(i);
2863 if (edict->priv.server->free)
2865 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2866 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2871 int nomodelelements[24] =
2883 float nomodelvertex3f[6*3] =
2893 float nomodelcolor4f[6*4] =
2895 0.0f, 0.0f, 0.5f, 1.0f,
2896 0.0f, 0.0f, 0.5f, 1.0f,
2897 0.0f, 0.5f, 0.0f, 1.0f,
2898 0.0f, 0.5f, 0.0f, 1.0f,
2899 0.5f, 0.0f, 0.0f, 1.0f,
2900 0.5f, 0.0f, 0.0f, 1.0f
2903 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2908 // this is only called once per entity so numsurfaces is always 1, and
2909 // surfacelist is always {0}, so this code does not handle batches
2910 R_Mesh_Matrix(&ent->matrix);
2912 if (ent->flags & EF_ADDITIVE)
2914 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2915 GL_DepthMask(false);
2917 else if (ent->alpha < 1)
2919 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2920 GL_DepthMask(false);
2924 GL_BlendFunc(GL_ONE, GL_ZERO);
2927 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2928 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2929 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2930 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2931 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2932 if (r_refdef.fogenabled)
2935 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2936 R_Mesh_ColorPointer(color4f, 0, 0);
2937 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2938 f1 = FogPoint_World(org);
2940 for (i = 0, c = color4f;i < 6;i++, c += 4)
2942 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2943 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2944 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2948 else if (ent->alpha != 1)
2950 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2951 R_Mesh_ColorPointer(color4f, 0, 0);
2952 for (i = 0, c = color4f;i < 6;i++, c += 4)
2956 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2957 R_Mesh_ResetTextureState();
2958 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2961 void R_DrawNoModel(entity_render_t *ent)
2964 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2965 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2966 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2968 // R_DrawNoModelCallback(ent, 0);
2971 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2973 vec3_t right1, right2, diff, normal;
2975 VectorSubtract (org2, org1, normal);
2977 // calculate 'right' vector for start
2978 VectorSubtract (r_view.origin, org1, diff);
2979 CrossProduct (normal, diff, right1);
2980 VectorNormalize (right1);
2982 // calculate 'right' vector for end
2983 VectorSubtract (r_view.origin, org2, diff);
2984 CrossProduct (normal, diff, right2);
2985 VectorNormalize (right2);
2987 vert[ 0] = org1[0] + width * right1[0];
2988 vert[ 1] = org1[1] + width * right1[1];
2989 vert[ 2] = org1[2] + width * right1[2];
2990 vert[ 3] = org1[0] - width * right1[0];
2991 vert[ 4] = org1[1] - width * right1[1];
2992 vert[ 5] = org1[2] - width * right1[2];
2993 vert[ 6] = org2[0] - width * right2[0];
2994 vert[ 7] = org2[1] - width * right2[1];
2995 vert[ 8] = org2[2] - width * right2[2];
2996 vert[ 9] = org2[0] + width * right2[0];
2997 vert[10] = org2[1] + width * right2[1];
2998 vert[11] = org2[2] + width * right2[2];
3001 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3003 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)
3008 if (r_refdef.fogenabled)
3009 fog = FogPoint_World(origin);
3011 R_Mesh_Matrix(&identitymatrix);
3012 GL_BlendFunc(blendfunc1, blendfunc2);
3018 GL_CullFace(GL_BACK);
3021 GL_CullFace(GL_FRONT);
3023 GL_DepthMask(false);
3024 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3025 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3026 GL_DepthTest(!depthdisable);
3028 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3029 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3030 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3031 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3032 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3033 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3034 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3035 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3036 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3037 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3038 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3039 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3041 R_Mesh_VertexPointer(vertex3f, 0, 0);
3042 R_Mesh_ColorPointer(NULL, 0, 0);
3043 R_Mesh_ResetTextureState();
3044 R_Mesh_TexBind(0, R_GetTexture(texture));
3045 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3046 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3047 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3048 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3050 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3052 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3053 GL_BlendFunc(blendfunc1, GL_ONE);
3055 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3056 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3060 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3065 VectorSet(v, x, y, z);
3066 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3067 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3069 if (i == mesh->numvertices)
3071 if (mesh->numvertices < mesh->maxvertices)
3073 VectorCopy(v, vertex3f);
3074 mesh->numvertices++;
3076 return mesh->numvertices;
3082 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3086 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3087 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3088 e = mesh->element3i + mesh->numtriangles * 3;
3089 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3091 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3092 if (mesh->numtriangles < mesh->maxtriangles)
3097 mesh->numtriangles++;
3099 element[1] = element[2];
3103 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3107 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3108 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3109 e = mesh->element3i + mesh->numtriangles * 3;
3110 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3112 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3113 if (mesh->numtriangles < mesh->maxtriangles)
3118 mesh->numtriangles++;
3120 element[1] = element[2];
3124 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3125 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3127 int planenum, planenum2;
3130 mplane_t *plane, *plane2;
3132 double temppoints[2][256*3];
3133 // figure out how large a bounding box we need to properly compute this brush
3135 for (w = 0;w < numplanes;w++)
3136 maxdist = max(maxdist, planes[w].dist);
3137 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3138 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3139 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3143 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3144 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3146 if (planenum2 == planenum)
3148 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);
3151 if (tempnumpoints < 3)
3153 // generate elements forming a triangle fan for this polygon
3154 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3158 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3161 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3162 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3163 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3164 GL_LockArrays(0, brush->numpoints);
3165 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3166 GL_LockArrays(0, 0);
3169 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3172 if (!surface->num_collisiontriangles)
3174 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3175 i = (int)(((size_t)surface) / sizeof(msurface_t));
3176 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3177 GL_LockArrays(0, surface->num_collisionvertices);
3178 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3179 GL_LockArrays(0, 0);
3182 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)
3184 texturelayer_t *layer;
3185 layer = t->currentlayers + t->currentnumlayers++;
3187 layer->depthmask = depthmask;
3188 layer->blendfunc1 = blendfunc1;
3189 layer->blendfunc2 = blendfunc2;
3190 layer->texture = texture;
3191 layer->texmatrix = *matrix;
3192 layer->color[0] = r * r_view.colorscale;
3193 layer->color[1] = g * r_view.colorscale;
3194 layer->color[2] = b * r_view.colorscale;
3195 layer->color[3] = a;
3198 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3201 index = parms[2] + r_refdef.time * parms[3];
3202 index -= floor(index);
3206 case Q3WAVEFUNC_NONE:
3207 case Q3WAVEFUNC_NOISE:
3208 case Q3WAVEFUNC_COUNT:
3211 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3212 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3213 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3214 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3215 case Q3WAVEFUNC_TRIANGLE:
3217 f = index - floor(index);
3228 return (float)(parms[0] + parms[1] * f);
3231 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3234 model_t *model = ent->model;
3237 q3shaderinfo_layer_tcmod_t *tcmod;
3239 // switch to an alternate material if this is a q1bsp animated material
3241 texture_t *texture = t;
3242 int s = ent->skinnum;
3243 if ((unsigned int)s >= (unsigned int)model->numskins)
3245 if (model->skinscenes)
3247 if (model->skinscenes[s].framecount > 1)
3248 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3250 s = model->skinscenes[s].firstframe;
3253 t = t + s * model->num_surfaces;
3256 // use an alternate animation if the entity's frame is not 0,
3257 // and only if the texture has an alternate animation
3258 if (ent->frame2 != 0 && t->anim_total[1])
3259 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3261 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3263 texture->currentframe = t;
3266 // update currentskinframe to be a qw skin or animation frame
3267 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3269 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3271 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3272 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3273 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3275 t->currentskinframe = r_qwskincache_skinframe[i];
3276 if (t->currentskinframe == NULL)
3277 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3279 else if (t->numskinframes >= 2)
3280 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3281 if (t->backgroundnumskinframes >= 2)
3282 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3284 t->currentmaterialflags = t->basematerialflags;
3285 t->currentalpha = ent->alpha;
3286 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3287 t->currentalpha *= r_wateralpha.value;
3288 if (!(ent->flags & RENDER_LIGHT))
3289 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3290 if (ent->effects & EF_ADDITIVE)
3291 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3292 else if (t->currentalpha < 1)
3293 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3294 if (ent->effects & EF_DOUBLESIDED)
3295 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3296 if (ent->effects & EF_NODEPTHTEST)
3297 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3298 if (ent->flags & RENDER_VIEWMODEL)
3299 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3300 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3301 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3303 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3306 switch(tcmod->tcmod)
3310 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3311 matrix = r_waterscrollmatrix;
3313 matrix = identitymatrix;
3315 case Q3TCMOD_ENTITYTRANSLATE:
3316 // this is used in Q3 to allow the gamecode to control texcoord
3317 // scrolling on the entity, which is not supported in darkplaces yet.
