2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
251 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
252 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
257 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
260 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
261 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
262 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
264 extern cvar_t v_glslgamma_2d;
266 extern qbool v_flipped_state;
268 r_framebufferstate_t r_fb;
270 /// shadow volume bsp struct with automatically growing nodes buffer
273 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
275 rtexture_t *r_texture_blanknormalmap;
276 rtexture_t *r_texture_white;
277 rtexture_t *r_texture_grey128;
278 rtexture_t *r_texture_black;
279 rtexture_t *r_texture_notexture;
280 rtexture_t *r_texture_whitecube;
281 rtexture_t *r_texture_normalizationcube;
282 rtexture_t *r_texture_fogattenuation;
283 rtexture_t *r_texture_fogheighttexture;
284 rtexture_t *r_texture_gammaramps;
285 unsigned int r_texture_gammaramps_serial;
286 //rtexture_t *r_texture_fogintensity;
287 rtexture_t *r_texture_reflectcube;
289 // TODO: hash lookups?
290 typedef struct cubemapinfo_s
297 int r_texture_numcubemaps;
298 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
300 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
301 unsigned int r_numqueries;
302 unsigned int r_maxqueries;
304 typedef struct r_qwskincache_s
306 char name[MAX_QPATH];
307 skinframe_t *skinframe;
311 static r_qwskincache_t *r_qwskincache;
312 static int r_qwskincache_size;
314 /// vertex coordinates for a quad that covers the screen exactly
315 extern const float r_screenvertex3f[12];
316 const float r_screenvertex3f[12] =
324 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
327 for (i = 0;i < verts;i++)
338 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
341 for (i = 0;i < verts;i++)
351 // FIXME: move this to client?
354 if (gamemode == GAME_NEHAHRA)
356 Cvar_Set(&cvars_all, "gl_fogenable", "0");
357 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
358 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
359 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
360 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
362 r_refdef.fog_density = 0;
363 r_refdef.fog_red = 0;
364 r_refdef.fog_green = 0;
365 r_refdef.fog_blue = 0;
366 r_refdef.fog_alpha = 1;
367 r_refdef.fog_start = 0;
368 r_refdef.fog_end = 16384;
369 r_refdef.fog_height = 1<<30;
370 r_refdef.fog_fadedepth = 128;
371 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
374 static void R_BuildBlankTextures(void)
376 unsigned char data[4];
377 data[2] = 128; // normal X
378 data[1] = 128; // normal Y
379 data[0] = 255; // normal Z
380 data[3] = 255; // height
381 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildNoTexture(void)
401 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
404 static void R_BuildWhiteCube(void)
406 unsigned char data[6*1*1*4];
407 memset(data, 255, sizeof(data));
408 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
411 static void R_BuildNormalizationCube(void)
415 vec_t s, t, intensity;
418 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
419 for (side = 0;side < 6;side++)
421 for (y = 0;y < NORMSIZE;y++)
423 for (x = 0;x < NORMSIZE;x++)
425 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
426 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
461 intensity = 127.0f / sqrt(DotProduct(v, v));
462 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
463 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
464 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
465 data[((side*64+y)*64+x)*4+3] = 255;
469 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
473 static void R_BuildFogTexture(void)
477 unsigned char data1[FOGWIDTH][4];
478 //unsigned char data2[FOGWIDTH][4];
481 r_refdef.fogmasktable_start = r_refdef.fog_start;
482 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
483 r_refdef.fogmasktable_range = r_refdef.fogrange;
484 r_refdef.fogmasktable_density = r_refdef.fog_density;
486 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
487 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
489 d = (x * r - r_refdef.fogmasktable_start);
490 if(developer_extra.integer)
491 Con_DPrintf("%f ", d);
493 if (r_fog_exp2.integer)
494 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
496 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
497 if(developer_extra.integer)
498 Con_DPrintf(" : %f ", alpha);
499 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
500 if(developer_extra.integer)
501 Con_DPrintf(" = %f\n", alpha);
502 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
505 for (x = 0;x < FOGWIDTH;x++)
507 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
512 //data2[x][0] = 255 - b;
513 //data2[x][1] = 255 - b;
514 //data2[x][2] = 255 - b;
517 if (r_texture_fogattenuation)
519 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
520 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
524 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
525 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
529 static void R_BuildFogHeightTexture(void)
531 unsigned char *inpixels;
539 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
540 if (r_refdef.fogheighttexturename[0])
541 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
544 r_refdef.fog_height_tablesize = 0;
545 if (r_texture_fogheighttexture)
546 R_FreeTexture(r_texture_fogheighttexture);
547 r_texture_fogheighttexture = NULL;
548 if (r_refdef.fog_height_table2d)
549 Mem_Free(r_refdef.fog_height_table2d);
550 r_refdef.fog_height_table2d = NULL;
551 if (r_refdef.fog_height_table1d)
552 Mem_Free(r_refdef.fog_height_table1d);
553 r_refdef.fog_height_table1d = NULL;
557 r_refdef.fog_height_tablesize = size;
558 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
559 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
560 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
562 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
563 // average fog color table accounting for every fog layer between a point
564 // and the camera. (Note: attenuation is handled separately!)
