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.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 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"};
41 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"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 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"};
44 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"};
45 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"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
56 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
57 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
58 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
59 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
60 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
61 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
62 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
64 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)"};
66 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
67 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
68 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
69 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
70 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
72 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
73 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
74 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
76 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
77 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
78 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
79 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
80 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
82 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
83 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
84 cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"};
85 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
87 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"};
89 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"};
91 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
93 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
94 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
96 rtexture_t *r_bloom_texture_screen;
97 rtexture_t *r_bloom_texture_bloom;
98 rtexture_t *r_texture_blanknormalmap;
99 rtexture_t *r_texture_white;
100 rtexture_t *r_texture_black;
101 rtexture_t *r_texture_notexture;
102 rtexture_t *r_texture_whitecube;
103 rtexture_t *r_texture_normalizationcube;
104 rtexture_t *r_texture_fogattenuation;
105 //rtexture_t *r_texture_fogintensity;
107 // information about each possible shader permutation
108 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
109 // currently selected permutation
110 r_glsl_permutation_t *r_glsl_permutation;
112 // temporary variable used by a macro
115 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
118 for (i = 0;i < verts;i++)
129 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
132 for (i = 0;i < verts;i++)
142 // FIXME: move this to client?
145 if (gamemode == GAME_NEHAHRA)
147 Cvar_Set("gl_fogenable", "0");
148 Cvar_Set("gl_fogdensity", "0.2");
149 Cvar_Set("gl_fogred", "0.3");
150 Cvar_Set("gl_foggreen", "0.3");
151 Cvar_Set("gl_fogblue", "0.3");
153 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
156 // FIXME: move this to client?
157 void FOG_registercvars(void)
162 if (gamemode == GAME_NEHAHRA)
164 Cvar_RegisterVariable (&gl_fogenable);
165 Cvar_RegisterVariable (&gl_fogdensity);
166 Cvar_RegisterVariable (&gl_fogred);
167 Cvar_RegisterVariable (&gl_foggreen);
168 Cvar_RegisterVariable (&gl_fogblue);
169 Cvar_RegisterVariable (&gl_fogstart);
170 Cvar_RegisterVariable (&gl_fogend);
173 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
174 for (x = 0;x < FOGTABLEWIDTH;x++)
176 alpha = exp(r / ((double)x*(double)x));
177 if (x == FOGTABLEWIDTH - 1)
179 r_refdef.fogtable[x] = bound(0, alpha, 1);
183 static void R_BuildBlankTextures(void)
185 unsigned char data[4];
186 data[0] = 128; // normal X
187 data[1] = 128; // normal Y
188 data[2] = 255; // normal Z
189 data[3] = 128; // height
190 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
195 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
200 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
203 static void R_BuildNoTexture(void)
206 unsigned char pix[16][16][4];
207 // this makes a light grey/dark grey checkerboard texture
208 for (y = 0;y < 16;y++)
210 for (x = 0;x < 16;x++)
212 if ((y < 8) ^ (x < 8))
228 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
231 static void R_BuildWhiteCube(void)
233 unsigned char data[6*1*1*4];
234 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
235 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
236 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
237 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
238 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
239 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
240 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
243 static void R_BuildNormalizationCube(void)
247 vec_t s, t, intensity;
249 unsigned char data[6][NORMSIZE][NORMSIZE][4];
250 for (side = 0;side < 6;side++)
252 for (y = 0;y < NORMSIZE;y++)
254 for (x = 0;x < NORMSIZE;x++)
256 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
257 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
292 intensity = 127.0f / sqrt(DotProduct(v, v));
293 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
294 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
295 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
296 data[side][y][x][3] = 255;
300 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
303 static void R_BuildFogTexture(void)
308 unsigned char data1[FOGWIDTH][4];
309 //unsigned char data2[FOGWIDTH][4];
310 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
311 for (x = 0;x < FOGWIDTH;x++)
313 alpha = exp(r / ((double)x*(double)x));
314 if (x == FOGWIDTH - 1)
316 b = (int)(256.0 * alpha);
317 b = bound(0, b, 255);
318 data1[x][0] = 255 - b;
319 data1[x][1] = 255 - b;
320 data1[x][2] = 255 - b;
327 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
328 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
331 static const char *builtinshaderstring =
332 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
333 "// written by Forest 'LordHavoc' Hale\n"
335 "// common definitions between vertex shader and fragment shader:\n"
337 "#ifdef __GLSL_CG_DATA_TYPES\n"
338 "#define myhalf half\n"
339 "#define myhvec2 hvec2\n"
340 "#define myhvec3 hvec3\n"
341 "#define myhvec4 hvec4\n"
343 "#define myhalf float\n"
344 "#define myhvec2 vec2\n"
345 "#define myhvec3 vec3\n"
346 "#define myhvec4 vec4\n"
349 "varying vec2 TexCoord;\n"
350 "varying vec2 TexCoordLightmap;\n"
352 "varying vec3 CubeVector;\n"
353 "varying vec3 LightVector;\n"
354 "varying vec3 EyeVector;\n"
356 "varying vec3 EyeVectorModelSpace;\n"
359 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
360 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
361 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
366 "// vertex shader specific:\n"
367 "#ifdef VERTEX_SHADER\n"
369 "uniform vec3 LightPosition;\n"
370 "uniform vec3 EyePosition;\n"
371 "uniform vec3 LightDir;\n"
373 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
377 " gl_FrontColor = gl_Color;\n"
378 " // copy the surface texcoord\n"
379 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
380 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
381 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
384 "#ifdef MODE_LIGHTSOURCE\n"
385 " // transform vertex position into light attenuation/cubemap space\n"
386 " // (-1 to +1 across the light box)\n"
387 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
389 " // transform unnormalized light direction into tangent space\n"
390 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
391 " // normalize it per pixel)\n"
392 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
393 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
394 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
395 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
398 "#ifdef MODE_LIGHTDIRECTION\n"
399 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
400 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
401 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
404 " // transform unnormalized eye direction into tangent space\n"
406 " vec3 EyeVectorModelSpace;\n"
408 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
409 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
410 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
411 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
413 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
414 " VectorS = gl_MultiTexCoord1.xyz;\n"
415 " VectorT = gl_MultiTexCoord2.xyz;\n"
416 " VectorR = gl_MultiTexCoord3.xyz;\n"
419 " // transform vertex to camera space, using ftransform to match non-VS\n"
421 " gl_Position = ftransform();\n"
424 "#endif // VERTEX_SHADER\n"
429 "// fragment shader specific:\n"
430 "#ifdef FRAGMENT_SHADER\n"
432 "uniform sampler2D Texture_Normal;\n"
433 "uniform sampler2D Texture_Color;\n"
434 "uniform sampler2D Texture_Gloss;\n"
435 "uniform samplerCube Texture_Cube;\n"
436 "uniform sampler2D Texture_FogMask;\n"
437 "uniform sampler2D Texture_Pants;\n"
438 "uniform sampler2D Texture_Shirt;\n"
439 "uniform sampler2D Texture_Lightmap;\n"
440 "uniform sampler2D Texture_Deluxemap;\n"
441 "uniform sampler2D Texture_Glow;\n"
443 "uniform myhvec3 LightColor;\n"
444 "uniform myhvec3 AmbientColor;\n"
445 "uniform myhvec3 DiffuseColor;\n"
446 "uniform myhvec3 SpecularColor;\n"
447 "uniform myhvec3 Color_Pants;\n"
448 "uniform myhvec3 Color_Shirt;\n"
449 "uniform myhvec3 FogColor;\n"
451 "uniform myhalf GlowScale;\n"
452 "uniform myhalf SceneBrightness;\n"
454 "uniform float OffsetMapping_Scale;\n"
455 "uniform float OffsetMapping_Bias;\n"
456 "uniform float FogRangeRecip;\n"
458 "uniform myhalf AmbientScale;\n"
459 "uniform myhalf DiffuseScale;\n"
460 "uniform myhalf SpecularScale;\n"
461 "uniform myhalf SpecularPower;\n"
465 " // apply offsetmapping\n"
466 "#ifdef USEOFFSETMAPPING\n"
467 " vec2 TexCoordOffset = TexCoord;\n"
468 "#define TexCoord TexCoordOffset\n"
470 " vec3 eyedir = vec3(normalize(EyeVector));\n"
471 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
472 " depthbias = 1.0 - depthbias * depthbias;\n"
474 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
475 " // 14 sample relief mapping: linear search and then binary search\n"
476 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
477 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
478 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
479 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
480 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
481 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
482 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
483 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
484 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
485 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
486 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
487 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
488 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
489 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
490 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
491 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
492 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
493 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
494 " TexCoord = RT.xy;\n"
496 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
497 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
498 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
499 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
500 " //TexCoord += OffsetVector * 3.0;\n"
501 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
502 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
503 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
505 " // 10 sample offset mapping\n"
506 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
507 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
508 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
509 " //TexCoord += OffsetVector * 3.0;\n"
510 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
511 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
512 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
513 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
514 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
515 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
516 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
517 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
518 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
519 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
521 " // parallax mapping as described in the paper\n"
522 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
523 " // The paper provides code in the ARB fragment program assembly language\n"
524 " // I translated it to GLSL but may have done something wrong - SavageX\n"
525 " // LordHavoc: removed bias and simplified to one line\n"
526 " // LordHavoc: this is just a single sample offsetmapping...\n"
527 " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
529 " // parallax mapping as described in the paper\n"
530 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
531 " // The paper provides code in the ARB fragment program assembly language\n"
532 " // I translated it to GLSL but may have done something wrong - SavageX\n"
533 " float height = texture2D(Texture_Normal, TexCoord).a;\n"
534 " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
535 " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