3318 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3320 case Q3TCMOD_ROTATE:
3321 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3322 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3323 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3326 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3328 case Q3TCMOD_SCROLL:
3329 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3331 case Q3TCMOD_STRETCH:
3332 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3333 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3335 case Q3TCMOD_TRANSFORM:
3336 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3337 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3338 VectorSet(tcmat + 6, 0 , 0 , 1);
3339 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3340 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3342 case Q3TCMOD_TURBULENT:
3343 // this is handled in the RSurf_PrepareVertices function
3344 matrix = identitymatrix;
3347 // either replace or concatenate the transformation
3349 t->currenttexmatrix = matrix;
3352 matrix4x4_t temp = t->currenttexmatrix;
3353 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3357 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3358 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3359 t->glosstexture = r_texture_white;
3360 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3361 t->backgroundglosstexture = r_texture_white;
3362 t->specularpower = r_shadow_glossexponent.value;
3363 // TODO: store reference values for these in the texture?
3364 t->specularscale = 0;
3365 if (r_shadow_gloss.integer > 0)
3367 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3369 if (r_shadow_glossintensity.value > 0)
3371 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3372 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3373 t->specularscale = r_shadow_glossintensity.value;
3376 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3377 t->specularscale = r_shadow_gloss2intensity.value;
3380 t->currentpolygonfactor = r_refdef.polygonfactor;
3381 t->currentpolygonoffset = r_refdef.polygonoffset;
3382 // submodels are biased to avoid z-fighting with world surfaces that they
3383 // may be exactly overlapping (avoids z-fighting artifacts on certain
3384 // doors and things in Quake maps)
3385 if (ent->model->brush.submodel)
3387 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3388 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3391 VectorClear(t->dlightcolor);
3392 t->currentnumlayers = 0;
3393 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3395 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3397 int blendfunc1, blendfunc2, depthmask;
3398 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3400 blendfunc1 = GL_SRC_ALPHA;
3401 blendfunc2 = GL_ONE;
3403 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3405 blendfunc1 = GL_SRC_ALPHA;
3406 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3408 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3410 blendfunc1 = t->customblendfunc[0];
3411 blendfunc2 = t->customblendfunc[1];
3415 blendfunc1 = GL_ONE;
3416 blendfunc2 = GL_ZERO;
3418 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3419 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3421 rtexture_t *currentbasetexture;
3423 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3424 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3425 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3426 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3428 // fullbright is not affected by r_refdef.lightmapintensity
3429 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3430 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3431 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3432 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3438 // set the color tint used for lights affecting this surface
3439 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3441 // q3bsp has no lightmap updates, so the lightstylevalue that
3442 // would normally be baked into the lightmap must be
3443 // applied to the color
3444 if (ent->model->type == mod_brushq3)
3445 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3446 colorscale *= r_refdef.lightmapintensity;
3447 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3448 if (r_ambient.value >= (1.0f/64.0f))
3449 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3450 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3452 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3453 if (r_ambient.value >= (1.0f/64.0f))
3454 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3456 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3458 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3459 if (r_ambient.value >= (1.0f/64.0f))
3460 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3463 if (t->currentskinframe->glow != NULL)
3464 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->currentalpha);
3465 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3467 // if this is opaque use alpha blend which will darken the earlier
3470 // if this is an alpha blended material, all the earlier passes
3471 // were darkened by fog already, so we only need to add the fog
3472 // color ontop through the fog mask texture
3474 // if this is an additive blended material, all the earlier passes
3475 // were darkened by fog already, and we should not add fog color
3476 // (because the background was not darkened, there is no fog color
3477 // that was lost behind it).