565 for (y = 0;y < size;y++)
567 for (x = 0;x < size;x++)
573 for (j = x;j <= y;j++)
575 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581 for (j = x;j >= y;j--)
583 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
588 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
589 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
591 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
594 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
597 //=======================================================================================================================================================
599 static const char *builtinshaderstrings[] =
601 #include "shader_glsl.h"
605 //=======================================================================================================================================================
607 typedef struct shaderpermutationinfo_s
612 shaderpermutationinfo_t;
614 typedef struct shadermodeinfo_s
616 const char *sourcebasename;
617 const char *extension;
618 const char **builtinshaderstrings;
627 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
628 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
630 {"#define USEDIFFUSE\n", " diffuse"},
631 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
632 {"#define USEVIEWTINT\n", " viewtint"},
633 {"#define USECOLORMAPPING\n", " colormapping"},
634 {"#define USESATURATION\n", " saturation"},
635 {"#define USEFOGINSIDE\n", " foginside"},
636 {"#define USEFOGOUTSIDE\n", " fogoutside"},
637 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
638 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
639 {"#define USEGAMMARAMPS\n", " gammaramps"},
640 {"#define USECUBEFILTER\n", " cubefilter"},
641 {"#define USEGLOW\n", " glow"},
642 {"#define USEBLOOM\n", " bloom"},
643 {"#define USESPECULAR\n", " specular"},
644 {"#define USEPOSTPROCESSING\n", " postprocessing"},
645 {"#define USEREFLECTION\n", " reflection"},
646 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
647 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
648 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
649 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
650 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
651 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
652 {"#define USEALPHAKILL\n", " alphakill"},
653 {"#define USEREFLECTCUBE\n", " reflectcube"},
654 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
655 {"#define USEBOUNCEGRID\n", " bouncegrid"},
656 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
657 {"#define USETRIPPY\n", " trippy"},
658 {"#define USEDEPTHRGB\n", " depthrgb"},
659 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
660 {"#define USESKELETAL\n", " skeletal"},
661 {"#define USEOCCLUDE\n", " occlude"}
664 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
665 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
667 // SHADERLANGUAGE_GLSL
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
683 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
684 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
685 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
689 struct r_glsl_permutation_s;
690 typedef struct r_glsl_permutation_s
693 struct r_glsl_permutation_s *hashnext;
695 uint64_t permutation;
697 /// indicates if we have tried compiling this permutation already
699 /// 0 if compilation failed
701 // texture units assigned to each detected uniform
702 int tex_Texture_First;
703 int tex_Texture_Second;
704 int tex_Texture_GammaRamps;
705 int tex_Texture_Normal;
706 int tex_Texture_Color;
707 int tex_Texture_Gloss;
708 int tex_Texture_Glow;
709 int tex_Texture_SecondaryNormal;
710 int tex_Texture_SecondaryColor;
711 int tex_Texture_SecondaryGloss;
712 int tex_Texture_SecondaryGlow;
713 int tex_Texture_Pants;
714 int tex_Texture_Shirt;
715 int tex_Texture_FogHeightTexture;
716 int tex_Texture_FogMask;
717 int tex_Texture_LightGrid;
718 int tex_Texture_Lightmap;
719 int tex_Texture_Deluxemap;
720 int tex_Texture_Attenuation;
721 int tex_Texture_Cube;
722 int tex_Texture_Refraction;
723 int tex_Texture_Reflection;
724 int tex_Texture_ShadowMap2D;
725 int tex_Texture_CubeProjection;
726 int tex_Texture_ScreenNormalMap;
727 int tex_Texture_ScreenDiffuse;
728 int tex_Texture_ScreenSpecular;
729 int tex_Texture_ReflectMask;
730 int tex_Texture_ReflectCube;
731 int tex_Texture_BounceGrid;
732 /// locations of detected uniforms in program object, or -1 if not found
733 int loc_Texture_First;
734 int loc_Texture_Second;
735 int loc_Texture_GammaRamps;
736 int loc_Texture_Normal;
737 int loc_Texture_Color;
738 int loc_Texture_Gloss;
739 int loc_Texture_Glow;
740 int loc_Texture_SecondaryNormal;
741 int loc_Texture_SecondaryColor;
742 int loc_Texture_SecondaryGloss;
743 int loc_Texture_SecondaryGlow;
744 int loc_Texture_Pants;
745 int loc_Texture_Shirt;
746 int loc_Texture_FogHeightTexture;
747 int loc_Texture_FogMask;
748 int loc_Texture_LightGrid;
749 int loc_Texture_Lightmap;
750 int loc_Texture_Deluxemap;
751 int loc_Texture_Attenuation;
752 int loc_Texture_Cube;
753 int loc_Texture_Refraction;
754 int loc_Texture_Reflection;
755 int loc_Texture_ShadowMap2D;
756 int loc_Texture_CubeProjection;
757 int loc_Texture_ScreenNormalMap;
758 int loc_Texture_ScreenDiffuse;
759 int loc_Texture_ScreenSpecular;
760 int loc_Texture_ReflectMask;
761 int loc_Texture_ReflectCube;
762 int loc_Texture_BounceGrid;
764 int loc_BloomBlur_Parameters;
766 int loc_Color_Ambient;
767 int loc_Color_Diffuse;
768 int loc_Color_Specular;
772 int loc_DeferredColor_Ambient;
773 int loc_DeferredColor_Diffuse;
774 int loc_DeferredColor_Specular;
775 int loc_DeferredMod_Diffuse;
776 int loc_DeferredMod_Specular;
777 int loc_DistortScaleRefractReflect;
780 int loc_FogHeightFade;
782 int loc_FogPlaneViewDist;
783 int loc_FogRangeRecip;
786 int loc_LightGridMatrix;
787 int loc_LightGridNormalMatrix;
788 int loc_LightPosition;
789 int loc_OffsetMapping_ScaleSteps;
790 int loc_OffsetMapping_LodDistance;
791 int loc_OffsetMapping_Bias;
793 int loc_ReflectColor;
794 int loc_ReflectFactor;
795 int loc_ReflectOffset;
796 int loc_RefractColor;
798 int loc_ScreenCenterRefractReflect;
799 int loc_ScreenScaleRefractReflect;
800 int loc_ScreenToDepth;
801 int loc_ShadowMap_Parameters;
802 int loc_ShadowMap_TextureScale;
803 int loc_SpecularPower;
804 int loc_Skeletal_Transform12;
810 int loc_ViewTintColor;
812 int loc_ModelToLight;
814 int loc_BackgroundTexMatrix;
815 int loc_ModelViewProjectionMatrix;
816 int loc_ModelViewMatrix;
817 int loc_PixelToScreenTexCoord;
818 int loc_ModelToReflectCube;
819 int loc_ShadowMapMatrix;
820 int loc_BloomColorSubtract;
821 int loc_NormalmapScrollBlend;
822 int loc_BounceGridMatrix;
823 int loc_BounceGridIntensity;
824 /// uniform block bindings
825 int ubibind_Skeletal_Transform12_UniformBlock;
826 /// uniform block indices
827 int ubiloc_Skeletal_Transform12_UniformBlock;
829 r_glsl_permutation_t;
831 #define SHADERPERMUTATION_HASHSIZE 256
834 // non-degradable "lightweight" shader parameters to keep the permutations simpler
835 // these can NOT degrade! only use for simple stuff
838 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
839 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
840 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
841 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
842 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
843 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
844 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
845 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
846 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
847 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
848 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
849 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
850 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
851 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
852 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
854 #define SHADERSTATICPARMS_COUNT 15
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
862 extern qbool r_shadow_shadowmapsampler;
863 extern int r_shadow_shadowmappcf;
864 qbool R_CompileShader_CheckStaticParms(void)
866 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
867 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
868 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
871 if (r_glsl_saturation_redcompensate.integer)
872 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
873 if (r_glsl_vertextextureblend_usebothalphas.integer)
874 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
875 if (r_shadow_glossexact.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
877 if (r_glsl_postprocess.integer)
879 if (r_glsl_postprocess_uservec1_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
881 if (r_glsl_postprocess_uservec2_enable.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
883 if (r_glsl_postprocess_uservec3_enable.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
885 if (r_glsl_postprocess_uservec4_enable.integer)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
890 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
893 if (r_shadow_shadowmapsampler)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
895 if (r_shadow_shadowmappcf > 1)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
897 else if (r_shadow_shadowmappcf)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
899 if (r_celshading.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
901 if (r_celoutlines.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
903 if (r_colorfringe.value)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
906 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
909 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
910 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