539 " // combine the diffuse textures (base, pants, shirt)\n"
540 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
541 "#ifdef USECOLORMAPPING\n"
542 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
548 "#ifdef MODE_LIGHTSOURCE\n"
551 " // get the surface normal and light normal\n"
552 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
553 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
555 " // calculate directional shading\n"
556 " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
557 "#ifdef USESPECULAR\n"
558 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
559 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
562 "#ifdef USECUBEFILTER\n"
563 " // apply light cubemap filter\n"
564 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
565 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
568 " // apply light color\n"
569 " color.rgb *= LightColor;\n"
571 " // apply attenuation\n"
573 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
574 " // center and sharp falloff at the edge, this is about the most efficient\n"
575 " // we can get away with as far as providing illumination.\n"
577 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
578 " // provide significant illumination, large = slow = pain.\n"
579 " color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
584 "#elif defined(MODE_LIGHTDIRECTION)\n"
585 " // directional model lighting\n"
587 " // get the surface normal and light normal\n"
588 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
589 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
591 " // calculate directional shading\n"
592 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
593 "#ifdef USESPECULAR\n"
594 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
595 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
601 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
602 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
604 " // get the surface normal and light normal\n"
605 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
608 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
609 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
611 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
613 " // calculate directional shading\n"
614 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
615 "#ifdef USESPECULAR\n"
616 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
617 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
620 " // apply lightmap color\n"
621 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
624 "#else // MODE none (lightmap)\n"
625 " // apply lightmap color\n"
626 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
629 " color *= myhvec4(gl_Color);\n"
632 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
637 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
638 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
641 " color.rgb *= SceneBrightness;\n"
643 " gl_FragColor = vec4(color);\n"
646 "#endif // FRAGMENT_SHADER\n"
649 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
650 const char *permutationinfo[][2] =
652 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
653 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
654 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
655 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
656 {"#define USEGLOW\n", " glow"},
657 {"#define USEFOG\n", " fog"},
658 {"#define USECOLORMAPPING\n", " colormapping"},
659 {"#define USESPECULAR\n", " specular"},
660 {"#define USECUBEFILTER\n", " cubefilter"},
661 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
662 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 void R_GLSL_CompilePermutation(int permutation)
669 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
670 int vertstrings_count;
671 int fragstrings_count;
673 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
674 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
675 char permutationname[256];
679 vertstrings_list[0] = "#define VERTEX_SHADER\n";
680 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
681 vertstrings_count = 1;
682 fragstrings_count = 1;
683 permutationname[0] = 0;
684 for (i = 0;permutationinfo[i][0];i++)
686 if (permutation & (1<<i))
688 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
689 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
690 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
694 // keep line numbers correct
695 vertstrings_list[vertstrings_count++] = "\n";
696 fragstrings_list[fragstrings_count++] = "\n";
699 shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
702 Con_DPrintf("GLSL shader text loaded from disk\n");
703 vertstrings_list[vertstrings_count++] = shaderstring;
704 fragstrings_list[fragstrings_count++] = shaderstring;
708 vertstrings_list[vertstrings_count++] = builtinshaderstring;
709 fragstrings_list[fragstrings_count++] = builtinshaderstring;
711 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
715 qglUseProgramObjectARB(p->program);CHECKGLERROR
716 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
717 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
718 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
719 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
720 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
725 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
726 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
727 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
728 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
729 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
730 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
731 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
732 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
733 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
734 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
735 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
736 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
737 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
738 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
739 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
740 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
741 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
742 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
743 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
744 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
745 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
746 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
747 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
748 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
749 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
750 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
751 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
752 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
753 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
755 qglUseProgramObjectARB(0);CHECKGLERROR
758 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
760 Mem_Free(shaderstring);
763 void R_GLSL_Restart_f(void)
766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
767 if (r_glsl_permutations[i].program)
768 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
769 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
772 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
774 // select a permutation of the lighting shader appropriate to this
775 // combination of texture, entity, light source, and fogging, only use the
776 // minimum features necessary to avoid wasting rendering time in the
777 // fragment shader on features that are not being used
779 float specularscale = rsurface_texture->specularscale;
780 r_glsl_permutation = NULL;
781 if (r_shadow_rtlight)
783 permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
784 specularscale *= r_shadow_rtlight->specularscale;
785 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
786 permutation |= SHADERPERMUTATION_CUBEFILTER;
790 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
793 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
794 else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
796 if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
798 if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
799 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
801 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
803 else if (r_glsl_deluxemapping.integer >= 2) // fake mode
804 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
807 if (rsurface_texture->skin.glow)
808 permutation |= SHADERPERMUTATION_GLOW;
810 if (specularscale > 0)
811 permutation |= SHADERPERMUTATION_SPECULAR;
812 if (r_refdef.fogenabled)
813 permutation |= SHADERPERMUTATION_FOG;
814 if (rsurface_texture->colormapping)
815 permutation |= SHADERPERMUTATION_COLORMAPPING;
816 if (r_glsl_offsetmapping.integer)
818 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
819 if (r_glsl_offsetmapping_reliefmapping.integer)
820 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
822 if (!r_glsl_permutations[permutation].program)
824 if (!r_glsl_permutations[permutation].compiled)
825 R_GLSL_CompilePermutation(permutation);
826 if (!r_glsl_permutations[permutation].program)
828 // remove features until we find a valid permutation
830 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
832 // reduce i more quickly whenever it would not remove any bits
836 if (!r_glsl_permutations[permutation].compiled)
837 R_GLSL_CompilePermutation(permutation);
838 if (r_glsl_permutations[permutation].program)
841 return 0; // utterly failed
845 r_glsl_permutation = r_glsl_permutations + permutation;
847 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
848 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
849 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
851 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
852 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
853 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
854 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
855 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
856 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
858 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
860 if (r_glsl_permutation->loc_AmbientColor >= 0)
861 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
862 if (r_glsl_permutation->loc_DiffuseColor >= 0)
863 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
864 if (r_glsl_permutation->loc_SpecularColor >= 0)
865 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
866 if (r_glsl_permutation->loc_LightDir >= 0)
867 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
871 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
872 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
873 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
875 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
876 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
877 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
878 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
879 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
880 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
881 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
882 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
883 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
884 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
885 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
886 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
887 if (r_glsl_permutation->loc_FogColor >= 0)
889 // additive passes are only darkened by fog, not tinted
890 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
891 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
895 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
896 if (r_glsl_permutation->loc_Color_Pants >= 0)
898 if (rsurface_texture->skin.pants)
899 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
901 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
903 if (r_glsl_permutation->loc_Color_Shirt >= 0)
905 if (rsurface_texture->skin.shirt)
906 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
908 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
910 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
911 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
912 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
917 void R_SwitchSurfaceShader(int permutation)
919 if (r_glsl_permutation != r_glsl_permutations + permutation)
921 r_glsl_permutation = r_glsl_permutations + permutation;
923 qglUseProgramObjectARB(r_glsl_permutation->program);
928 void gl_main_start(void)
930 r_main_texturepool = R_AllocTexturePool();
931 r_bloom_texture_screen = NULL;
932 r_bloom_texture_bloom = NULL;
933 R_BuildBlankTextures();
935 if (gl_texturecubemap)
938 R_BuildNormalizationCube();
941 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
944 void gl_main_shutdown(void)
946 R_FreeTexturePool(&r_main_texturepool);
947 r_bloom_texture_screen = NULL;
948 r_bloom_texture_bloom = NULL;
949 r_texture_blanknormalmap = NULL;
950 r_texture_white = NULL;
951 r_texture_black = NULL;
952 r_texture_whitecube = NULL;
953 r_texture_normalizationcube = NULL;
957 extern void CL_ParseEntityLump(char *entitystring);
958 void gl_main_newmap(void)
960 // FIXME: move this code to client
962 char *entities, entname[MAX_QPATH];
965 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
966 l = (int)strlen(entname) - 4;
967 if (l >= 0 && !strcmp(entname + l, ".bsp"))
969 memcpy(entname + l, ".ent", 5);
970 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
972 CL_ParseEntityLump(entities);
977 if (cl.worldmodel->brush.entities)
978 CL_ParseEntityLump(cl.worldmodel->brush.entities);
982 void GL_Main_Init(void)