3478 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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3485 void R_UpdateAllTextureInfo(entity_render_t *ent)
3489 for (i = 0;i < ent->model->num_texturesperskin;i++)
3490 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3493 rsurfacestate_t rsurface;
3495 void R_Mesh_ResizeArrays(int newvertices)
3498 if (rsurface.array_size >= newvertices)
3500 if (rsurface.array_modelvertex3f)
3501 Mem_Free(rsurface.array_modelvertex3f);
3502 rsurface.array_size = (newvertices + 1023) & ~1023;
3503 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3504 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3505 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3506 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3507 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3508 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3509 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3510 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3511 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3512 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3513 rsurface.array_color4f = base + rsurface.array_size * 27;
3514 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3517 void RSurf_CleanUp(void)
3520 if (rsurface.mode == RSURFMODE_GLSL)
3522 qglUseProgramObjectARB(0);CHECKGLERROR
3524 GL_AlphaTest(false);
3525 rsurface.mode = RSURFMODE_NONE;
3526 rsurface.uselightmaptexture = false;
3527 rsurface.texture = NULL;
3530 void RSurf_ActiveWorldEntity(void)
3532 model_t *model = r_refdef.worldmodel;
3534 if (rsurface.array_size < model->surfmesh.num_vertices)
3535 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3536 rsurface.matrix = identitymatrix;
3537 rsurface.inversematrix = identitymatrix;
3538 R_Mesh_Matrix(&identitymatrix);
3539 VectorCopy(r_view.origin, rsurface.modelorg);
3540 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3541 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3542 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3543 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3544 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3545 rsurface.frameblend[0].frame = 0;
3546 rsurface.frameblend[0].lerp = 1;
3547 rsurface.frameblend[1].frame = 0;
3548 rsurface.frameblend[1].lerp = 0;
3549 rsurface.frameblend[2].frame = 0;
3550 rsurface.frameblend[2].lerp = 0;
3551 rsurface.frameblend[3].frame = 0;
3552 rsurface.frameblend[3].lerp = 0;
3553 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3554 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3555 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3556 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3557 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3558 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3559 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3560 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3561 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3562 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3563 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3564 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3565 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3566 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3567 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3568 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3569 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3570 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3571 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3572 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3573 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3574 rsurface.modelelement3i = model->surfmesh.data_element3i;
3575 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3576 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3577 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3578 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3579 rsurface.modelsurfaces = model->data_surfaces;
3580 rsurface.generatedvertex = false;
3581 rsurface.vertex3f = rsurface.modelvertex3f;
3582 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3583 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3584 rsurface.svector3f = rsurface.modelsvector3f;
3585 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3586 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3587 rsurface.tvector3f = rsurface.modeltvector3f;
3588 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3589 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3590 rsurface.normal3f = rsurface.modelnormal3f;
3591 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3592 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3593 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3596 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3598 model_t *model = ent->model;
3600 if (rsurface.array_size < model->surfmesh.num_vertices)
3601 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3602 rsurface.matrix = ent->matrix;
3603 rsurface.inversematrix = ent->inversematrix;
3604 R_Mesh_Matrix(&rsurface.matrix);
3605 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3606 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3607 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3608 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3609 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3610 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3611 rsurface.frameblend[0] = ent->frameblend[0];
3612 rsurface.frameblend[1] = ent->frameblend[1];
3613 rsurface.frameblend[2] = ent->frameblend[2];
3614 rsurface.frameblend[3] = ent->frameblend[3];
3615 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3619 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3620 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3621 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3622 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3623 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3625 else if (wantnormals)
3627 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3628 rsurface.modelsvector3f = NULL;
3629 rsurface.modeltvector3f = NULL;
3630 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3631 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3635 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3636 rsurface.modelsvector3f = NULL;
3637 rsurface.modeltvector3f = NULL;
3638 rsurface.modelnormal3f = NULL;
3639 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3641 rsurface.modelvertex3f_bufferobject = 0;
3642 rsurface.modelvertex3f_bufferoffset = 0;
3643 rsurface.modelsvector3f_bufferobject = 0;
3644 rsurface.modelsvector3f_bufferoffset = 0;
3645 rsurface.modeltvector3f_bufferobject = 0;
3646 rsurface.modeltvector3f_bufferoffset = 0;
3647 rsurface.modelnormal3f_bufferobject = 0;
3648 rsurface.modelnormal3f_bufferoffset = 0;
3649 rsurface.generatedvertex = true;
3653 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3654 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3655 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3656 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3657 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3658 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3659 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3660 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3661 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3662 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3663 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3664 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3665 rsurface.generatedvertex = false;
3667 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3668 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3669 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3670 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3671 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3672 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3673 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3674 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3675 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3676 rsurface.modelelement3i = model->surfmesh.data_element3i;
3677 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3678 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3679 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3680 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3681 rsurface.modelsurfaces = model->data_surfaces;
3682 rsurface.vertex3f = rsurface.modelvertex3f;
3683 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3684 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3685 rsurface.svector3f = rsurface.modelsvector3f;
3686 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3687 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3688 rsurface.tvector3f = rsurface.modeltvector3f;
3689 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3690 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3691 rsurface.normal3f = rsurface.modelnormal3f;
3692 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3693 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3694 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3697 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3698 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3701 int texturesurfaceindex;
3706 const float *v1, *in_tc;
3708 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3710 q3shaderinfo_deform_t *deform;
3711 // 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
3712 if (rsurface.generatedvertex)
3714 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3715 generatenormals = true;
3716 for (i = 0;i < Q3MAXDEFORMS;i++)
3718 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3720 generatetangents = true;
3721 generatenormals = true;
3723 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3724 generatenormals = true;
3726 if (generatenormals && !rsurface.modelnormal3f)
3728 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3729 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3730 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3731 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3733 if (generatetangents && !rsurface.modelsvector3f)
3735 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3736 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3737 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3738 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3739 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3740 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3741 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);
3744 rsurface.vertex3f = rsurface.modelvertex3f;
3745 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3746 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3747 rsurface.svector3f = rsurface.modelsvector3f;
3748 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3749 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3750 rsurface.tvector3f = rsurface.modeltvector3f;
3751 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3752 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3753 rsurface.normal3f = rsurface.modelnormal3f;
3754 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3755 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3756 // if vertices are deformed (sprite flares and things in maps, possibly
3757 // water waves, bulges and other deformations), generate them into
3758 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3759 // (may be static model data or generated data for an animated model, or
3760 // the previous deform pass)
3761 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3763 switch (deform->deform)
3766 case Q3DEFORM_PROJECTIONSHADOW:
3767 case Q3DEFORM_TEXT0:
3768 case Q3DEFORM_TEXT1:
3769 case Q3DEFORM_TEXT2:
3770 case Q3DEFORM_TEXT3:
3771 case Q3DEFORM_TEXT4:
3772 case Q3DEFORM_TEXT5:
3773 case Q3DEFORM_TEXT6:
3774 case Q3DEFORM_TEXT7:
3777 case Q3DEFORM_AUTOSPRITE:
3778 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3779 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3780 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3781 VectorNormalize(newforward);
3782 VectorNormalize(newright);
3783 VectorNormalize(newup);
3784 // make deformed versions of only the model vertices used by the specified surfaces
3785 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3787 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3788 // a single autosprite surface can contain multiple sprites...
3789 for (j = 0;j < surface->num_vertices - 3;j += 4)
3791 VectorClear(center);
3792 for (i = 0;i < 4;i++)
3793 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3794 VectorScale(center, 0.25f, center);
3795 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3796 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3797 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3798 for (i = 0;i < 4;i++)
3800 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3801 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3804 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);
3805 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);
3807 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3808 rsurface.vertex3f_bufferobject = 0;
3809 rsurface.vertex3f_bufferoffset = 0;
3810 rsurface.svector3f = rsurface.array_deformedsvector3f;
3811 rsurface.svector3f_bufferobject = 0;
3812 rsurface.svector3f_bufferoffset = 0;
3813 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3814 rsurface.tvector3f_bufferobject = 0;
3815 rsurface.tvector3f_bufferoffset = 0;
3816 rsurface.normal3f = rsurface.array_deformednormal3f;
3817 rsurface.normal3f_bufferobject = 0;
3818 rsurface.normal3f_bufferoffset = 0;
3820 case Q3DEFORM_AUTOSPRITE2:
3821 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3822 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3823 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3824 VectorNormalize(newforward);
3825 VectorNormalize(newright);
3826 VectorNormalize(newup);
3827 // make deformed versions of only the model vertices used by the specified surfaces
3828 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3830 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3831 const float *v1, *v2;
3841 memset(shortest, 0, sizeof(shortest));
3842 // a single autosprite surface can contain multiple sprites...