911 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
913 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
914 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
916 shaderstaticparms_count = 0;
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
936 /// information about each possible shader permutation
937 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
938 /// currently selected permutation
939 r_glsl_permutation_t *r_glsl_permutation;
940 /// storage for permutations linked in the hash table
941 memexpandablearray_t r_glsl_permutationarray;
943 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
945 //unsigned int hashdepth = 0;
946 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
947 r_glsl_permutation_t *p;
948 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
950 if (p->mode == mode && p->permutation == permutation)
952 //if (hashdepth > 10)
953 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
958 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
960 p->permutation = permutation;
961 p->hashnext = r_glsl_permutationhash[mode][hashindex];
962 r_glsl_permutationhash[mode][hashindex] = p;
963 //if (hashdepth > 10)
964 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
968 static char *R_ShaderStrCat(const char **strings)
971 const char **p = strings;
974 for (p = strings;(t = *p);p++)
977 s = string = (char *)Mem_Alloc(r_main_mempool, len);
979 for (p = strings;(t = *p);p++)
989 static char *R_ShaderStrCat(const char **strings);
990 static void R_InitShaderModeInfo(void)
993 shadermodeinfo_t *modeinfo;
994 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
995 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
997 for (i = 0; i < SHADERMODE_COUNT; i++)
999 char filename[MAX_QPATH];
1000 modeinfo = &shadermodeinfo[language][i];
1001 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1002 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1003 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1004 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1009 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1012 // if the mode has no filename we have to return the builtin string
1013 if (builtinonly || !modeinfo->filename)
1014 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1015 // note that FS_LoadFile appends a 0 byte to make it a valid string
1016 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1019 if (printfromdisknotice)
1020 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1021 return shaderstring;
1023 // fall back to builtinstring
1024 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1027 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1032 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1034 char permutationname[256];
1035 int vertstrings_count = 0;
1036 int geomstrings_count = 0;
1037 int fragstrings_count = 0;
1038 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1039 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1040 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1047 permutationname[0] = 0;
1048 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1050 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1052 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1053 if(vid.support.glshaderversion >= 140)
1055 vertstrings_list[vertstrings_count++] = "#version 140\n";
1056 geomstrings_list[geomstrings_count++] = "#version 140\n";
1057 fragstrings_list[fragstrings_count++] = "#version 140\n";
1058 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1059 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1060 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1062 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1063 else if(vid.support.glshaderversion >= 130)
1065 vertstrings_list[vertstrings_count++] = "#version 130\n";
1066 geomstrings_list[geomstrings_count++] = "#version 130\n";
1067 fragstrings_list[fragstrings_count++] = "#version 130\n";
1068 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1069 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1070 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1072 // if we can do #version 120, we should (this adds the invariant keyword)
1073 else if(vid.support.glshaderversion >= 120)
1075 vertstrings_list[vertstrings_count++] = "#version 120\n";
1076 geomstrings_list[geomstrings_count++] = "#version 120\n";
1077 fragstrings_list[fragstrings_count++] = "#version 120\n";
1078 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1079 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1080 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1082 // GLES also adds several things from GLSL120
1083 switch(vid.renderpath)
1085 case RENDERPATH_GLES2:
1086 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1094 // the first pretext is which type of shader to compile as
1095 // (later these will all be bound together as a program object)
1096 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1097 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1098 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1100 // the second pretext is the mode (for example a light source)
1101 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1102 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1103 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1104 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1106 // now add all the permutation pretexts
1107 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1109 if (permutation & (1ll<<i))
1111 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1112 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1113 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1114 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1118 // keep line numbers correct
1119 vertstrings_list[vertstrings_count++] = "\n";
1120 geomstrings_list[geomstrings_count++] = "\n";
1121 fragstrings_list[fragstrings_count++] = "\n";
1126 R_CompileShader_AddStaticParms(mode, permutation);
1127 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1128 vertstrings_count += shaderstaticparms_count;
1129 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1130 geomstrings_count += shaderstaticparms_count;
1131 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1132 fragstrings_count += shaderstaticparms_count;
1134 // now append the shader text itself
1135 vertstrings_list[vertstrings_count++] = sourcestring;
1136 geomstrings_list[geomstrings_count++] = sourcestring;
1137 fragstrings_list[fragstrings_count++] = sourcestring;
1139 // we don't currently use geometry shaders for anything, so just empty the list
1140 geomstrings_count = 0;
1142 // compile the shader program
1143 if (vertstrings_count + geomstrings_count + fragstrings_count)
1144 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1148 qglUseProgram(p->program);CHECKGLERROR
1149 // look up all the uniform variable names we care about, so we don't
1150 // have to look them up every time we set them
1155 GLint activeuniformindex = 0;
1156 GLint numactiveuniforms = 0;
1157 char uniformname[128];
1158 GLsizei uniformnamelength = 0;
1159 GLint uniformsize = 0;
1160 GLenum uniformtype = 0;
1161 memset(uniformname, 0, sizeof(uniformname));
1162 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1163 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1164 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1166 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1167 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1172 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1173 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1174 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1175 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1176 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1177 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1178 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1179 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1180 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1181 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1182 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1183 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1184 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1185 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1186 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1187 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1188 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1189 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1190 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1191 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1192 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1193 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1194 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1195 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1196 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1197 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1198 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1199 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1200 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1201 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1202 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1203 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1204 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1205 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1206 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1207 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1208 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1209 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1210 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1211 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1212 