984 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
986 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
987 FOG_registercvars(); // FIXME: move this fog stuff to client?
988 Cvar_RegisterVariable(&r_nearclip);
989 Cvar_RegisterVariable(&r_showsurfaces);
990 Cvar_RegisterVariable(&r_showtris);
991 Cvar_RegisterVariable(&r_shownormals);
992 Cvar_RegisterVariable(&r_showlighting);
993 Cvar_RegisterVariable(&r_showshadowvolumes);
994 Cvar_RegisterVariable(&r_showcollisionbrushes);
995 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
996 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
997 Cvar_RegisterVariable(&r_showdisabledepthtest);
998 Cvar_RegisterVariable(&r_drawportals);
999 Cvar_RegisterVariable(&r_drawentities);
1000 Cvar_RegisterVariable(&r_drawviewmodel);
1001 Cvar_RegisterVariable(&r_speeds);
1002 Cvar_RegisterVariable(&r_fullbrights);
1003 Cvar_RegisterVariable(&r_wateralpha);
1004 Cvar_RegisterVariable(&r_dynamic);
1005 Cvar_RegisterVariable(&r_fullbright);
1006 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1007 Cvar_RegisterVariable(&r_textureunits);
1008 Cvar_RegisterVariable(&r_glsl);
1009 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1010 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1011 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1012 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1013 Cvar_RegisterVariable(&r_lerpsprites);
1014 Cvar_RegisterVariable(&r_lerpmodels);
1015 Cvar_RegisterVariable(&r_waterscroll);
1016 Cvar_RegisterVariable(&r_bloom);
1017 Cvar_RegisterVariable(&r_bloom_intensity);
1018 Cvar_RegisterVariable(&r_bloom_blur);
1019 Cvar_RegisterVariable(&r_bloom_resolution);
1020 Cvar_RegisterVariable(&r_bloom_power);
1021 Cvar_RegisterVariable(&r_hdr);
1022 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1023 Cvar_RegisterVariable(&r_hdr_bloomintensity);
1024 Cvar_RegisterVariable(&r_hdr_glowintensity);
1025 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1026 Cvar_RegisterVariable(&developer_texturelogging);
1027 Cvar_RegisterVariable(&gl_lightmaps);
1028 Cvar_RegisterVariable(&r_test);
1029 Cvar_RegisterVariable(&r_batchmode);
1030 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1031 Cvar_SetValue("r_fullbrights", 0);
1032 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1035 extern void R_Textures_Init(void);
1036 extern void GL_Draw_Init(void);
1037 extern void GL_Main_Init(void);
1038 extern void R_Shadow_Init(void);
1039 extern void R_Sky_Init(void);
1040 extern void GL_Surf_Init(void);
1041 extern void R_Light_Init(void);
1042 extern void R_Particles_Init(void);
1043 extern void R_Explosion_Init(void);
1044 extern void gl_backend_init(void);
1045 extern void Sbar_Init(void);
1046 extern void R_LightningBeams_Init(void);
1047 extern void Mod_RenderInit(void);
1049 void Render_Init(void)
1062 R_LightningBeams_Init();
1071 extern char *ENGINE_EXTENSIONS;
1074 VID_CheckExtensions();
1076 // LordHavoc: report supported extensions
1077 Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
1079 // clear to black (loading plaque will be seen over this)
1081 qglClearColor(0,0,0,1);CHECKGLERROR
1082 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1085 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1089 for (i = 0;i < 4;i++)
1091 p = r_view.frustum + i;
1096 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1100 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1104 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1108 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1112 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1116 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1120 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1124 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1132 //==================================================================================
1134 static void R_UpdateEntityLighting(entity_render_t *ent)
1136 vec3_t tempdiffusenormal;
1137 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));
1138 VectorClear(ent->modellight_diffuse);
1139 VectorClear(ent->modellight_lightdir);
1140 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1141 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1143 VectorSet(ent->modellight_ambient, 1, 1, 1);
1144 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1145 VectorNormalize(ent->modellight_lightdir);
1146 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1147 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1148 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1149 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1150 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1151 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1154 static void R_View_UpdateEntityVisible (void)
1157 entity_render_t *ent;
1159 if (!r_drawentities.integer)
1162 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1163 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1165 // worldmodel can check visibility
1166 for (i = 0;i < r_refdef.numentities;i++)
1168 ent = r_refdef.entities[i];
1169 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1174 // no worldmodel or it can't check visibility
1175 for (i = 0;i < r_refdef.numentities;i++)
1177 ent = r_refdef.entities[i];
1178 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST);
1183 // only used if skyrendermasked, and normally returns false
1184 int R_DrawBrushModelsSky (void)
1187 entity_render_t *ent;
1189 if (!r_drawentities.integer)
1193 for (i = 0;i < r_refdef.numentities;i++)
1195 if (!r_viewcache.entityvisible[i])
1197 ent = r_refdef.entities[i];
1198 if (!ent->model || !ent->model->DrawSky)
1200 ent->model->DrawSky(ent);
1206 void R_DrawNoModel(entity_render_t *ent);
1207 void R_DrawModels(void)
1210 entity_render_t *ent;
1212 if (!r_drawentities.integer)
1215 for (i = 0;i < r_refdef.numentities;i++)
1217 if (!r_viewcache.entityvisible[i])
1219 ent = r_refdef.entities[i];
1220 r_refdef.stats.entities++;
1221 if (ent->model && ent->model->Draw != NULL)
1222 ent->model->Draw(ent);
1228 static void R_View_SetFrustum(void)
1230 // break apart the view matrix into vectors for various purposes
1231 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1232 VectorNegate(r_view.left, r_view.right);
1235 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1236 r_view.frustum[0].normal[1] = 0 - 0;
1237 r_view.frustum[0].normal[2] = -1 - 0;
1238 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1239 r_view.frustum[1].normal[1] = 0 + 0;
1240 r_view.frustum[1].normal[2] = -1 + 0;
1241 r_view.frustum[2].normal[0] = 0 - 0;
1242 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1243 r_view.frustum[2].normal[2] = -1 - 0;
1244 r_view.frustum[3].normal[0] = 0 + 0;
1245 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1246 r_view.frustum[3].normal[2] = -1 + 0;
1250 zNear = r_refdef.nearclip;
1251 nudge = 1.0 - 1.0 / (1<<23);
1252 r_view.frustum[4].normal[0] = 0 - 0;
1253 r_view.frustum[4].normal[1] = 0 - 0;
1254 r_view.frustum[4].normal[2] = -1 - -nudge;
1255 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1256 r_view.frustum[5].normal[0] = 0 + 0;
1257 r_view.frustum[5].normal[1] = 0 + 0;
1258 r_view.frustum[5].normal[2] = -1 + -nudge;
1259 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1265 r_view.frustum[0].normal[0] = m[3] - m[0];
1266 r_view.frustum[0].normal[1] = m[7] - m[4];
1267 r_view.frustum[0].normal[2] = m[11] - m[8];
1268 r_view.frustum[0].dist = m[15] - m[12];
1270 r_view.frustum[1].normal[0] = m[3] + m[0];
1271 r_view.frustum[1].normal[1] = m[7] + m[4];
1272 r_view.frustum[1].normal[2] = m[11] + m[8];
1273 r_view.frustum[1].dist = m[15] + m[12];
1275 r_view.frustum[2].normal[0] = m[3] - m[1];
1276 r_view.frustum[2].normal[1] = m[7] - m[5];
1277 r_view.frustum[2].normal[2] = m[11] - m[9];
1278 r_view.frustum[2].dist = m[15] - m[13];
1280 r_view.frustum[3].normal[0] = m[3] + m[1];
1281 r_view.frustum[3].normal[1] = m[7] + m[5];
1282 r_view.frustum[3].normal[2] = m[11] + m[9];
1283 r_view.frustum[3].dist = m[15] + m[13];
1285 r_view.frustum[4].normal[0] = m[3] - m[2];
1286 r_view.frustum[4].normal[1] = m[7] - m[6];
1287 r_view.frustum[4].normal[2] = m[11] - m[10];
1288 r_view.frustum[4].dist = m[15] - m[14];
1290 r_view.frustum[5].normal[0] = m[3] + m[2];
1291 r_view.frustum[5].normal[1] = m[7] + m[6];
1292 r_view.frustum[5].normal[2] = m[11] + m[10];
1293 r_view.frustum[5].dist = m[15] + m[14];
1298 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1299 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1300 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1301 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1302 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1303 VectorNormalize(r_view.frustum[0].normal);
1304 VectorNormalize(r_view.frustum[1].normal);
1305 VectorNormalize(r_view.frustum[2].normal);
1306 VectorNormalize(r_view.frustum[3].normal);
1307 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1308 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1309 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1310 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1311 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1312 PlaneClassify(&r_view.frustum[0]);
1313 PlaneClassify(&r_view.frustum[1]);
1314 PlaneClassify(&r_view.frustum[2]);
1315 PlaneClassify(&r_view.frustum[3]);
1316 PlaneClassify(&r_view.frustum[4]);
1318 // LordHavoc: note to all quake engine coders, Quake had a special case
1319 // for 90 degrees which assumed a square view (wrong), so I removed it,
1320 // Quake2 has it disabled as well.