3843 for (j = 0;j < surface->num_vertices - 3;j += 4)
3845 VectorClear(center);
3846 for (i = 0;i < 4;i++)
3847 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3848 VectorScale(center, 0.25f, center);
3849 // find the two shortest edges, then use them to define the
3850 // axis vectors for rotating around the central axis
3851 for (i = 0;i < 6;i++)
3853 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3854 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3856 Debug_PolygonBegin(NULL, 0, false, 0);
3857 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
3858 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);
3859 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
3862 l = VectorDistance2(v1, v2);
3863 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
3865 l += (1.0f / 1024.0f);
3866 if (shortest[0].length2 > l || i == 0)
3868 shortest[1] = shortest[0];
3869 shortest[0].length2 = l;
3870 shortest[0].v1 = v1;
3871 shortest[0].v2 = v2;
3873 else if (shortest[1].length2 > l || i == 1)
3875 shortest[1].length2 = l;
3876 shortest[1].v1 = v1;
3877 shortest[1].v2 = v2;
3880 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
3881 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
3883 Debug_PolygonBegin(NULL, 0, false, 0);
3884 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
3885 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);
3886 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
3889 // this calculates the right vector from the shortest edge
3890 // and the up vector from the edge midpoints
3891 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
3892 VectorNormalize(right);
3893 VectorSubtract(end, start, up);
3894 VectorNormalize(up);
3895 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3896 //VectorSubtract(rsurface.modelorg, center, forward);
3897 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
3898 VectorNegate(forward, forward);
3899 VectorReflect(forward, 0, up, forward);
3900 VectorNormalize(forward);
3901 CrossProduct(up, forward, newright);
3902 VectorNormalize(newright);
3904 Debug_PolygonBegin(NULL, 0, false, 0);
3905 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);
3906 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
3907 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3911 Debug_PolygonBegin(NULL, 0, false, 0);
3912 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
3913 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
3914 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3917 // rotate the quad around the up axis vector, this is made
3918 // especially easy by the fact we know the quad is flat,
3919 // so we only have to subtract the center position and
3920 // measure distance along the right vector, and then
3921 // multiply that by the newright vector and add back the
3923 // we also need to subtract the old position to undo the
3924 // displacement from the center, which we do with a
3925 // DotProduct, the subtraction/addition of center is also
3926 // optimized into DotProducts here
3927 l = DotProduct(right, center);
3928 for (i = 0;i < 4;i++)
3930 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3931 f = DotProduct(right, v1) - l;
3932 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3935 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);
3936 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);
3938 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3939 rsurface.vertex3f_bufferobject = 0;
3940 rsurface.vertex3f_bufferoffset = 0;
3941 rsurface.svector3f = rsurface.array_deformedsvector3f;
3942 rsurface.svector3f_bufferobject = 0;
3943 rsurface.svector3f_bufferoffset = 0;
3944 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3945 rsurface.tvector3f_bufferobject = 0;
3946 rsurface.tvector3f_bufferoffset = 0;
3947 rsurface.normal3f = rsurface.array_deformednormal3f;
3948 rsurface.normal3f_bufferobject = 0;
3949 rsurface.normal3f_bufferoffset = 0;
3951 case Q3DEFORM_NORMAL:
3952 // deform the normals to make reflections wavey
3953 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3955 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3956 for (j = 0;j < surface->num_vertices;j++)
3959 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3960 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3961 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3962 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3963 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3964 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3965 VectorNormalize(normal);
3967 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);
3969 rsurface.svector3f = rsurface.array_deformedsvector3f;
3970 rsurface.svector3f_bufferobject = 0;
3971 rsurface.svector3f_bufferoffset = 0;
3972 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3973 rsurface.tvector3f_bufferobject = 0;
3974 rsurface.tvector3f_bufferoffset = 0;
3975 rsurface.normal3f = rsurface.array_deformednormal3f;
3976 rsurface.normal3f_bufferobject = 0;
3977 rsurface.normal3f_bufferoffset = 0;
3980 // deform vertex array to make wavey water and flags and such
3981 waveparms[0] = deform->waveparms[0];
3982 waveparms[1] = deform->waveparms[1];
3983 waveparms[2] = deform->waveparms[2];
3984 waveparms[3] = deform->waveparms[3];
3985 // this is how a divisor of vertex influence on deformation
3986 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
3987 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3988 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3990 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3991 for (j = 0;j < surface->num_vertices;j++)
3993 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3994 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3995 // if the wavefunc depends on time, evaluate it per-vertex
3998 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3999 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4001 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4004 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4005 rsurface.vertex3f_bufferobject = 0;
4006 rsurface.vertex3f_bufferoffset = 0;
4008 case Q3DEFORM_BULGE:
4009 // deform vertex array to make the surface have moving bulges
4010 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4012 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4013 for (j = 0;j < surface->num_vertices;j++)
4015 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4016 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4019 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4020 rsurface.vertex3f_bufferobject = 0;
4021 rsurface.vertex3f_bufferoffset = 0;
4024 // deform vertex array
4025 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4026 VectorScale(deform->parms, scale, waveparms);
4027 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4029 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4030 for (j = 0;j < surface->num_vertices;j++)
4031 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4033 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4034 rsurface.vertex3f_bufferobject = 0;
4035 rsurface.vertex3f_bufferoffset = 0;
4039 // generate texcoords based on the chosen texcoord source
4040 switch(rsurface.texture->tcgen.tcgen)
4043 case Q3TCGEN_TEXTURE:
4044 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4045 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4046 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4048 case Q3TCGEN_LIGHTMAP:
4049 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4050 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4051 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4053 case Q3TCGEN_VECTOR:
4054 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4056 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4057 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)
4059 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4060 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4063 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4064 rsurface.texcoordtexture2f_bufferobject = 0;
4065 rsurface.texcoordtexture2f_bufferoffset = 0;
4067 case Q3TCGEN_ENVIRONMENT:
4068 // make environment reflections using a spheremap
4069 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4071 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4072 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4073 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4074 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4075 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4077 float l, d, eyedir[3];
4078 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4079 l = 0.5f / VectorLength(eyedir);
4080 d = DotProduct(normal, eyedir)*2;
4081 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4082 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4085 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4086 rsurface.texcoordtexture2f_bufferobject = 0;
4087 rsurface.texcoordtexture2f_bufferoffset = 0;
4090 // the only tcmod that needs software vertex processing is turbulent, so
4091 // check for it here and apply the changes if needed
4092 // and we only support that as the first one
4093 // (handling a mixture of turbulent and other tcmods would be problematic
4094 // without punting it entirely to a software path)
4095 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4097 amplitude = rsurface.texture->tcmods[0].parms[1];
4098 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4099 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4101 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4102 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)
4104 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4105 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4108 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4109 rsurface.texcoordtexture2f_bufferobject = 0;
4110 rsurface.texcoordtexture2f_bufferoffset = 0;