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1213 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1214 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1215 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1216 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1217 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1218 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1219 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1220 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1221 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1222 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1223 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1224 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1225 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1226 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1227 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1228 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1229 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1230 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1231 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1232 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1233 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1234 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1235 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1236 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1237 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1238 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1239 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1240 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1241 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1242 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1243 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1244 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1245 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1246 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1247 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1248 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1249 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1250 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1251 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1252 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1253 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1254 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1255 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1256 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1257 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1258 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1259 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1260 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1261 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1262 // initialize the samplers to refer to the texture units we use
1263 p->tex_Texture_First = -1;
1264 p->tex_Texture_Second = -1;
1265 p->tex_Texture_GammaRamps = -1;
1266 p->tex_Texture_Normal = -1;
1267 p->tex_Texture_Color = -1;
1268 p->tex_Texture_Gloss = -1;
1269 p->tex_Texture_Glow = -1;
1270 p->tex_Texture_SecondaryNormal = -1;
1271 p->tex_Texture_SecondaryColor = -1;
1272 p->tex_Texture_SecondaryGloss = -1;
1273 p->tex_Texture_SecondaryGlow = -1;
1274 p->tex_Texture_Pants = -1;
1275 p->tex_Texture_Shirt = -1;
1276 p->tex_Texture_FogHeightTexture = -1;
1277 p->tex_Texture_FogMask = -1;
1278 p->tex_Texture_LightGrid = -1;
1279 p->tex_Texture_Lightmap = -1;
1280 p->tex_Texture_Deluxemap = -1;
1281 p->tex_Texture_Attenuation = -1;
1282 p->tex_Texture_Cube = -1;
1283 p->tex_Texture_Refraction = -1;
1284 p->tex_Texture_Reflection = -1;
1285 p->tex_Texture_ShadowMap2D = -1;
1286 p->tex_Texture_CubeProjection = -1;
1287 p->tex_Texture_ScreenNormalMap = -1;
1288 p->tex_Texture_ScreenDiffuse = -1;
1289 p->tex_Texture_ScreenSpecular = -1;
1290 p->tex_Texture_ReflectMask = -1;
1291 p->tex_Texture_ReflectCube = -1;
1292 p->tex_Texture_BounceGrid = -1;
1293 // bind the texture samplers in use
1295 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1296 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1297 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1298 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1299 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1300 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1301 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1303 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1304 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1305 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1306 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1307 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1308 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1309 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1310 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1311 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1312 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1313 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1314 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1315 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1316 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1317 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1318 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1319 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1320 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1321 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1322 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1323 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1324 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1325 // get the uniform block indices so we can bind them
1326 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1327 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1328 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1330 // clear the uniform block bindings
1331 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1332 // bind the uniform blocks in use
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1337 // we're done compiling and setting up the shader, at least until it is used
1339 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1342 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1346 Mem_Free(sourcestring);
1349 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1351 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1352 if (r_glsl_permutation != perm)
1354 r_glsl_permutation = perm;
1355 if (!r_glsl_permutation->program)
1357 if (!r_glsl_permutation->compiled)
1359 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1360 R_GLSL_CompilePermutation(perm, mode, permutation);
1362 if (!r_glsl_permutation->program)
1364 // remove features until we find a valid permutation
1366 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1368 // reduce i more quickly whenever it would not remove any bits
1369 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1370 if (!(permutation & j))
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 if (!r_glsl_permutation->compiled)
1375 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (r_glsl_permutation->program)
1379 if (i >= SHADERPERMUTATION_COUNT)
1381 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1382 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1383 qglUseProgram(0);CHECKGLERROR
1384 return; // no bit left to clear, entire mode is broken
1389 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1391 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1392 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1393 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1397 void R_GLSL_Restart_f(cmd_state_t *cmd)
1399 unsigned int i, limit;
1400 switch(vid.renderpath)
1402 case RENDERPATH_GL32:
1403 case RENDERPATH_GLES2:
1405 r_glsl_permutation_t *p;
1406 r_glsl_permutation = NULL;
1407 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1408 for (i = 0;i < limit;i++)
1410 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1412 GL_Backend_FreeProgram(p->program);
1413 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1416 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1422 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1424 int i, language, mode, dupe;
1426 shadermodeinfo_t *modeinfo;
1429 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1431 modeinfo = shadermodeinfo[language];
1432 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1434 // don't dump the same file multiple times (most or all shaders come from the same file)
1435 for (dupe = mode - 1;dupe >= 0;dupe--)
1436 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1440 text = modeinfo[mode].builtinstring;
1443 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1446 FS_Print(file, "/* The engine may define the following macros:\n");
1447 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1448 for (i = 0;i < SHADERMODE_COUNT;i++)
1449 FS_Print(file, modeinfo[i].pretext);
1450 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1451 FS_Print(file, shaderpermutationinfo[i].pretext);
1452 FS_Print(file, "*/\n");
1453 FS_Print(file, text);
1455 Con_Printf("%s written\n", modeinfo[mode].filename);
1458 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1463 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1465 uint64_t permutation = 0;
1466 if (r_trippy.integer && !notrippy)
1467 permutation |= SHADERPERMUTATION_TRIPPY;
1468 permutation |= SHADERPERMUTATION_VIEWTINT;
1470 permutation |= SHADERPERMUTATION_DIFFUSE;
1471 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1472 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1473 if (suppresstexalpha)
1474 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1475 if (vid.allowalphatocoverage)