1322 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1323 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1324 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1325 //PlaneClassify(&frustum[0]);
1327 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1328 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1329 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1330 //PlaneClassify(&frustum[1]);
1332 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1333 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1334 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1335 //PlaneClassify(&frustum[2]);
1337 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1338 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1339 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1340 //PlaneClassify(&frustum[3]);
1343 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1344 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1345 //PlaneClassify(&frustum[4]);
1348 void R_View_Update(void)
1350 R_View_SetFrustum();
1351 R_View_WorldVisibility();
1352 R_View_UpdateEntityVisible();
1355 void R_ResetViewRendering(void)
1357 if (gl_support_fragment_shader)
1359 qglUseProgramObjectARB(0);CHECKGLERROR
1362 // GL is weird because it's bottom to top, r_view.y is top to bottom
1363 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1364 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1365 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1366 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1367 GL_ScissorTest(true);
1370 R_Mesh_Matrix(&identitymatrix);
1371 R_Mesh_ResetTextureState();
1374 void R_RenderScene(void);
1376 void R_Bloom_MakeTexture(qboolean darken)
1378 int screenwidth, screenheight;
1379 int screentexturewidth, screentextureheight;
1380 int bloomtexturewidth, bloomtextureheight;
1381 int bloomwidth, bloomheight, x, range;
1382 float xoffset, yoffset, r;
1384 float texcoord2f[3][8];
1386 // set bloomwidth and bloomheight to the bloom resolution that will be
1387 // used (often less than the screen resolution for faster rendering)
1388 bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1389 bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
1391 // set the (poorly named) screenwidth and screenheight variables to
1392 // a power of 2 at least as large as the screen, these will define the
1393 // size of the texture to allocate
1394 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1395 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1397 r_refdef.stats.bloom++;
1399 // allocate textures as needed
1400 // TODO: reallocate these when size settings change
1401 if (!r_bloom_texture_screen)
1402 r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1403 if (!r_bloom_texture_bloom)
1404 r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1406 screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
1407 screentextureheight = R_TextureHeight(r_bloom_texture_screen);
1408 bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
1409 bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
1411 // vertex coordinates for a quad that covers the screen exactly
1412 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1413 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1414 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1415 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1417 // set up a texcoord array for the full resolution screen image
1418 // (we have to keep this around to copy back during final render)
1419 texcoord2f[0][0] = 0;
1420 texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
1421 texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
1422 texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
1423 texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
1424 texcoord2f[0][5] = 0;
1425 texcoord2f[0][6] = 0;
1426 texcoord2f[0][7] = 0;
1428 // set up a texcoord array for the reduced resolution bloom image
1429 // (which will be additive blended over the screen image)
1430 texcoord2f[1][0] = 0;
1431 texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
1432 texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
1433 texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
1434 texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
1435 texcoord2f[1][5] = 0;
1436 texcoord2f[1][6] = 0;
1437 texcoord2f[1][7] = 0;
1439 R_ResetViewRendering();
1440 GL_DepthTest(false);
1441 R_Mesh_VertexPointer(vertex3f);
1442 R_Mesh_ColorPointer(NULL);
1444 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1445 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1447 // copy view into the screen texture
1448 GL_ActiveTexture(0);
1450 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
1451 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1453 // now scale it down to the bloom texture size
1455 qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1456 GL_BlendFunc(GL_ONE, GL_ZERO);
1457 GL_Color(1, 1, 1, 1);
1458 // TODO: optimize with multitexture or GLSL
1459 R_Mesh_Draw(0, 4, 2, polygonelements);
1460 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1464 // raise to a power of itself to darken it (this leaves the really
1465 // bright stuff bright, and everything else becomes very dark)
1466 // render multiple times with a multiply blendfunc to raise to a power
1467 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
1468 for (x = 1;x < r_bloom_power.integer;x++)
1470 R_Mesh_Draw(0, 4, 2, polygonelements);
1471 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1475 // we now have a darkened bloom image in the framebuffer
1476 // copy it into the bloom image texture for more processing
1477 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1478 R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
1479 GL_ActiveTexture(0);
1481 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1482 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1484 // blend on at multiple vertical offsets to achieve a vertical blur
1485 // TODO: do offset blends using GLSL
1486 range = r_bloom_blur.integer * bloomwidth / 320;
1487 GL_BlendFunc(GL_ONE, GL_ZERO);
1488 for (x = -range;x <= range;x++)
1490 xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1491 yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
1492 // compute a texcoord array with the specified x and y offset
1493 texcoord2f[2][0] = xoffset+0;
1494 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1495 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1496 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1497 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1498 texcoord2f[2][5] = yoffset+0;
1499 texcoord2f[2][6] = xoffset+0;
1500 texcoord2f[2][7] = yoffset+0;
1501 // this r value looks like a 'dot' particle, fading sharply to
1502 // black at the edges
1503 // (probably not realistic but looks good enough)
1504 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1507 GL_Color(r, r, r, 1);
1508 R_Mesh_Draw(0, 4, 2, polygonelements);
1509 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1510 GL_BlendFunc(GL_ONE, GL_ONE);
1513 // copy the vertically blurred bloom view to a texture
1514 GL_ActiveTexture(0);
1516 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1517 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1519 // blend the vertically blurred image at multiple offsets horizontally
1520 // to finish the blur effect
1521 // TODO: do offset blends using GLSL
1522 range = r_bloom_blur.integer * bloomwidth / 320;
1523 GL_BlendFunc(GL_ONE, GL_ZERO);
1524 for (x = -range;x <= range;x++)
1526 xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1527 yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
1528 // compute a texcoord array with the specified x and y offset
1529 texcoord2f[2][0] = xoffset+0;
1530 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1531 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1532 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1533 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1534 texcoord2f[2][5] = yoffset+0;
1535 texcoord2f[2][6] = xoffset+0;
1536 texcoord2f[2][7] = yoffset+0;
1537 // this r value looks like a 'dot' particle, fading sharply to
1538 // black at the edges
1539 // (probably not realistic but looks good enough)
1540 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1543 GL_Color(r, r, r, 1);
1544 R_Mesh_Draw(0, 4, 2, polygonelements);
1545 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1546 GL_BlendFunc(GL_ONE, GL_ONE);
1549 // copy the blurred bloom view to a texture
1550 GL_ActiveTexture(0);
1552 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1553 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1556 void R_HDR_RenderBloomTexture(void)
1558 int oldwidth, oldheight;
1560 oldwidth = r_view.width;
1561 oldheight = r_view.height;
1562 r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
1563 r_view.height = r_view.width * oldheight / oldwidth;
1565 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1566 // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
1567 // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
1568 // TODO: add exposure compensation features
1570 r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
1573 R_ResetViewRendering();
1575 R_Bloom_MakeTexture(false);
1578 if (r_timereport_active)
1579 R_TimeReport("clear");
1581 // restore the view settings
1582 r_view.width = oldwidth;
1583 r_view.height = oldheight;
1585 // go back to full view area
1586 R_ResetViewRendering();
1589 static void R_BlendView(void)
1591 int screenwidth, screenheight;
1592 int bloomwidth, bloomheight;
1597 float texcoord2f[3][8];
1599 // set the (poorly named) screenwidth and screenheight variables to
1600 // a power of 2 at least as large as the screen, these will define the
1601 // size of the texture to allocate
1602 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1603 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1605 doblend = r_refdef.viewblend[3] >= 0.01f;
1606 dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1607 dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1609 if (!dobloom && !dohdr && !doblend)
1612 // vertex coordinates for a quad that covers the screen exactly
1613 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1614 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1615 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1616 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1618 // set bloomwidth and bloomheight to the bloom resolution that will be
1619 // used (often less than the screen resolution for faster rendering)
1620 bloomwidth = min(r_view.width, r_bloom_resolution.integer);
1621 bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
1622 // set up a texcoord array for the full resolution screen image
1623 // (we have to keep this around to copy back during final render)
1624 texcoord2f[0][0] = 0;
1625 texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
1626 texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
1627 texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
1628 texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
1629 texcoord2f[0][5] = 0;
1630 texcoord2f[0][6] = 0;
1631 texcoord2f[0][7] = 0;
1632 // set up a texcoord array for the reduced resolution bloom image
1633 // (which will be additive blended over the screen image)
1634 texcoord2f[1][0] = 0;
1635 texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
1636 texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
1637 texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
1638 texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
1639 texcoord2f[1][5] = 0;
1640 texcoord2f[1][6] = 0;
1641 texcoord2f[1][7] = 0;
1645 // render high dynamic range bloom effect
1646 // the bloom texture was made earlier this render, so we just need to
1647 // blend it onto the screen...
1648 R_ResetViewRendering();
1649 GL_DepthTest(false);
1650 R_Mesh_VertexPointer(vertex3f);
1651 R_Mesh_ColorPointer(NULL);
1652 GL_Color(1, 1, 1, 1);
1653 GL_BlendFunc(GL_ONE, GL_ONE);
1654 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1655 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1656 R_Mesh_Draw(0, 4, 2, polygonelements);
1657 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1661 // render simple bloom effect
1662 // make the bloom texture
1663 R_Bloom_MakeTexture(true);
1664 // put the original screen image back in place and blend the bloom
1666 R_ResetViewRendering();
1667 GL_DepthTest(false);
1668 R_Mesh_VertexPointer(vertex3f);
1669 R_Mesh_ColorPointer(NULL);
1670 GL_Color(1, 1, 1, 1);
1671 GL_BlendFunc(GL_ONE, GL_ZERO);
1672 // do both in one pass if possible
1673 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1674 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1675 if (r_textureunits.integer >= 2 && gl_combine.integer)
1677 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1678 R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
1679 R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
1683 R_Mesh_Draw(0, 4, 2, polygonelements);
1684 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1685 // now blend on the bloom texture
1686 GL_BlendFunc(GL_ONE, GL_ONE);
1687 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1688 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1690 R_Mesh_Draw(0, 4, 2, polygonelements);
1691 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1695 // apply a color tint to the whole view
1696 R_ResetViewRendering();
1697 GL_DepthTest(false);
1698 R_Mesh_VertexPointer(vertex3f);
1699 R_Mesh_ColorPointer(NULL);
1700 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1701 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1702 R_Mesh_Draw(0, 4, 2, polygonelements);
1706 void R_RenderScene(void);
1708 matrix4x4_t r_waterscrollmatrix;
1710 void R_UpdateVariables(void)
1716 r_refdef.farclip = 4096;
1717 if (r_refdef.worldmodel)
1718 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
1719 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
1721 r_refdef.polygonfactor = 0;
1722 r_refdef.polygonoffset = 0;
1723 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
1724 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
1726 r_refdef.rtworld = r_shadow_realtime_world.integer;
1727 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1728 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1729 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1730 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1731 if (r_showsurfaces.integer)
1733 r_refdef.rtworld = false;
1734 r_refdef.rtworldshadows = false;
1735 r_refdef.rtdlight = false;
1736 r_refdef.rtdlightshadows = false;
1737 r_refdef.lightmapintensity = 0;
1740 if (gamemode == GAME_NEHAHRA)
1742 if (gl_fogenable.integer)
1744 r_refdef.oldgl_fogenable = true;
1745 r_refdef.fog_density = gl_fogdensity.value;
1746 r_refdef.fog_red = gl_fogred.value;
1747 r_refdef.fog_green = gl_foggreen.value;
1748 r_refdef.fog_blue = gl_fogblue.value;
1750 else if (r_refdef.oldgl_fogenable)
1752 r_refdef.oldgl_fogenable = false;
1753 r_refdef.fog_density = 0;
1754 r_refdef.fog_red = 0;
1755 r_refdef.fog_green = 0;
1756 r_refdef.fog_blue = 0;
1759 if (r_refdef.fog_density)
1761 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
1762 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
1763 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
1765 if (r_refdef.fog_density)
1767 r_refdef.fogenabled = true;
1768 // this is the point where the fog reaches 0.9986 alpha, which we
1769 // consider a good enough cutoff point for the texture
1770 // (0.9986 * 256 == 255.6)
1771 r_refdef.fogrange = 400 / r_refdef.fog_density;
1772 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
1773 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
1774 // fog color was already set
1777 r_refdef.fogenabled = false;
1779 // update some cached entity properties...