4112 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4113 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4114 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4115 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4118 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4121 const msurface_t *surface = texturesurfacelist[0];
4122 const msurface_t *surface2;
4127 // TODO: lock all array ranges before render, rather than on each surface
4128 if (texturenumsurfaces == 1)
4130 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4131 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));
4133 else if (r_batchmode.integer == 2)
4135 #define MAXBATCHTRIANGLES 4096
4136 int batchtriangles = 0;
4137 int batchelements[MAXBATCHTRIANGLES*3];
4138 for (i = 0;i < texturenumsurfaces;i = j)
4140 surface = texturesurfacelist[i];
4142 if (surface->num_triangles > MAXBATCHTRIANGLES)
4144 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));
4147 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4148 batchtriangles = surface->num_triangles;
4149 firstvertex = surface->num_firstvertex;
4150 endvertex = surface->num_firstvertex + surface->num_vertices;
4151 for (;j < texturenumsurfaces;j++)
4153 surface2 = texturesurfacelist[j];
4154 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4156 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4157 batchtriangles += surface2->num_triangles;
4158 firstvertex = min(firstvertex, surface2->num_firstvertex);
4159 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4161 surface2 = texturesurfacelist[j-1];
4162 numvertices = endvertex - firstvertex;
4163 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4166 else if (r_batchmode.integer == 1)
4168 for (i = 0;i < texturenumsurfaces;i = j)
4170 surface = texturesurfacelist[i];
4171 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4172 if (texturesurfacelist[j] != surface2)
4174 surface2 = texturesurfacelist[j-1];
4175 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4176 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4177 GL_LockArrays(surface->num_firstvertex, numvertices);
4178 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4183 for (i = 0;i < texturenumsurfaces;i++)
4185 surface = texturesurfacelist[i];
4186 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4187 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));
4192 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4196 const msurface_t *surface = texturesurfacelist[0];
4197 const msurface_t *surface2;
4202 // TODO: lock all array ranges before render, rather than on each surface
4203 if (texturenumsurfaces == 1)
4205 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4206 if (deluxemaptexunit >= 0)
4207 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4208 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4209 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));
4211 else if (r_batchmode.integer == 2)
4213 #define MAXBATCHTRIANGLES 4096
4214 int batchtriangles = 0;
4215 int batchelements[MAXBATCHTRIANGLES*3];
4216 for (i = 0;i < texturenumsurfaces;i = j)
4218 surface = texturesurfacelist[i];
4219 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4220 if (deluxemaptexunit >= 0)
4221 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4223 if (surface->num_triangles > MAXBATCHTRIANGLES)
4225 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));
4228 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4229 batchtriangles = surface->num_triangles;
4230 firstvertex = surface->num_firstvertex;
4231 endvertex = surface->num_firstvertex + surface->num_vertices;
4232 for (;j < texturenumsurfaces;j++)
4234 surface2 = texturesurfacelist[j];
4235 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4237 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4238 batchtriangles += surface2->num_triangles;
4239 firstvertex = min(firstvertex, surface2->num_firstvertex);
4240 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4242 surface2 = texturesurfacelist[j-1];
4243 numvertices = endvertex - firstvertex;
4244 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4247 else if (r_batchmode.integer == 1)
4250 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4251 for (i = 0;i < texturenumsurfaces;i = j)
4253 surface = texturesurfacelist[i];
4254 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4255 if (texturesurfacelist[j] != surface2)
4257 Con_Printf(" %i", j - i);
4260 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4262 for (i = 0;i < texturenumsurfaces;i = j)
4264 surface = texturesurfacelist[i];
4265 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4266 if (deluxemaptexunit >= 0)
4267 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4268 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4269 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4272 Con_Printf(" %i", j - i);
4274 surface2 = texturesurfacelist[j-1];
4275 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4276 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4277 GL_LockArrays(surface->num_firstvertex, numvertices);
4278 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4286 for (i = 0;i < texturenumsurfaces;i++)
4288 surface = texturesurfacelist[i];
4289 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4290 if (deluxemaptexunit >= 0)
4291 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4292 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4293 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));
4298 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4301 int texturesurfaceindex;
4302 if (r_showsurfaces.integer == 2)
4304 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4306 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4307 for (j = 0;j < surface->num_triangles;j++)
4309 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4310 GL_Color(f, f, f, 1);
4311 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)));
4317 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4319 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4320 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4321 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4322 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4323 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));
4328 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4330 int texturesurfaceindex;
4334 if (rsurface.lightmapcolor4f)
4336 // generate color arrays for the surfaces in this list
4337 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4339 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4340 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)
4342 f = FogPoint_Model(v);
4352 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4354 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4355 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)
4357 f = FogPoint_Model(v);
4365 rsurface.lightmapcolor4f = rsurface.array_color4f;
4366 rsurface.lightmapcolor4f_bufferobject = 0;
4367 rsurface.lightmapcolor4f_bufferoffset = 0;
4370 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4372 int texturesurfaceindex;
4375 if (!rsurface.lightmapcolor4f)
4377 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4379 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4380 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)
4388 rsurface.lightmapcolor4f = rsurface.array_color4f;
4389 rsurface.lightmapcolor4f_bufferobject = 0;
4390 rsurface.lightmapcolor4f_bufferoffset = 0;
4393 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4396 rsurface.lightmapcolor4f = NULL;
4397 rsurface.lightmapcolor4f_bufferobject = 0;
4398 rsurface.lightmapcolor4f_bufferoffset = 0;
4399 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4400 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4401 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4402 GL_Color(r, g, b, a);
4403 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4406 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4408 // TODO: optimize applyfog && applycolor case
4409 // just apply fog if necessary, and tint the fog color array if necessary
4410 rsurface.lightmapcolor4f = NULL;
4411 rsurface.lightmapcolor4f_bufferobject = 0;
4412 rsurface.lightmapcolor4f_bufferoffset = 0;
4413 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4414 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4415 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4416 GL_Color(r, g, b, a);
4417 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4420 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4422 int texturesurfaceindex;
4426 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4428 // generate color arrays for the surfaces in this list
4429 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4431 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4432 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4434 if (surface->lightmapinfo->samples)
4436 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4437 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4438 VectorScale(lm, scale, c);
4439 if (surface->lightmapinfo->styles[1] != 255)
4441 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4443 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4444 VectorMA(c, scale, lm, c);
4445 if (surface->lightmapinfo->styles[2] != 255)
4448 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4449 VectorMA(c, scale, lm, c);
4450 if (surface->lightmapinfo->styles[3] != 255)
4453 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4454 VectorMA(c, scale, lm, c);
4464 rsurface.lightmapcolor4f = rsurface.array_color4f;
4465 rsurface.lightmapcolor4f_bufferobject = 0;
4466 rsurface.lightmapcolor4f_bufferoffset = 0;