1476 GL_AlphaToCoverage(false);
1477 switch (vid.renderpath)
1479 case RENDERPATH_GL32:
1480 case RENDERPATH_GLES2:
1481 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1482 if (r_glsl_permutation->tex_Texture_First >= 0)
1483 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1484 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1485 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1490 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1492 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1495 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1497 uint64_t permutation = 0;
1498 if (r_trippy.integer && !notrippy)
1499 permutation |= SHADERPERMUTATION_TRIPPY;
1501 permutation |= SHADERPERMUTATION_DEPTHRGB;
1503 permutation |= SHADERPERMUTATION_SKELETAL;
1505 if (vid.allowalphatocoverage)
1506 GL_AlphaToCoverage(false);
1507 switch (vid.renderpath)
1509 case RENDERPATH_GL32:
1510 case RENDERPATH_GLES2:
1511 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1512 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1513 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1519 #define BLENDFUNC_ALLOWS_COLORMOD 1
1520 #define BLENDFUNC_ALLOWS_FOG 2
1521 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1522 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1523 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1524 static int R_BlendFuncFlags(int src, int dst)
1528 // a blendfunc allows colormod if:
1529 // a) it can never keep the destination pixel invariant, or
1530 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1531 // this is to prevent unintended side effects from colormod
1533 // a blendfunc allows fog if:
1534 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1535 // this is to prevent unintended side effects from fog
1537 // these checks are the output of fogeval.pl
1539 r |= BLENDFUNC_ALLOWS_COLORMOD;
1540 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1541 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1548 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1549 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1554 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1555 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1558 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1560 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1567 // select a permutation of the lighting shader appropriate to this
1568 // combination of texture, entity, light source, and fogging, only use the
1569 // minimum features necessary to avoid wasting rendering time in the
1570 // fragment shader on features that are not being used
1571 uint64_t permutation = 0;
1572 unsigned int mode = 0;
1574 texture_t *t = rsurface.texture;
1576 matrix4x4_t tempmatrix;
1577 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1578 if (r_trippy.integer && !notrippy)
1579 permutation |= SHADERPERMUTATION_TRIPPY;
1580 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1581 permutation |= SHADERPERMUTATION_ALPHAKILL;
1582 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1583 permutation |= SHADERPERMUTATION_OCCLUDE;
1584 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1585 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1586 if (rsurfacepass == RSURFPASS_BACKGROUND)
1588 // distorted background
1589 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1591 mode = SHADERMODE_WATER;
1592 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1593 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1594 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1596 // this is the right thing to do for wateralpha
1597 GL_BlendFunc(GL_ONE, GL_ZERO);
1598 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1602 // this is the right thing to do for entity alpha
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1609 mode = SHADERMODE_REFRACTION;
1610 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1611 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1612 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 mode = SHADERMODE_GENERIC;
1618 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1619 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1622 if (vid.allowalphatocoverage)
1623 GL_AlphaToCoverage(false);
1625 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1627 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1629 switch(t->offsetmapping)
1631 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1632 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1633 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1634 case OFFSETMAPPING_OFF: break;
1637 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639 // normalmap (deferred prepass), may use alpha test on diffuse
1640 mode = SHADERMODE_DEFERREDGEOMETRY;
1641 GL_BlendFunc(GL_ONE, GL_ZERO);
1642 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1643 if (vid.allowalphatocoverage)
1644 GL_AlphaToCoverage(false);
1646 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1648 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1650 switch(t->offsetmapping)
1652 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1653 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1654 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1655 case OFFSETMAPPING_OFF: break;
1658 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1659 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1660 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1661 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1663 mode = SHADERMODE_LIGHTSOURCE;
1664 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1665 permutation |= SHADERPERMUTATION_CUBEFILTER;
1666 if (VectorLength2(rtlightdiffuse) > 0)
1667 permutation |= SHADERPERMUTATION_DIFFUSE;
1668 if (VectorLength2(rtlightspecular) > 0)
1669 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1670 if (r_refdef.fogenabled)
1671 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1672 if (t->colormapping)
1673 permutation |= SHADERPERMUTATION_COLORMAPPING;
1674 if (r_shadow_usingshadowmap2d)
1676 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1677 if(r_shadow_shadowmapvsdct)
1678 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1680 if (r_shadow_shadowmap2ddepthbuffer)
1681 permutation |= SHADERPERMUTATION_DEPTHRGB;
1683 if (t->reflectmasktexture)
1684 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1685 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1686 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1687 if (vid.allowalphatocoverage)
1688 GL_AlphaToCoverage(false);
1690 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1692 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1694 switch(t->offsetmapping)
1696 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1697 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1698 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1699 case OFFSETMAPPING_OFF: break;
1702 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1703 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1704 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1705 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1706 // directional model lighting
1707 mode = SHADERMODE_LIGHTGRID;
1708 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1709 permutation |= SHADERPERMUTATION_GLOW;
1710 permutation |= SHADERPERMUTATION_DIFFUSE;
1711 if (t->glosstexture || t->backgroundglosstexture)
1712 permutation |= SHADERPERMUTATION_SPECULAR;
1713 if (r_refdef.fogenabled)
1714 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1715 if (t->colormapping)
1716 permutation |= SHADERPERMUTATION_COLORMAPPING;
1717 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1719 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1720 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1722 if (r_shadow_shadowmap2ddepthbuffer)
1723 permutation |= SHADERPERMUTATION_DEPTHRGB;
1725 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1726 permutation |= SHADERPERMUTATION_REFLECTION;
1727 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1728 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1729 if (t->reflectmasktexture)
1730 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1731 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1733 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1734 if (r_shadow_bouncegrid_state.directional)
1735 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1737 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1738 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1739 // when using alphatocoverage, we don't need alphakill
1740 if (vid.allowalphatocoverage)
1742 if (r_transparent_alphatocoverage.integer)
1744 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1745 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1748 GL_AlphaToCoverage(false);
1751 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1753 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1755 switch(t->offsetmapping)
1757 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1758 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1759 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1760 case OFFSETMAPPING_OFF: break;
1763 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1764 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1765 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1766 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1767 // directional model lighting
1768 mode = SHADERMODE_LIGHTDIRECTION;
1769 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1770 permutation |= SHADERPERMUTATION_GLOW;
1771 if (VectorLength2(t->render_modellight_diffuse))
1772 permutation |= SHADERPERMUTATION_DIFFUSE;
1773 if (VectorLength2(t->render_modellight_specular) > 0)
1774 permutation |= SHADERPERMUTATION_SPECULAR;