1780 for (i = 0;i < r_refdef.numentities;i++)
1782 entity_render_t *ent = r_refdef.entities[i];
1783 // some of the renderer still relies on origin...
1784 Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
1785 // some of the renderer still relies on scale...
1786 ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
1787 R_UpdateEntityLighting(ent);
1796 void R_RenderView(void)
1798 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1799 return; //Host_Error ("R_RenderView: NULL worldmodel");
1802 GL_ScissorTest(true);
1804 if (r_timereport_active)
1805 R_TimeReport("setup");
1808 if (r_timereport_active)
1809 R_TimeReport("visibility");
1811 R_ResetViewRendering();
1814 if (r_timereport_active)
1815 R_TimeReport("clear");
1817 // this produces a bloom texture to be used in R_BlendView() later
1819 R_HDR_RenderBloomTexture();
1821 r_view.colorscale = r_hdr_scenebrightness.value;
1825 if (r_timereport_active)
1826 R_TimeReport("blendview");
1828 GL_Scissor(0, 0, vid.width, vid.height);
1829 GL_ScissorTest(false);
1833 extern void R_DrawLightningBeams (void);
1834 extern void VM_AddPolygonsToMeshQueue (void);
1835 extern void R_DrawPortals (void);
1836 void R_RenderScene(void)
1840 // don't let sound skip if going slow
1841 if (r_refdef.extraupdate)
1845 if (gl_support_fragment_shader)
1847 qglUseProgramObjectARB(0);CHECKGLERROR
1849 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1850 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1851 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1853 R_ResetViewRendering();
1855 R_MeshQueue_BeginScene();
1857 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1858 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1860 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1862 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
1864 R_Shadow_UpdateWorldLightSelection();
1868 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);
1870 if (cl.csqc_vidvars.drawworld)
1872 // don't let sound skip if going slow
1873 if (r_refdef.extraupdate)
1876 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1878 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1879 if (r_timereport_active)
1880 R_TimeReport("worldsky");
1883 if (R_DrawBrushModelsSky() && r_timereport_active)
1884 R_TimeReport("bmodelsky");
1886 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1888 r_refdef.worldmodel->Draw(r_refdef.worldentity);
1889 if (r_timereport_active)
1890 R_TimeReport("world");
1894 // don't let sound skip if going slow
1895 if (r_refdef.extraupdate)
1899 if (r_timereport_active)
1900 R_TimeReport("models");
1902 // don't let sound skip if going slow
1903 if (r_refdef.extraupdate)
1906 R_ShadowVolumeLighting(false);
1907 if (r_timereport_active)
1908 R_TimeReport("rtlights");
1910 // don't let sound skip if going slow
1911 if (r_refdef.extraupdate)
1914 if (cl.csqc_vidvars.drawworld)
1916 R_DrawLightningBeams();
1917 if (r_timereport_active)
1918 R_TimeReport("lightning");
1921 if (r_timereport_active)
1922 R_TimeReport("particles");
1925 if (r_timereport_active)
1926 R_TimeReport("explosions");
1929 if (gl_support_fragment_shader)
1931 qglUseProgramObjectARB(0);CHECKGLERROR
1933 VM_AddPolygonsToMeshQueue();
1935 if (r_drawportals.integer)
1938 if (r_timereport_active)
1939 R_TimeReport("portals");
1942 if (gl_support_fragment_shader)
1944 qglUseProgramObjectARB(0);CHECKGLERROR
1946 R_MeshQueue_RenderTransparent();
1947 if (r_timereport_active)
1948 R_TimeReport("drawtrans");
1950 if (gl_support_fragment_shader)
1952 qglUseProgramObjectARB(0);CHECKGLERROR
1955 if (cl.csqc_vidvars.drawworld)
1958 if (r_timereport_active)
1959 R_TimeReport("coronas");
1962 // don't let sound skip if going slow
1963 if (r_refdef.extraupdate)
1967 if (gl_support_fragment_shader)
1969 qglUseProgramObjectARB(0);CHECKGLERROR
1971 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1972 qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1976 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1979 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
1980 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1981 GL_DepthMask(false);
1983 R_Mesh_Matrix(&identitymatrix);
1985 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
1986 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
1987 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
1988 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
1989 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
1990 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
1991 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
1992 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
1993 R_FillColors(color, 8, cr, cg, cb, ca);
1994 if (r_refdef.fogenabled)
1996 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
1998 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2000 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2001 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2002 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2005 R_Mesh_VertexPointer(vertex3f);
2006 R_Mesh_ColorPointer(color);
2007 R_Mesh_ResetTextureState();
2012 int nomodelelements[24] =
2024 float nomodelvertex3f[6*3] =
2034 float nomodelcolor4f[6*4] =
2036 0.0f, 0.0f, 0.5f, 1.0f,
2037 0.0f, 0.0f, 0.5f, 1.0f,
2038 0.0f, 0.5f, 0.0f, 1.0f,
2039 0.0f, 0.5f, 0.0f, 1.0f,
2040 0.5f, 0.0f, 0.0f, 1.0f,
2041 0.5f, 0.0f, 0.0f, 1.0f
2044 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2049 // this is only called once per entity so numsurfaces is always 1, and
2050 // surfacelist is always {0}, so this code does not handle batches
2051 R_Mesh_Matrix(&ent->matrix);
2053 if (ent->flags & EF_ADDITIVE)
2055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2056 GL_DepthMask(false);
2058 else if (ent->alpha < 1)
2060 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2061 GL_DepthMask(false);
2065 GL_BlendFunc(GL_ONE, GL_ZERO);
2068 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2069 R_Mesh_VertexPointer(nomodelvertex3f);
2070 if (r_refdef.fogenabled)
2072 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2073 R_Mesh_ColorPointer(color4f);
2074 f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_view.origin));
2076 for (i = 0, c = color4f;i < 6;i++, c += 4)
2078 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2079 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2080 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2084 else if (ent->alpha != 1)
2086 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2087 R_Mesh_ColorPointer(color4f);
2088 for (i = 0, c = color4f;i < 6;i++, c += 4)
2092 R_Mesh_ColorPointer(nomodelcolor4f);
2093 R_Mesh_ResetTextureState();
2094 R_Mesh_Draw(0, 6, 8, nomodelelements);
2097 void R_DrawNoModel(entity_render_t *ent)
2099 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2100 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2102 // R_DrawNoModelCallback(ent, 0);
2105 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2107 vec3_t right1, right2, diff, normal;
2109 VectorSubtract (org2, org1, normal);
2111 // calculate 'right' vector for start
2112 VectorSubtract (r_view.origin, org1, diff);
2113 CrossProduct (normal, diff, right1);
2114 VectorNormalize (right1);
2116 // calculate 'right' vector for end
2117 VectorSubtract (r_view.origin, org2, diff);
2118 CrossProduct (normal, diff, right2);
2119 VectorNormalize (right2);
2121 vert[ 0] = org1[0] + width * right1[0];
2122 vert[ 1] = org1[1] + width * right1[1];
2123 vert[ 2] = org1[2] + width * right1[2];
2124 vert[ 3] = org1[0] - width * right1[0];
2125 vert[ 4] = org1[1] - width * right1[1];
2126 vert[ 5] = org1[2] - width * right1[2];
2127 vert[ 6] = org2[0] - width * right2[0];
2128 vert[ 7] = org2[1] - width * right2[1];
2129 vert[ 8] = org2[2] - width * right2[2];
2130 vert[ 9] = org2[0] + width * right2[0];
2131 vert[10] = org2[1] + width * right2[1];
2132 vert[11] = org2[2] + width * right2[2];
2135 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2137 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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)
2139 float fog = 0.0f, ifog;
2142 if (r_refdef.fogenabled)
2143 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2146 R_Mesh_Matrix(&identitymatrix);
2147 GL_BlendFunc(blendfunc1, blendfunc2);
2148 GL_DepthMask(false);
2149 GL_DepthTest(!depthdisable);
2151 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2152 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2153 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2154 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2155 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2156 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2157 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2158 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2159 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2160 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2161 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2162 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2164 R_Mesh_VertexPointer(vertex3f);
2165 R_Mesh_ColorPointer(NULL);
2166 R_Mesh_ResetTextureState();
2167 R_Mesh_TexBind(0, R_GetTexture(texture));
2168 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2169 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2170 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2171 R_Mesh_Draw(0, 4, 2, polygonelements);
2173 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2175 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2176 GL_BlendFunc(blendfunc1, GL_ONE);
2177 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);
2178 R_Mesh_Draw(0, 4, 2, polygonelements);
2182 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2187 VectorSet(v, x, y, z);
2188 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2189 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2191 if (i == mesh->numvertices)
2193 if (mesh->numvertices < mesh->maxvertices)
2195 VectorCopy(v, vertex3f);
2196 mesh->numvertices++;
2198 return mesh->numvertices;
2204 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2208 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2209 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2210 e = mesh->element3i + mesh->numtriangles * 3;
2211 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2213 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2214 if (mesh->numtriangles < mesh->maxtriangles)
2219 mesh->numtriangles++;
2221 element[1] = element[2];
2225 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2229 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2230 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2231 e = mesh->element3i + mesh->numtriangles * 3;
2232 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2234 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2235 if (mesh->numtriangles < mesh->maxtriangles)
2240 mesh->numtriangles++;
2242 element[1] = element[2];
2246 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2247 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2249 int planenum, planenum2;
2252 mplane_t *plane, *plane2;
2254 double temppoints[2][256*3];
2255 // figure out how large a bounding box we need to properly compute this brush
2257 for (w = 0;w < numplanes;w++)
2258 maxdist = max(maxdist, planes[w].dist);
2259 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2260 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2261 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2265 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2266 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2268 if (planenum2 == planenum)
2270 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);
2273 if (tempnumpoints < 3)
2275 // generate elements forming a triangle fan for this polygon
2276 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2280 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2283 R_Mesh_VertexPointer(brush->points->v);
2284 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2285 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);
2286 GL_LockArrays(0, brush->numpoints);
2287 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2288 GL_LockArrays(0, 0);