4470 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4471 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4472 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4474 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4475 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4476 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4477 GL_Color(r, g, b, a);
4478 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4481 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4483 int texturesurfaceindex;
4487 vec3_t ambientcolor;
4488 vec3_t diffusecolor;
4492 VectorCopy(rsurface.modellight_lightdir, lightdir);
4493 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4494 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4495 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4496 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4497 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4498 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4499 if (VectorLength2(diffusecolor) > 0)
4501 // generate color arrays for the surfaces in this list
4502 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4504 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4505 int numverts = surface->num_vertices;
4506 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4507 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4508 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4509 // q3-style directional shading
4510 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4512 if ((f = DotProduct(c2, lightdir)) > 0)
4513 VectorMA(ambientcolor, f, diffusecolor, c);
4515 VectorCopy(ambientcolor, c);
4524 rsurface.lightmapcolor4f = rsurface.array_color4f;
4525 rsurface.lightmapcolor4f_bufferobject = 0;
4526 rsurface.lightmapcolor4f_bufferoffset = 0;
4530 r = ambientcolor[0];
4531 g = ambientcolor[1];
4532 b = ambientcolor[2];
4533 rsurface.lightmapcolor4f = NULL;
4534 rsurface.lightmapcolor4f_bufferobject = 0;
4535 rsurface.lightmapcolor4f_bufferoffset = 0;
4537 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4538 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4539 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4540 GL_Color(r, g, b, a);
4541 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4544 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4546 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4547 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4548 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4549 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4550 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4552 rsurface.mode = RSURFMODE_SHOWSURFACES;
4554 GL_BlendFunc(GL_ONE, GL_ZERO);
4555 R_Mesh_ColorPointer(NULL, 0, 0);
4556 R_Mesh_ResetTextureState();
4558 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4559 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4562 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4564 // transparent sky would be ridiculous
4565 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4567 if (rsurface.mode != RSURFMODE_SKY)
4569 if (rsurface.mode == RSURFMODE_GLSL)
4571 qglUseProgramObjectARB(0);CHECKGLERROR
4573 rsurface.mode = RSURFMODE_SKY;
4577 skyrendernow = false;
4579 // restore entity matrix
4580 R_Mesh_Matrix(&rsurface.matrix);
4582 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4583 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4584 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4585 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4587 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4588 // skymasking on them, and Quake3 never did sky masking (unlike
4589 // software Quake and software Quake2), so disable the sky masking
4590 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4591 // and skymasking also looks very bad when noclipping outside the
4592 // level, so don't use it then either.
4593 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4595 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4596 R_Mesh_ColorPointer(NULL, 0, 0);
4597 R_Mesh_ResetTextureState();
4598 if (skyrendermasked)
4600 // depth-only (masking)
4601 GL_ColorMask(0,0,0,0);
4602 // just to make sure that braindead drivers don't draw
4603 // anything despite that colormask...
4604 GL_BlendFunc(GL_ZERO, GL_ONE);
4609 GL_BlendFunc(GL_ONE, GL_ZERO);
4611 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4612 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4613 if (skyrendermasked)
4614 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4618 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4620 if (rsurface.mode != RSURFMODE_GLSL)
4622 rsurface.mode = RSURFMODE_GLSL;
4623 R_Mesh_ResetTextureState();
4626 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4627 if (!r_glsl_permutation)
4630 if (rsurface.lightmode == 2)
4631 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4633 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4634 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4635 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4636 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4638 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4640 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4643 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4644 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4645 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4646 R_Mesh_ColorPointer(NULL, 0, 0);
4648 else if (rsurface.uselightmaptexture)
4650 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4651 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4652 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4653 R_Mesh_ColorPointer(NULL, 0, 0);
4657 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4658 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4659 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4660 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4663 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4664 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4666 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4667 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4672 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4674 // OpenGL 1.3 path - anything not completely ancient
4675 int texturesurfaceindex;
4676 qboolean applycolor;
4680 const texturelayer_t *layer;
4681 if (rsurface.mode != RSURFMODE_MULTIPASS)
4682 rsurface.mode = RSURFMODE_MULTIPASS;
4683 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4684 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4687 int layertexrgbscale;
4688 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4690 if (layerindex == 0)
4694 GL_AlphaTest(false);
4695 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4698 GL_DepthMask(layer->depthmask);
4699 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4700 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4702 layertexrgbscale = 4;
4703 VectorScale(layer->color, 0.25f, layercolor);
4705 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4707 layertexrgbscale = 2;
4708 VectorScale(layer->color, 0.5f, layercolor);
4712 layertexrgbscale = 1;
4713 VectorScale(layer->color, 1.0f, layercolor);
4715 layercolor[3] = layer->color[3];
4716 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4717 R_Mesh_ColorPointer(NULL, 0, 0);
4718 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4719 switch (layer->type)
4721 case TEXTURELAYERTYPE_LITTEXTURE:
4722 memset(&m, 0, sizeof(m));
4723 m.tex[0] = R_GetTexture(r_texture_white);
4724 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4725 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4726 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4727 m.tex[1] = R_GetTexture(layer->texture);
4728 m.texmatrix[1] = layer->texmatrix;
4729 m.texrgbscale[1] = layertexrgbscale;
4730 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4731 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4732 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4733 R_Mesh_TextureState(&m);
4734 if (rsurface.lightmode == 2)
4735 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4736 else if (rsurface.uselightmaptexture)
4737 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4739 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4741 case TEXTURELAYERTYPE_TEXTURE:
4742 memset(&m, 0, sizeof(m));
4743 m.tex[0] = R_GetTexture(layer->texture);
4744 m.texmatrix[0] = layer->texmatrix;
4745 m.texrgbscale[0] = layertexrgbscale;
4746 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4747 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4748 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4749 R_Mesh_TextureState(&m);
4750 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4752 case TEXTURELAYERTYPE_FOG:
4753 memset(&m, 0, sizeof(m));
4754 m.texrgbscale[0] = layertexrgbscale;
4757 m.tex[0] = R_GetTexture(layer->texture);
4758 m.texmatrix[0] = layer->texmatrix;
4759 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4760 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4761 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4763 R_Mesh_TextureState(&m);
4764 // generate a color array for the fog pass
4765 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4770 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4771 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)
4773 f = 1 - FogPoint_Model(v);
4774 c[0] = layercolor[0];
4775 c[1] = layercolor[1];
4776 c[2] = layercolor[2];
4777 c[3] = f * layercolor[3];
4780 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4783 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4785 GL_LockArrays(0, 0);
4788 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4790 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4791 GL_AlphaTest(false);
4795 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4797 // OpenGL 1.1 - crusty old voodoo path
4798 int texturesurfaceindex;
4802 const texturelayer_t *layer;
4803 if (rsurface.mode != RSURFMODE_MULTIPASS)
4804 rsurface.mode = RSURFMODE_MULTIPASS;