1775 if (r_refdef.fogenabled)
1776 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1777 if (t->colormapping)
1778 permutation |= SHADERPERMUTATION_COLORMAPPING;
1779 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1781 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1782 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1784 if (r_shadow_shadowmap2ddepthbuffer)
1785 permutation |= SHADERPERMUTATION_DEPTHRGB;
1787 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1788 permutation |= SHADERPERMUTATION_REFLECTION;
1789 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1790 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1791 if (t->reflectmasktexture)
1792 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1793 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1795 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1796 if (r_shadow_bouncegrid_state.directional)
1797 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1799 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1800 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1801 // when using alphatocoverage, we don't need alphakill
1802 if (vid.allowalphatocoverage)
1804 if (r_transparent_alphatocoverage.integer)
1806 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1807 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1810 GL_AlphaToCoverage(false);
1815 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1817 switch(t->offsetmapping)
1819 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1820 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1821 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1822 case OFFSETMAPPING_OFF: break;
1825 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1826 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1827 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1828 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1830 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1831 permutation |= SHADERPERMUTATION_GLOW;
1832 if (r_refdef.fogenabled && !ui)
1833 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1834 if (t->colormapping)
1835 permutation |= SHADERPERMUTATION_COLORMAPPING;
1836 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1838 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1839 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1841 if (r_shadow_shadowmap2ddepthbuffer)
1842 permutation |= SHADERPERMUTATION_DEPTHRGB;
1844 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1845 permutation |= SHADERPERMUTATION_REFLECTION;
1846 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1847 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1848 if (t->reflectmasktexture)
1849 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1850 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1852 // deluxemapping (light direction texture)
1853 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1854 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1856 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1857 permutation |= SHADERPERMUTATION_DIFFUSE;
1858 if (VectorLength2(t->render_lightmap_specular) > 0)
1859 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1861 else if (r_glsl_deluxemapping.integer >= 2)
1863 // fake deluxemapping (uniform light direction in tangentspace)
1864 if (rsurface.uselightmaptexture)
1865 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1867 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1868 permutation |= SHADERPERMUTATION_DIFFUSE;
1869 if (VectorLength2(t->render_lightmap_specular) > 0)
1870 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1872 else if (rsurface.uselightmaptexture)
1874 // ordinary lightmapping (q1bsp, q3bsp)
1875 mode = SHADERMODE_LIGHTMAP;
1879 // ordinary vertex coloring (q3bsp)
1880 mode = SHADERMODE_VERTEXCOLOR;
1882 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1884 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1885 if (r_shadow_bouncegrid_state.directional)
1886 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1888 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1889 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1890 // when using alphatocoverage, we don't need alphakill
1891 if (vid.allowalphatocoverage)
1893 if (r_transparent_alphatocoverage.integer)
1895 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1896 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1899 GL_AlphaToCoverage(false);
1902 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1903 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1904 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1905 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1906 switch(vid.renderpath)
1908 case RENDERPATH_GL32:
1909 case RENDERPATH_GLES2:
1910 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1911 RSurf_UploadBuffersForBatch();
1912 // this has to be after RSurf_PrepareVerticesForBatch
1913 if (rsurface.batchskeletaltransform3x4buffer)
1914 permutation |= SHADERPERMUTATION_SKELETAL;
1915 R_SetupShader_SetPermutationGLSL(mode, permutation);
1916 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1917 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1919 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1920 if (mode == SHADERMODE_LIGHTSOURCE)
1922 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1923 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1924 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1925 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1926 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1927 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1929 // additive passes are only darkened by fog, not tinted
1930 if (r_glsl_permutation->loc_FogColor >= 0)
1931 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1932 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1936 if (mode == SHADERMODE_FLATCOLOR)
1938 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1940 else if (mode == SHADERMODE_LIGHTGRID)
1942 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1943 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1944 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1945 // other LightGrid uniforms handled below
1947 else if (mode == SHADERMODE_LIGHTDIRECTION)
1949 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1950 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1951 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1952 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1953 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1954 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1955 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1959 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1960 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1961 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1962 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1963 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1965 // additive passes are only darkened by fog, not tinted
1966 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1968 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1969 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1971 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1973 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1974 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1975 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1976 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1977 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1978 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1979 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1980 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1981 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1983 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1984 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1985 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1986 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1988 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1989 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1993 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1994 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1997 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1998 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1999 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2000 if (r_glsl_permutation->loc_Color_Pants >= 0)
2002 if (t->pantstexture)
2003 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2005 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2007 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2009 if (t->shirttexture)
2010 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2012 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2014 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2015 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2016 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2017 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2018 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2019 r_glsl_offsetmapping_scale.value*t->offsetscale,