2291 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2294 if (!surface->num_collisiontriangles)
2296 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2297 i = (int)(((size_t)surface) / sizeof(msurface_t));
2298 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);
2299 GL_LockArrays(0, surface->num_collisionvertices);
2300 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2301 GL_LockArrays(0, 0);
2304 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)
2306 texturelayer_t *layer;
2307 layer = t->currentlayers + t->currentnumlayers++;
2309 layer->depthmask = depthmask;
2310 layer->blendfunc1 = blendfunc1;
2311 layer->blendfunc2 = blendfunc2;
2312 layer->texture = texture;
2313 layer->texmatrix = *matrix;
2314 layer->color[0] = r * r_view.colorscale;
2315 layer->color[1] = g * r_view.colorscale;
2316 layer->color[2] = b * r_view.colorscale;
2317 layer->color[3] = a;
2320 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2322 // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2323 //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2326 texture_t *texture = t;
2327 model_t *model = ent->model;
2328 int s = ent->skinnum;
2329 if ((unsigned int)s >= (unsigned int)model->numskins)
2331 if (model->skinscenes)
2333 if (model->skinscenes[s].framecount > 1)
2334 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2336 s = model->skinscenes[s].firstframe;
2339 t = t + s * model->num_surfaces;
2342 // use an alternate animation if the entity's frame is not 0,
2343 // and only if the texture has an alternate animation
2344 if (ent->frame != 0 && t->anim_total[1])
2345 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2347 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2349 texture->currentframe = t;
2352 t->currentmaterialflags = t->basematerialflags;
2353 t->currentalpha = ent->alpha;
2354 if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
2355 t->currentalpha *= r_wateralpha.value;
2356 if (!(ent->flags & RENDER_LIGHT))
2357 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2358 if (ent->effects & EF_ADDITIVE)
2359 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2360 else if (t->currentalpha < 1)
2361 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2362 if (ent->effects & EF_NODEPTHTEST)
2363 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
2364 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2365 t->currenttexmatrix = r_waterscrollmatrix;
2367 t->currenttexmatrix = identitymatrix;
2369 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2370 t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
2371 t->glosstexture = r_texture_white;
2372 t->specularpower = 8;
2373 t->specularscale = 0;
2374 if (r_shadow_gloss.integer > 0)
2378 if (r_shadow_glossintensity.value > 0)
2380 t->glosstexture = t->skin.gloss;
2381 t->specularscale = r_shadow_glossintensity.value;
2384 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2385 t->specularscale = r_shadow_gloss2intensity.value;
2388 t->currentnumlayers = 0;
2389 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2391 if (gl_lightmaps.integer)
2392 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2393 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2395 int blendfunc1, blendfunc2, depthmask;
2396 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2398 blendfunc1 = GL_SRC_ALPHA;
2399 blendfunc2 = GL_ONE;
2401 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2403 blendfunc1 = GL_SRC_ALPHA;
2404 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2406 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2408 blendfunc1 = t->customblendfunc[0];
2409 blendfunc2 = t->customblendfunc[1];
2413 blendfunc1 = GL_ONE;
2414 blendfunc2 = GL_ZERO;
2416 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2417 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2419 rtexture_t *currentbasetexture;
2421 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2422 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2423 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
2424 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2426 // fullbright is not affected by r_refdef.lightmapintensity
2427 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2428 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
2429 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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);
2430 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
2431 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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);
2437 // q3bsp has no lightmap updates, so the lightstylevalue that
2438 // would normally be baked into the lightmap must be
2439 // applied to the color
2440 if (ent->model->type == mod_brushq3)
2441 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2442 colorscale *= r_refdef.lightmapintensity;
2443 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);
2444 if (r_ambient.value >= (1.0f/64.0f))
2445 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);
2446 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
2448 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.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);
2449 if (r_ambient.value >= (1.0f/64.0f))
2450 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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);
2452 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
2454 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.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);
2455 if (r_ambient.value >= (1.0f/64.0f))
2456 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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);
2459 if (t->skin.glow != NULL)
2460 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
2461 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2463 // if this is opaque use alpha blend which will darken the earlier
2466 // if this is an alpha blended material, all the earlier passes
2467 // were darkened by fog already, so we only need to add the fog
2468 // color ontop through the fog mask texture
2470 // if this is an additive blended material, all the earlier passes
2471 // were darkened by fog already, and we should not add fog color
2472 // (because the background was not darkened, there is no fog color
2473 // that was lost behind it).
2474 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2481 void R_UpdateAllTextureInfo(entity_render_t *ent)
2485 for (i = 0;i < ent->model->num_textures;i++)
2486 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2489 int rsurface_array_size = 0;
2490 float *rsurface_array_modelvertex3f = NULL;
2491 float *rsurface_array_modelsvector3f = NULL;
2492 float *rsurface_array_modeltvector3f = NULL;
2493 float *rsurface_array_modelnormal3f = NULL;
2494 float *rsurface_array_deformedvertex3f = NULL;
2495 float *rsurface_array_deformedsvector3f = NULL;
2496 float *rsurface_array_deformedtvector3f = NULL;
2497 float *rsurface_array_deformednormal3f = NULL;
2498 float *rsurface_array_color4f = NULL;
2499 float *rsurface_array_texcoord3f = NULL;
2501 void R_Mesh_ResizeArrays(int newvertices)
2504 if (rsurface_array_size >= newvertices)
2506 if (rsurface_array_modelvertex3f)
2507 Mem_Free(rsurface_array_modelvertex3f);
2508 rsurface_array_size = (newvertices + 1023) & ~1023;
2509 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2510 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2511 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2512 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2513 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2514 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2515 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2516 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2517 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2518 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2519 rsurface_array_color4f = base + rsurface_array_size * 27;
2522 float *rsurface_modelvertex3f;
2523 float *rsurface_modelsvector3f;
2524 float *rsurface_modeltvector3f;
2525 float *rsurface_modelnormal3f;
2526 float *rsurface_vertex3f;
2527 float *rsurface_svector3f;
2528 float *rsurface_tvector3f;
2529 float *rsurface_normal3f;
2530 float *rsurface_lightmapcolor4f;
2531 vec3_t rsurface_modelorg;
2532 qboolean rsurface_generatedvertex;
2533 const entity_render_t *rsurface_entity;
2534 const model_t *rsurface_model;
2535 texture_t *rsurface_texture;
2536 rtexture_t *rsurface_lightmaptexture;
2537 rsurfmode_t rsurface_mode;
2538 texture_t *rsurface_glsl_texture;
2539 qboolean rsurface_glsl_uselightmap;
2541 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2543 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2544 rsurface_entity = ent;
2545 rsurface_model = ent->model;
2546 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2547 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2548 R_Mesh_Matrix(&ent->matrix);
2549 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2550 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2554 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2555 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2556 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2557 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2558 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2560 else if (wantnormals)
2562 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2563 rsurface_modelsvector3f = NULL;
2564 rsurface_modeltvector3f = NULL;
2565 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2566 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2570 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2571 rsurface_modelsvector3f = NULL;
2572 rsurface_modeltvector3f = NULL;
2573 rsurface_modelnormal3f = NULL;
2574 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2576 rsurface_generatedvertex = true;
2580 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2581 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2582 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2583 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2584 rsurface_generatedvertex = false;
2586 rsurface_vertex3f = rsurface_modelvertex3f;
2587 rsurface_svector3f = rsurface_modelsvector3f;
2588 rsurface_tvector3f = rsurface_modeltvector3f;
2589 rsurface_normal3f = rsurface_modelnormal3f;
2590 rsurface_mode = RSURFMODE_NONE;
2591 rsurface_lightmaptexture = NULL;
2592 rsurface_texture = NULL;
2593 rsurface_glsl_texture = NULL;
2594 rsurface_glsl_uselightmap = false;
2597 void RSurf_CleanUp(void)
2600 if (rsurface_mode == RSURFMODE_GLSL)
2602 qglUseProgramObjectARB(0);CHECKGLERROR
2604 GL_AlphaTest(false);
2605 rsurface_mode = RSURFMODE_NONE;
2606 rsurface_lightmaptexture = NULL;
2607 rsurface_texture = NULL;
2608 rsurface_glsl_texture = NULL;
2609 rsurface_glsl_uselightmap = false;
2612 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2614 // 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
2615 if (rsurface_generatedvertex)
2617 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2618 generatetangents = true;
2619 if (generatetangents)
2620 generatenormals = true;
2621 if (generatenormals && !rsurface_modelnormal3f)
2623 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2624 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2626 if (generatetangents && !rsurface_modelsvector3f)
2628 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2629 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2630 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2633 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
2634 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2636 int texturesurfaceindex;
2637 float center[3], forward[3], right[3], up[3], v[4][3];
2638 matrix4x4_t matrix1, imatrix1;
2639 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2640 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2641 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2642 // make deformed versions of only the model vertices used by the specified surfaces
2643 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2646 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2647 // a single autosprite surface can contain multiple sprites...