4805 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4806 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4808 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4810 if (layerindex == 0)
4814 GL_AlphaTest(false);
4815 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4818 GL_DepthMask(layer->depthmask);
4819 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4820 R_Mesh_ColorPointer(NULL, 0, 0);
4821 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4822 switch (layer->type)
4824 case TEXTURELAYERTYPE_LITTEXTURE:
4825 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4827 // two-pass lit texture with 2x rgbscale
4828 // first the lightmap pass
4829 memset(&m, 0, sizeof(m));
4830 m.tex[0] = R_GetTexture(r_texture_white);
4831 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4832 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4833 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4834 R_Mesh_TextureState(&m);
4835 if (rsurface.lightmode == 2)
4836 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4837 else if (rsurface.uselightmaptexture)
4838 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4840 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4841 GL_LockArrays(0, 0);
4842 // then apply the texture to it
4843 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4844 memset(&m, 0, sizeof(m));
4845 m.tex[0] = R_GetTexture(layer->texture);
4846 m.texmatrix[0] = layer->texmatrix;
4847 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4848 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4849 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4850 R_Mesh_TextureState(&m);
4851 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);
4855 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4856 memset(&m, 0, sizeof(m));
4857 m.tex[0] = R_GetTexture(layer->texture);
4858 m.texmatrix[0] = layer->texmatrix;
4859 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4860 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4861 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4862 R_Mesh_TextureState(&m);
4863 if (rsurface.lightmode == 2)
4864 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);
4866 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);
4869 case TEXTURELAYERTYPE_TEXTURE:
4870 // singletexture unlit texture with transparency support
4871 memset(&m, 0, sizeof(m));
4872 m.tex[0] = R_GetTexture(layer->texture);
4873 m.texmatrix[0] = layer->texmatrix;
4874 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4875 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4876 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4877 R_Mesh_TextureState(&m);
4878 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);
4880 case TEXTURELAYERTYPE_FOG:
4881 // singletexture fogging
4882 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4885 memset(&m, 0, sizeof(m));
4886 m.tex[0] = R_GetTexture(layer->texture);
4887 m.texmatrix[0] = layer->texmatrix;
4888 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4889 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4890 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4891 R_Mesh_TextureState(&m);
4894 R_Mesh_ResetTextureState();
4895 // generate a color array for the fog pass
4896 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4900 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4901 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)
4903 f = 1 - FogPoint_Model(v);
4904 c[0] = layer->color[0];
4905 c[1] = layer->color[1];
4906 c[2] = layer->color[2];
4907 c[3] = f * layer->color[3];
4910 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4913 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4915 GL_LockArrays(0, 0);
4918 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4920 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4921 GL_AlphaTest(false);
4925 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4927 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4929 rsurface.rtlight = NULL;
4933 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4935 if (rsurface.mode != RSURFMODE_MULTIPASS)
4936 rsurface.mode = RSURFMODE_MULTIPASS;
4937 if (r_depthfirst.integer == 3)
4939 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4940 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4944 GL_ColorMask(0,0,0,0);
4947 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4948 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4949 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4951 GL_BlendFunc(GL_ONE, GL_ZERO);
4953 GL_AlphaTest(false);
4954 R_Mesh_ColorPointer(NULL, 0, 0);
4955 R_Mesh_ResetTextureState();
4956 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4957 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4958 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4959 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4961 else if (r_depthfirst.integer == 3)
4963 else if (r_showsurfaces.integer)
4965 if (rsurface.mode != RSURFMODE_MULTIPASS)
4966 rsurface.mode = RSURFMODE_MULTIPASS;
4967 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4968 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4970 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4971 GL_BlendFunc(GL_ONE, GL_ZERO);
4972 GL_DepthMask(writedepth);
4974 GL_AlphaTest(false);
4975 R_Mesh_ColorPointer(NULL, 0, 0);
4976 R_Mesh_ResetTextureState();
4977 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4978 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4979 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4981 else if (gl_lightmaps.integer)
4984 if (rsurface.mode != RSURFMODE_MULTIPASS)
4985 rsurface.mode = RSURFMODE_MULTIPASS;
4986 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4988 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4989 GL_BlendFunc(GL_ONE, GL_ZERO);
4990 GL_DepthMask(writedepth);
4992 GL_AlphaTest(false);
4993 R_Mesh_ColorPointer(NULL, 0, 0);
4994 memset(&m, 0, sizeof(m));
4995 m.tex[0] = R_GetTexture(r_texture_white);
4996 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4997 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4998 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4999 R_Mesh_TextureState(&m);
5000 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
5001 if (rsurface.lightmode == 2)
5002 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5003 else if (rsurface.uselightmaptexture)
5004 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5006 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5007 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5009 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5011 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5012 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5014 else if (rsurface.texture->currentnumlayers)
5016 // write depth for anything we skipped on the depth-only pass earlier
5017 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5019 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5020 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5021 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5022 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5023 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5024 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5025 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5026 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5027 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5028 if (r_glsl.integer && gl_support_fragment_shader)
5029 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5030 else if (gl_combine.integer && r_textureunits.integer >= 2)
5031 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5033 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5034 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5037 GL_LockArrays(0, 0);
5040 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5043 int texturenumsurfaces, endsurface;
5045 msurface_t *surface;
5046 msurface_t *texturesurfacelist[1024];
5048 // if the model is static it doesn't matter what value we give for
5049 // wantnormals and wanttangents, so this logic uses only rules applicable
5050 // to a model, knowing that they are meaningless otherwise
5051 if (ent == r_refdef.worldentity)
5052 RSurf_ActiveWorldEntity();
5053 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5054 RSurf_ActiveModelEntity(ent, false, false);
5056 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5058 for (i = 0;i < numsurfaces;i = j)
5061 surface = rsurface.modelsurfaces + surfacelist[i];
5062 texture = surface->texture;
5063 R_UpdateTextureInfo(ent, texture);
5064 rsurface.texture = texture->currentframe;
5065 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5066 // scan ahead until we find a different texture
5067 endsurface = min(i + 1024, numsurfaces);
5068 texturenumsurfaces = 0;
5069 texturesurfacelist[texturenumsurfaces++] = surface;
5070 for (;j < endsurface;j++)
5072 surface = rsurface.modelsurfaces + surfacelist[j];
5073 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5075 texturesurfacelist[texturenumsurfaces++] = surface;
5077 // render the range of surfaces
5078 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5084 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
5087 vec3_t tempcenter, center;
5089 // break the surface list down into batches by texture and use of lightmapping
5090 for (i = 0;i < numsurfaces;i = j)
5093 // texture is the base texture pointer, rsurface.texture is the
5094 // current frame/skin the texture is directing us to use (for example
5095 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5096 // use skin 1 instead)
5097 texture = surfacelist[i]->texture;
5098 rsurface.texture = texture->currentframe;
5099 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5100 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5102 // if this texture is not the kind we want, skip ahead to the next one