2020 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2021 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2022 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2024 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2025 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2026 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2027 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2028 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2029 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2030 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2033 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2034 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2035 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2036 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2037 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2038 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2039 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2040 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2041 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2044 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2045 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2046 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2047 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2048 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2049 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2050 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2053 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2054 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2055 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2056 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2057 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2058 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2059 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2060 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2061 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2062 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2063 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2064 if (rsurfacepass == RSURFPASS_BACKGROUND)
2066 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2067 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2068 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2072 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2074 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2075 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2076 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2077 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2079 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2080 if (rsurface.rtlight)
2082 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2083 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2086 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2087 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2093 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2095 // select a permutation of the lighting shader appropriate to this
2096 // combination of texture, entity, light source, and fogging, only use the
2097 // minimum features necessary to avoid wasting rendering time in the
2098 // fragment shader on features that are not being used
2099 uint64_t permutation = 0;
2100 unsigned int mode = 0;
2101 const float *lightcolorbase = rtlight->currentcolor;
2102 float ambientscale = rtlight->ambientscale;
2103 float diffusescale = rtlight->diffusescale;
2104 float specularscale = rtlight->specularscale;
2105 // this is the location of the light in view space
2106 vec3_t viewlightorigin;
2107 // this transforms from view space (camera) to light space (cubemap)
2108 matrix4x4_t viewtolight;
2109 matrix4x4_t lighttoview;
2110 float viewtolight16f[16];
2112 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2113 if (rtlight->currentcubemap != r_texture_whitecube)
2114 permutation |= SHADERPERMUTATION_CUBEFILTER;
2115 if (diffusescale > 0)
2116 permutation |= SHADERPERMUTATION_DIFFUSE;
2117 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2118 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2119 if (r_shadow_usingshadowmap2d)
2121 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2122 if (r_shadow_shadowmapvsdct)
2123 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2125 if (r_shadow_shadowmap2ddepthbuffer)
2126 permutation |= SHADERPERMUTATION_DEPTHRGB;
2128 if (vid.allowalphatocoverage)
2129 GL_AlphaToCoverage(false);
2130 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2131 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2132 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2133 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2134 switch(vid.renderpath)
2136 case RENDERPATH_GL32:
2137 case RENDERPATH_GLES2:
2138 R_SetupShader_SetPermutationGLSL(mode, permutation);
2139 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2140 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2141 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2142 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2143 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2144 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2145 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2146 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2147 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2148 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2150 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2151 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2152 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2153 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2154 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2159 #define SKINFRAME_HASH 1024
2163 unsigned int loadsequence; // incremented each level change
2164 memexpandablearray_t array;
2165 skinframe_t *hash[SKINFRAME_HASH];
2168 r_skinframe_t r_skinframe;
2170 void R_SkinFrame_PrepareForPurge(void)
2172 r_skinframe.loadsequence++;
2173 // wrap it without hitting zero
2174 if (r_skinframe.loadsequence >= 200)
2175 r_skinframe.loadsequence = 1;
2178 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2182 // mark the skinframe as used for the purging code
2183 skinframe->loadsequence = r_skinframe.loadsequence;
2186 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2190 if (s->merged == s->base)
2192 R_PurgeTexture(s->stain); s->stain = NULL;
2193 R_PurgeTexture(s->merged); s->merged = NULL;
2194 R_PurgeTexture(s->base); s->base = NULL;
2195 R_PurgeTexture(s->pants); s->pants = NULL;
2196 R_PurgeTexture(s->shirt); s->shirt = NULL;
2197 R_PurgeTexture(s->nmap); s->nmap = NULL;
2198 R_PurgeTexture(s->gloss); s->gloss = NULL;
2199 R_PurgeTexture(s->glow); s->glow = NULL;
2200 R_PurgeTexture(s->fog); s->fog = NULL;
2201 R_PurgeTexture(s->reflect); s->reflect = NULL;
2202 s->loadsequence = 0;
2205 void R_SkinFrame_Purge(void)
2209 for (i = 0;i < SKINFRAME_HASH;i++)
2211 for (s = r_skinframe.hash[i];s;s = s->next)
2213 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2214 R_SkinFrame_PurgeSkinFrame(s);
2219 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2221 char basename[MAX_QPATH];
2223 Image_StripImageExtension(name, basename, sizeof(basename));
2225 if( last == NULL ) {
2227 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2228 item = r_skinframe.hash[hashindex];
2233 // linearly search through the hash bucket
2234 for( ; item ; item = item->next ) {
2235 if( !strcmp( item->basename, basename ) ) {
2242 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2245 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2247 char basename[MAX_QPATH];
2249 Image_StripImageExtension(name, basename, sizeof(basename));
2251 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2252 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2253 if (!strcmp(item->basename, basename) &&
2254 item->textureflags == compareflags &&
2255 item->comparewidth == comparewidth &&
2256 item->compareheight == compareheight &&
2257 item->comparecrc == comparecrc)
2264 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2265 memset(item, 0, sizeof(*item));
2266 strlcpy(item->basename, basename, sizeof(item->basename));
2267 item->textureflags = compareflags;
2268 item->comparewidth = comparewidth;
2269 item->compareheight = compareheight;
2270 item->comparecrc = comparecrc;
2271 item->next = r_skinframe.hash[hashindex];
2272 r_skinframe.hash[hashindex] = item;
2274 else if (textureflags & TEXF_FORCE_RELOAD)
2275 R_SkinFrame_PurgeSkinFrame(item);
2277 R_SkinFrame_MarkUsed(item);
2281 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2283 unsigned long long avgcolor[5], wsum; \
2291 for(pix = 0; pix < cnt; ++pix) \
2294 for(comp = 0; comp < 3; ++comp) \
2296 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2299 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2301 for(comp = 0; comp < 3; ++comp) \
2302 avgcolor[comp] += getpixel * w; \
2305 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2306 avgcolor[4] += getpixel; \
2308 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2310 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2311 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2312 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2313 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2316 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2318 skinframe_t *skinframe;
2320 if (cls.state == ca_dedicated)
2323 // return an existing skinframe if already loaded
2324 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2325 if (skinframe && skinframe->base)
2328 // if the skinframe doesn't exist this will create it
2329 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2332 extern cvar_t gl_picmip;
2333 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2336 unsigned char *pixels;
2337 unsigned char *bumppixels;
2338 unsigned char *basepixels = NULL;
2339 int basepixels_width = 0;
2340 int basepixels_height = 0;
2341 rtexture_t *ddsbase = NULL;
2342 qbool ddshasalpha = false;
2343 float ddsavgcolor[4];
2344 char basename[MAX_QPATH];
2345 int miplevel = R_PicmipForFlags(textureflags);
2346 int savemiplevel = miplevel;
2350 if (cls.state == ca_dedicated)
2353 Image_StripImageExtension(name, basename, sizeof(basename));
2355 // check for DDS texture file first
2356 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2358 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2359 if (basepixels == NULL && fallbacknotexture)