2648 for (j = 0;j < surface->num_vertices - 3;j += 4)
2650 VectorClear(center);
2651 for (i = 0;i < 4;i++)
2652 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2653 VectorScale(center, 0.25f, center);
2654 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2656 forward[0] = rsurface_modelorg[0] - center[0];
2657 forward[1] = rsurface_modelorg[1] - center[1];
2659 VectorNormalize(forward);
2660 right[0] = forward[1];
2661 right[1] = -forward[0];
2663 VectorSet(up, 0, 0, 1);
2665 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2666 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
2667 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2668 for (i = 0;i < 4;i++)
2669 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2670 for (i = 0;i < 4;i++)
2671 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2673 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2674 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2676 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2677 rsurface_svector3f = rsurface_array_deformedsvector3f;
2678 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2679 rsurface_normal3f = rsurface_array_deformednormal3f;
2681 R_Mesh_VertexPointer(rsurface_vertex3f);
2684 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2686 int texturesurfaceindex;
2687 const msurface_t *surface = texturesurfacelist[0];
2688 int firstvertex = surface->num_firstvertex;
2689 int endvertex = surface->num_firstvertex + surface->num_vertices;
2690 if (texturenumsurfaces == 1)
2692 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2693 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2695 else if (r_batchmode.integer == 2)
2697 #define MAXBATCHTRIANGLES 4096
2698 int batchtriangles = 0;
2699 int batchelements[MAXBATCHTRIANGLES*3];
2700 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2702 surface = texturesurfacelist[texturesurfaceindex];
2703 if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2705 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2708 if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2710 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2712 firstvertex = surface->num_firstvertex;
2713 endvertex = surface->num_firstvertex + surface->num_vertices;
2717 firstvertex = min(firstvertex, surface->num_firstvertex);
2718 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2720 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2721 batchtriangles += surface->num_triangles;
2724 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2726 else if (r_batchmode.integer == 1)
2728 int firsttriangle = 0;
2729 int endtriangle = -1;
2730 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2732 surface = texturesurfacelist[texturesurfaceindex];
2733 if (surface->num_firsttriangle != endtriangle)
2735 if (endtriangle > firsttriangle)
2737 GL_LockArrays(firstvertex, endvertex - firstvertex);
2738 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2740 firstvertex = surface->num_firstvertex;
2741 endvertex = surface->num_firstvertex + surface->num_vertices;
2742 firsttriangle = surface->num_firsttriangle;
2746 firstvertex = min(firstvertex, surface->num_firstvertex);
2747 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2749 endtriangle = surface->num_firsttriangle + surface->num_triangles;
2751 if (endtriangle > firsttriangle)
2753 GL_LockArrays(firstvertex, endvertex - firstvertex);
2754 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2759 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2761 surface = texturesurfacelist[texturesurfaceindex];
2762 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2763 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2768 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2770 int texturesurfaceindex;
2771 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2773 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2774 int k = (int)(((size_t)surface) / sizeof(msurface_t));
2775 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, 0.2f);
2776 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2777 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2781 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
2783 int texturesurfaceindex;
2791 vec3_t ambientcolor;
2792 vec3_t diffusecolor;
2794 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
2795 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
2796 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
2797 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
2798 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
2799 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
2800 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
2801 if (VectorLength2(diffusecolor) > 0)
2803 // generate color arrays for the surfaces in this list
2804 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2806 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2807 int numverts = surface->num_vertices;
2808 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
2809 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
2810 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
2811 // q3-style directional shading
2812 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
2814 if ((f = DotProduct(c2, lightdir)) > 0)
2815 VectorMA(ambientcolor, f, diffusecolor, c);
2817 VectorCopy(ambientcolor, c);
2826 rsurface_lightmapcolor4f = rsurface_array_color4f;
2830 r = ambientcolor[0];
2831 g = ambientcolor[1];
2832 b = ambientcolor[2];
2833 rsurface_lightmapcolor4f = NULL;
2836 else if (lightmode >= 1 || !rsurface_lightmaptexture)
2838 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
2840 // generate color arrays for the surfaces in this list
2841 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2843 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2844 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2846 if (surface->lightmapinfo->samples)
2848 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
2849 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
2850 VectorScale(lm, scale, c);
2851 if (surface->lightmapinfo->styles[1] != 255)
2853 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
2855 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
2856 VectorMA(c, scale, lm, c);
2857 if (surface->lightmapinfo->styles[2] != 255)
2860 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
2861 VectorMA(c, scale, lm, c);
2862 if (surface->lightmapinfo->styles[3] != 255)
2865 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
2866 VectorMA(c, scale, lm, c);
2876 rsurface_lightmapcolor4f = rsurface_array_color4f;
2879 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
2884 rsurface_lightmapcolor4f = NULL;
2888 if (rsurface_lightmapcolor4f)
2890 // generate color arrays for the surfaces in this list
2891 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2893 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2894 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)
2896 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2906 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2908 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2909 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)
2911 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2919 rsurface_lightmapcolor4f = rsurface_array_color4f;
2921 if (applycolor && rsurface_lightmapcolor4f)
2923 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2925 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2926 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)
2934 rsurface_lightmapcolor4f = rsurface_array_color4f;
2936 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
2937 GL_Color(r, g, b, a);
2938 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
2941 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2943 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
2945 rsurface_mode = RSURFMODE_SHOWSURFACES;
2947 GL_BlendFunc(GL_ONE, GL_ZERO);
2948 R_Mesh_ColorPointer(NULL);
2949 R_Mesh_ResetTextureState();
2951 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
2952 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
2955 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
2957 // transparent sky would be ridiculous
2958 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2960 if (rsurface_mode != RSURFMODE_SKY)
2962 if (rsurface_mode == RSURFMODE_GLSL)
2964 qglUseProgramObjectARB(0);CHECKGLERROR
2966 rsurface_mode = RSURFMODE_SKY;
2970 skyrendernow = false;
2972 // restore entity matrix
2973 R_Mesh_Matrix(&rsurface_entity->matrix);
2976 // LordHavoc: HalfLife maps have freaky skypolys so don't use
2977 // skymasking on them, and Quake3 never did sky masking (unlike
2978 // software Quake and software Quake2), so disable the sky masking
2979 // in Quake3 maps as it causes problems with q3map2 sky tricks,
2980 // and skymasking also looks very bad when noclipping outside the
2981 // level, so don't use it then either.
2982 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
2984 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
2985 R_Mesh_ColorPointer(NULL);
2986 R_Mesh_ResetTextureState();
2987 if (skyrendermasked)
2989 // depth-only (masking)
2990 GL_ColorMask(0,0,0,0);
2991 // just to make sure that braindead drivers don't draw
2992 // anything despite that colormask...
2993 GL_BlendFunc(GL_ZERO, GL_ONE);
2998 GL_BlendFunc(GL_ONE, GL_ZERO);
3000 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3001 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3002 if (skyrendermasked)
3003 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3007 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3010 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3011 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3012 if (rsurface_mode != RSURFMODE_GLSL)
3014 rsurface_mode = RSURFMODE_GLSL;
3015 rsurface_glsl_texture = NULL;
3016 rsurface_glsl_uselightmap = false;
3017 R_Mesh_ResetTextureState();
3019 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3021 rsurface_glsl_texture = rsurface_texture;
3022 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
3023 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3024 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3025 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3026 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3027 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3028 //if (r_glsl_deluxemapping.integer)
3029 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3030 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3031 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3032 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3034 if (!r_glsl_permutation)
3036 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3037 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3038 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3039 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3040 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3042 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3043 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3044 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3045 R_Mesh_ColorPointer(NULL);
3047 else if (rsurface_lightmaptexture)
3049 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3050 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3051 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3052 R_Mesh_ColorPointer(NULL);
3056 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3057 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3058 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3059 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3061 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3064 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3066 // OpenGL 1.3 path - anything not completely ancient
3067 int texturesurfaceindex;
3069 qboolean applycolor;
3073 const texturelayer_t *layer;
3075 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3076 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3077 if (rsurface_mode != RSURFMODE_MULTIPASS)
3078 rsurface_mode = RSURFMODE_MULTIPASS;
3079 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3080 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3083 int layertexrgbscale;
3084 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3086 if (layerindex == 0)
3090 GL_AlphaTest(false);
3091 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3094 GL_DepthMask(layer->depthmask);
3095 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3096 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3098 layertexrgbscale = 4;
3099 VectorScale(layer->color, 0.25f, layercolor);
3101 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3103 layertexrgbscale = 2;
3104 VectorScale(layer->color, 0.5f, layercolor);
3108 layertexrgbscale = 1;
3109 VectorScale(layer->color, 1.0f, layercolor);
3111 layercolor[3] = layer->color[3];
3112 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3113 R_Mesh_ColorPointer(NULL);
3114 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3115 switch (layer->type)
3117 case TEXTURELAYERTYPE_LITTEXTURE:
3118 memset(&m, 0, sizeof(m));
3119 if (lightmode >= 1 || !rsurface_lightmaptexture)
3120 m.tex[0] = R_GetTexture(r_texture_white);
3122 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3123 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3124 m.tex[1] = R_GetTexture(layer->texture);
3125 m.texmatrix[1] = layer->texmatrix;
3126 m.texrgbscale[1] = layertexrgbscale;
3127 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3128 R_Mesh_TextureState(&m);
3129 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
3131 case TEXTURELAYERTYPE_TEXTURE:
3132 memset(&m, 0, sizeof(m));