5103 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5107 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5109 // transparent surfaces get pushed off into the transparent queue
5110 const msurface_t *surface = surfacelist[i];
5113 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5114 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5115 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5116 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5117 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5121 // simply scan ahead until we find a different texture or lightmap state
5122 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5124 // render the range of surfaces
5125 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5130 float locboxvertex3f[6*4*3] =
5132 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5133 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5134 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5135 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5136 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5137 1,0,0, 0,0,0, 0,1,0, 1,1,0
5140 int locboxelement3i[6*2*3] =
5150 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5153 cl_locnode_t *loc = (cl_locnode_t *)ent;
5155 float vertex3f[6*4*3];
5157 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5158 GL_DepthMask(false);
5159 GL_DepthRange(0, 1);
5160 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5162 GL_CullFace(GL_NONE);
5163 R_Mesh_Matrix(&identitymatrix);
5165 R_Mesh_VertexPointer(vertex3f, 0, 0);
5166 R_Mesh_ColorPointer(NULL, 0, 0);
5167 R_Mesh_ResetTextureState();
5170 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5171 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5172 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5173 surfacelist[0] < 0 ? 0.5f : 0.125f);
5175 if (VectorCompare(loc->mins, loc->maxs))
5177 VectorSet(size, 2, 2, 2);
5178 VectorMA(loc->mins, -0.5f, size, mins);
5182 VectorCopy(loc->mins, mins);
5183 VectorSubtract(loc->maxs, loc->mins, size);
5186 for (i = 0;i < 6*4*3;)
5187 for (j = 0;j < 3;j++, i++)
5188 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5190 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5193 void R_DrawLocs(void)
5196 cl_locnode_t *loc, *nearestloc;
5198 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5199 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5201 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5202 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5206 void R_DrawCollisionBrushes(entity_render_t *ent)
5210 msurface_t *surface;
5211 model_t *model = ent->model;
5212 if (!model->brush.num_brushes)
5215 R_Mesh_ColorPointer(NULL, 0, 0);
5216 R_Mesh_ResetTextureState();
5217 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5218 GL_DepthMask(false);
5219 GL_DepthRange(0, 1);
5220 GL_DepthTest(!r_showdisabledepthtest.integer);
5221 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5222 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5223 if (brush->colbrushf && brush->colbrushf->numtriangles)
5224 R_DrawCollisionBrush(brush->colbrushf);
5225 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5226 if (surface->num_collisiontriangles)
5227 R_DrawCollisionSurface(ent, surface);
5228 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5231 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5234 const int *elements;
5235 msurface_t *surface;
5236 model_t *model = ent->model;
5239 GL_DepthRange(0, 1);
5240 GL_DepthTest(!r_showdisabledepthtest.integer);
5241 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5243 GL_BlendFunc(GL_ONE, GL_ZERO);
5244 R_Mesh_ColorPointer(NULL, 0, 0);
5245 R_Mesh_ResetTextureState();
5246 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5248 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5250 rsurface.texture = surface->texture->currentframe;
5251 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5253 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5256 if (!rsurface.texture->currentlayers->depthmask)
5257 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5258 else if (ent == r_refdef.worldentity)
5259 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5261 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5262 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5265 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5267 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5268 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5269 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5270 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5277 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5279 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5281 VectorCopy(rsurface.vertex3f + l * 3, v);
5282 qglVertex3f(v[0], v[1], v[2]);
5283 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5284 qglVertex3f(v[0], v[1], v[2]);
5288 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5290 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5292 VectorCopy(rsurface.vertex3f + l * 3, v);
5293 qglVertex3f(v[0], v[1], v[2]);
5294 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5295 qglVertex3f(v[0], v[1], v[2]);
5299 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5301 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5303 VectorCopy(rsurface.vertex3f + l * 3, v);
5304 qglVertex3f(v[0], v[1], v[2]);
5305 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5306 qglVertex3f(v[0], v[1], v[2]);
5313 rsurface.texture = NULL;
5316 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5317 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5319 int i, j, endj, f, flagsmask;
5320 int counttriangles = 0;
5321 msurface_t *surface, **surfacechain;
5323 model_t *model = r_refdef.worldmodel;
5324 const int maxsurfacelist = 1024;
5325 int numsurfacelist = 0;
5326 msurface_t *surfacelist[1024];
5330 RSurf_ActiveWorldEntity();
5332 // update light styles
5333 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5335 for (i = 0;i < model->brushq1.light_styles;i++)
5337 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5339 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5340 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5341 for (;(surface = *surfacechain);surfacechain++)
5342 surface->cached_dlight = true;
5347 R_UpdateAllTextureInfo(r_refdef.worldentity);
5348 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5351 rsurface.uselightmaptexture = false;
5352 rsurface.texture = NULL;
5354 j = model->firstmodelsurface;
5355 endj = j + model->nummodelsurfaces;
5358 // quickly skip over non-visible surfaces
5359 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5361 // quickly iterate over visible surfaces
5362 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5364 // process this surface
5365 surface = model->data_surfaces + j;
5366 // if this surface fits the criteria, add it to the list
5367 if (surface->num_triangles)
5369 // if lightmap parameters changed, rebuild lightmap texture
5370 if (surface->cached_dlight)
5371 R_BuildLightMap(r_refdef.worldentity, surface);
5372 // add face to draw list
5373 surfacelist[numsurfacelist++] = surface;
5374 counttriangles += surface->num_triangles;
5375 if (numsurfacelist >= maxsurfacelist)
5377 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5384 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5385 r_refdef.stats.entities_triangles += counttriangles;
5388 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5389 R_DrawCollisionBrushes(r_refdef.worldentity);
5391 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5392 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5395 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5397 int i, f, flagsmask;
5398 int counttriangles = 0;
5399 msurface_t *surface, *endsurface, **surfacechain;
5401 model_t *model = ent->model;
5402 const int maxsurfacelist = 1024;
5403 int numsurfacelist = 0;
5404 msurface_t *surfacelist[1024];
5408 // if the model is static it doesn't matter what value we give for
5409 // wantnormals and wanttangents, so this logic uses only rules applicable
5410 // to a model, knowing that they are meaningless otherwise
5411 if (ent == r_refdef.worldentity)
5412 RSurf_ActiveWorldEntity();
5413 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5414 RSurf_ActiveModelEntity(ent, false, false);
5416 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5418 // update light styles
5419 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5421 for (i = 0;i < model->brushq1.light_styles;i++)
5423 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5425 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5426 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5427 for (;(surface = *surfacechain);surfacechain++)
5428 surface->cached_dlight = true;
5433 R_UpdateAllTextureInfo(ent);
5434 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5437 rsurface.uselightmaptexture = false;
5438 rsurface.texture = NULL;
5440 surface = model->data_surfaces + model->firstmodelsurface;
5441 endsurface = surface + model->nummodelsurfaces;
5442 for (;surface < endsurface;surface++)
5444 // if this surface fits the criteria, add it to the list
5445 if (surface->num_triangles)
5447 // if lightmap parameters changed, rebuild lightmap texture
5448 if (surface->cached_dlight)
5449 R_BuildLightMap(ent, surface);
5450 // add face to draw list
5451 surfacelist[numsurfacelist++] = surface;
5452 counttriangles += surface->num_triangles;
5453 if (numsurfacelist >= maxsurfacelist)
5455 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5461 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5462 r_refdef.stats.entities_triangles += counttriangles;
5465 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5466 R_DrawCollisionBrushes(ent);
5468 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5469 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);