3133 m.tex[0] = R_GetTexture(layer->texture);
3134 m.texmatrix[0] = layer->texmatrix;
3135 m.texrgbscale[0] = layertexrgbscale;
3136 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3137 R_Mesh_TextureState(&m);
3138 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3140 case TEXTURELAYERTYPE_FOG:
3141 memset(&m, 0, sizeof(m));
3142 m.texrgbscale[0] = layertexrgbscale;
3145 m.tex[0] = R_GetTexture(layer->texture);
3146 m.texmatrix[0] = layer->texmatrix;
3147 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3149 R_Mesh_TextureState(&m);
3150 // generate a color array for the fog pass
3151 R_Mesh_ColorPointer(rsurface_array_color4f);
3152 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3156 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3157 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)
3159 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3160 c[0] = layercolor[0];
3161 c[1] = layercolor[1];
3162 c[2] = layercolor[2];
3163 c[3] = f * layercolor[3];
3166 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3169 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3171 GL_LockArrays(0, 0);
3174 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3176 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3177 GL_AlphaTest(false);
3181 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3183 // OpenGL 1.1 - crusty old voodoo path
3184 int texturesurfaceindex;
3189 const texturelayer_t *layer;
3191 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3192 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3193 if (rsurface_mode != RSURFMODE_MULTIPASS)
3194 rsurface_mode = RSURFMODE_MULTIPASS;
3195 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3196 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3198 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3200 if (layerindex == 0)
3204 GL_AlphaTest(false);
3205 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3208 GL_DepthMask(layer->depthmask);
3209 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3210 R_Mesh_ColorPointer(NULL);
3211 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3212 switch (layer->type)
3214 case TEXTURELAYERTYPE_LITTEXTURE:
3215 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3217 // two-pass lit texture with 2x rgbscale
3218 // first the lightmap pass
3219 memset(&m, 0, sizeof(m));
3220 if (lightmode >= 1 || !rsurface_lightmaptexture)
3221 m.tex[0] = R_GetTexture(r_texture_white);
3223 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3224 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3225 R_Mesh_TextureState(&m);
3226 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
3227 GL_LockArrays(0, 0);
3228 // then apply the texture to it
3229 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3230 memset(&m, 0, sizeof(m));
3231 m.tex[0] = R_GetTexture(layer->texture);
3232 m.texmatrix[0] = layer->texmatrix;
3233 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3234 R_Mesh_TextureState(&m);
3235 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
3239 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3240 memset(&m, 0, sizeof(m));
3241 m.tex[0] = R_GetTexture(layer->texture);
3242 m.texmatrix[0] = layer->texmatrix;
3243 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3244 R_Mesh_TextureState(&m);
3245 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3248 case TEXTURELAYERTYPE_TEXTURE:
3249 // singletexture unlit texture with transparency support
3250 memset(&m, 0, sizeof(m));
3251 m.tex[0] = R_GetTexture(layer->texture);
3252 m.texmatrix[0] = layer->texmatrix;
3253 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3254 R_Mesh_TextureState(&m);
3255 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3257 case TEXTURELAYERTYPE_FOG:
3258 // singletexture fogging
3259 R_Mesh_ColorPointer(rsurface_array_color4f);
3262 memset(&m, 0, sizeof(m));
3263 m.tex[0] = R_GetTexture(layer->texture);
3264 m.texmatrix[0] = layer->texmatrix;
3265 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3266 R_Mesh_TextureState(&m);
3269 R_Mesh_ResetTextureState();
3270 // generate a color array for the fog pass
3271 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3275 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3276 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)
3278 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3279 c[0] = layer->color[0];
3280 c[1] = layer->color[1];
3281 c[2] = layer->color[2];
3282 c[3] = f * layer->color[3];
3285 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3288 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3290 GL_LockArrays(0, 0);
3293 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3295 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3296 GL_AlphaTest(false);
3300 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3302 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3304 r_shadow_rtlight = NULL;
3305 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3307 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3308 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
3310 qglDisable(GL_CULL_FACE);CHECKGLERROR
3312 if (r_showsurfaces.integer)
3313 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3314 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3315 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3316 else if (rsurface_texture->currentnumlayers)
3318 if (r_glsl.integer && gl_support_fragment_shader)
3319 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3320 else if (gl_combine.integer && r_textureunits.integer >= 2)
3321 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3323 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3326 GL_LockArrays(0, 0);
3327 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
3329 qglEnable(GL_CULL_FACE);CHECKGLERROR
3333 #define BATCHSIZE 256
3334 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3336 int surfacelistindex;
3339 msurface_t *texturesurfacelist[BATCHSIZE];
3340 // if the model is static it doesn't matter what value we give for
3341 // wantnormals and wanttangents, so this logic uses only rules applicable
3342 // to a model, knowing that they are meaningless otherwise
3343 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3344 RSurf_ActiveEntity(ent, false, false);
3346 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3349 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3351 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3353 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3356 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3358 t = surface->texture;
3359 rsurface_lightmaptexture = surface->lightmaptexture;
3360 R_UpdateTextureInfo(ent, t);
3361 rsurface_texture = t->currentframe;
3363 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3364 continue; // transparent sky is too difficult
3366 texturesurfacelist[batchcount++] = surface;
3369 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3373 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3375 int texturesurfaceindex;
3376 vec3_t tempcenter, center;
3377 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3379 // drawing sky transparently would be too difficult
3380 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3382 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3384 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3385 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3386 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3387 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3388 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3389 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
3394 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3397 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3398 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3400 int i, j, f, flagsmask;
3401 int counttriangles = 0;
3403 model_t *model = ent->model;
3404 const int maxsurfacelist = 1024;
3405 int numsurfacelist = 0;
3406 msurface_t *surfacelist[1024];
3410 // if the model is static it doesn't matter what value we give for
3411 // wantnormals and wanttangents, so this logic uses only rules applicable
3412 // to a model, knowing that they are meaningless otherwise
3413 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3414 RSurf_ActiveEntity(ent, false, false);
3416 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3418 // update light styles
3419 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3421 msurface_t *surface, **surfacechain;
3422 for (i = 0;i < model->brushq1.light_styles;i++)
3424 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3426 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3427 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3428 for (;(surface = *surfacechain);surfacechain++)
3429 surface->cached_dlight = true;
3434 R_UpdateAllTextureInfo(ent);
3435 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3438 rsurface_lightmaptexture = NULL;
3439 rsurface_texture = NULL;
3441 if (ent == r_refdef.worldentity)
3443 msurface_t *surface;
3444 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3446 if (!r_viewcache.world_surfacevisible[j])
3448 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3452 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3455 t = surface->texture;
3456 rsurface_lightmaptexture = surface->lightmaptexture;
3457 rsurface_texture = t->currentframe;
3458 f = rsurface_texture->currentmaterialflags & flagsmask;
3460 if (f && surface->num_triangles)
3462 // if lightmap parameters changed, rebuild lightmap texture
3463 if (surface->cached_dlight)
3464 R_BuildLightMap(ent, surface);
3465 // add face to draw list
3466 surfacelist[numsurfacelist++] = surface;
3467 counttriangles += surface->num_triangles;
3468 if (numsurfacelist >= maxsurfacelist)
3470 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3478 msurface_t *surface;
3479 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3481 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3485 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3488 t = surface->texture;
3489 rsurface_lightmaptexture = surface->lightmaptexture;
3490 rsurface_texture = t->currentframe;
3491 f = rsurface_texture->currentmaterialflags & flagsmask;
3493 if (f && surface->num_triangles)
3495 // if lightmap parameters changed, rebuild lightmap texture
3496 if (surface->cached_dlight)
3497 R_BuildLightMap(ent, surface);
3498 // add face to draw list
3499 surfacelist[numsurfacelist++] = surface;
3500 counttriangles += surface->num_triangles;
3501 if (numsurfacelist >= maxsurfacelist)
3503 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3510 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3511 r_refdef.stats.entities_triangles += counttriangles;
3514 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3517 const msurface_t *surface;
3520 R_Mesh_Matrix(&ent->matrix);
3521 R_Mesh_ColorPointer(NULL);
3522 R_Mesh_ResetTextureState();
3523 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3524 GL_DepthMask(false);
3525 GL_DepthTest(!r_showdisabledepthtest.integer);
3526 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3527 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3528 if (brush->colbrushf && brush->colbrushf->numtriangles)
3529 R_DrawCollisionBrush(brush->colbrushf);
3530 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3531 if (surface->num_collisiontriangles)
3532 R_DrawCollisionSurface(ent, surface);
3533 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3536 if (r_showtris.integer || r_shownormals.integer)
3539 msurface_t *surface;
3540 const int *elements;
3545 if (r_showdisabledepthtest.integer)
3547 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3549 GL_BlendFunc(GL_ONE, GL_ZERO);
3550 R_Mesh_ColorPointer(NULL);
3551 R_Mesh_ResetTextureState();
3552 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3554 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3556 rsurface_texture = surface->texture->currentframe;
3557 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3559 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3560 if (r_showtris.integer)
3562 if (!rsurface_texture->currentlayers->depthmask)
3563 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3564 else if (ent == r_refdef.worldentity)
3565 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3567 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3568 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3571 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3573 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3574 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3575 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3580 if (r_shownormals.integer)
3582 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3584 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3586 VectorCopy(rsurface_vertex3f + l * 3, v);
3587 qglVertex3f(v[0], v[1], v[2]);
3588 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3589 qglVertex3f(v[0], v[1], v[2]);
3593 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3595 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3597 VectorCopy(rsurface_vertex3f + l * 3, v);
3598 qglVertex3f(v[0], v[1], v[2]);
3599 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3600 qglVertex3f(v[0], v[1], v[2]);
3604 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3606 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3608 VectorCopy(rsurface_vertex3f + l * 3, v);
3609 qglVertex3f(v[0], v[1], v[2]);
3610 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3611 qglVertex3f(v[0], v[1], v[2]);
3618 rsurface_texture = NULL;
3619 if (r_showdisabledepthtest.integer)
3621 qglDepthFunc(GL_LEQUAL);CHECKGLERROR