2360 basepixels = Image_GenerateNoTexture();
2361 if (basepixels == NULL)
2365 // FIXME handle miplevel
2367 if (developer_loading.integer)
2368 Con_Printf("loading skin \"%s\"\n", name);
2370 // we've got some pixels to store, so really allocate this new texture now
2372 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2373 textureflags &= ~TEXF_FORCE_RELOAD;
2374 skinframe->stain = NULL;
2375 skinframe->merged = NULL;
2376 skinframe->base = NULL;
2377 skinframe->pants = NULL;
2378 skinframe->shirt = NULL;
2379 skinframe->nmap = NULL;
2380 skinframe->gloss = NULL;
2381 skinframe->glow = NULL;
2382 skinframe->fog = NULL;
2383 skinframe->reflect = NULL;
2384 skinframe->hasalpha = false;
2385 // we could store the q2animname here too
2389 skinframe->base = ddsbase;
2390 skinframe->hasalpha = ddshasalpha;
2391 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2392 if (r_loadfog && skinframe->hasalpha)
2393 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2394 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2398 basepixels_width = image_width;
2399 basepixels_height = image_height;
2400 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2401 if (textureflags & TEXF_ALPHA)
2403 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2405 if (basepixels[j] < 255)
2407 skinframe->hasalpha = true;
2411 if (r_loadfog && skinframe->hasalpha)
2413 // has transparent pixels
2414 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2415 for (j = 0;j < image_width * image_height * 4;j += 4)
2420 pixels[j+3] = basepixels[j+3];
2422 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2426 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2428 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2429 if (r_savedds && skinframe->base)
2430 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2431 if (r_savedds && skinframe->fog)
2432 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2438 mymiplevel = savemiplevel;
2439 if (r_loadnormalmap)
2440 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2441 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2445 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2446 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2449 // _norm is the name used by tenebrae and has been adopted as standard
2450 if (r_loadnormalmap && skinframe->nmap == NULL)
2452 mymiplevel = savemiplevel;
2453 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2455 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2459 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2461 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2462 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2463 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2465 Mem_Free(bumppixels);
2467 else if (r_shadow_bumpscale_basetexture.value > 0)
2469 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2470 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2471 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2475 if (r_savedds && skinframe->nmap)
2476 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2480 // _luma is supported only for tenebrae compatibility
2481 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2482 // _glow is the preferred name
2483 mymiplevel = savemiplevel;
2484 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2486 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2488 if (r_savedds && skinframe->glow)
2489 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2491 Mem_Free(pixels);pixels = NULL;
2494 mymiplevel = savemiplevel;
2495 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2497 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2499 if (r_savedds && skinframe->gloss)
2500 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2506 mymiplevel = savemiplevel;
2507 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2509 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2511 if (r_savedds && skinframe->pants)
2512 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2518 mymiplevel = savemiplevel;
2519 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2521 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2523 if (r_savedds && skinframe->shirt)
2524 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2530 mymiplevel = savemiplevel;
2531 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2533 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2535 if (r_savedds && skinframe->reflect)
2536 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2543 Mem_Free(basepixels);
2548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2551 skinframe_t *skinframe;
2554 if (cls.state == ca_dedicated)
2557 // if already loaded just return it, otherwise make a new skinframe
2558 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2559 if (skinframe->base)
2561 textureflags &= ~TEXF_FORCE_RELOAD;
2563 skinframe->stain = NULL;
2564 skinframe->merged = NULL;
2565 skinframe->base = NULL;
2566 skinframe->pants = NULL;
2567 skinframe->shirt = NULL;
2568 skinframe->nmap = NULL;
2569 skinframe->gloss = NULL;
2570 skinframe->glow = NULL;
2571 skinframe->fog = NULL;
2572 skinframe->reflect = NULL;
2573 skinframe->hasalpha = false;
2575 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2579 if (developer_loading.integer)
2580 Con_Printf("loading 32bit skin \"%s\"\n", name);
2582 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2584 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2585 unsigned char *b = a + width * height * 4;
2586 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2587 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2590 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2591 if (textureflags & TEXF_ALPHA)
2593 for (i = 3;i < width * height * 4;i += 4)
2595 if (skindata[i] < 255)
2597 skinframe->hasalpha = true;
2601 if (r_loadfog && skinframe->hasalpha)
2603 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2604 memcpy(fogpixels, skindata, width * height * 4);
2605 for (i = 0;i < width * height * 4;i += 4)
2606 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2607 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2608 Mem_Free(fogpixels);
2612 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2613 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2618 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2622 skinframe_t *skinframe;
2624 if (cls.state == ca_dedicated)
2627 // if already loaded just return it, otherwise make a new skinframe
2628 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2629 if (skinframe->base)
2631 //textureflags &= ~TEXF_FORCE_RELOAD;
2633 skinframe->stain = NULL;
2634 skinframe->merged = NULL;
2635 skinframe->base = NULL;
2636 skinframe->pants = NULL;
2637 skinframe->shirt = NULL;
2638 skinframe->nmap = NULL;
2639 skinframe->gloss = NULL;
2640 skinframe->glow = NULL;
2641 skinframe->fog = NULL;
2642 skinframe->reflect = NULL;
2643 skinframe->hasalpha = false;
2645 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2649 if (developer_loading.integer)
2650 Con_Printf("loading quake skin \"%s\"\n", name);
2652 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2653 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2654 memcpy(skinframe->qpixels, skindata, width*height);
2655 skinframe->qwidth = width;
2656 skinframe->qheight = height;
2659 for (i = 0;i < width * height;i++)
2660 featuresmask |= palette_featureflags[skindata[i]];
2662 skinframe->hasalpha = false;
2665 skinframe->hasalpha = true;
2666 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2667 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2668 skinframe->qgeneratemerged = true;
2669 skinframe->qgeneratebase = skinframe->qhascolormapping;
2670 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2672 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2673 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2678 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2682 unsigned char *skindata;
2685 if (!skinframe->qpixels)
2688 if (!skinframe->qhascolormapping)
2689 colormapped = false;
2693 if (!skinframe->qgeneratebase)
2698 if (!skinframe->qgeneratemerged)
2702 width = skinframe->qwidth;
2703 height = skinframe->qheight;
2704 skindata = skinframe->qpixels;
2706 if (skinframe->qgeneratenmap)
2708 unsigned char *a, *b;
2709 skinframe->qgeneratenmap = false;
2710 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2711 b = a + width * height * 4;
2712 // use either a custom palette or the quake palette
2713 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2714 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2715 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2719 if (skinframe->qgenerateglow)
2721 skinframe->qgenerateglow = false;
2722 if (skinframe->hasalpha) // fence textures
2723 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2725 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2730 skinframe->qgeneratebase = false;
2731 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2732 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2733 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2737 skinframe->qgeneratemerged = false;
2738 if (skinframe->hasalpha) // fence textures
2739 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2741 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2744 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2746 Mem_Free(skinframe->qpixels);
2747 skinframe->qpixels = NULL;
2751 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2754 skinframe_t *skinframe;
2757 if (cls.state == ca_dedicated)
2760 // if already loaded just return it, otherwise make a new skinframe
2761 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2762 if (skinframe->base)
2764 textureflags &= ~TEXF_FORCE_RELOAD;
2766 skinframe->stain = NULL;
2767 skinframe->merged = NULL;
2768 skinframe->base = NULL;
2769 skinframe->pants = NULL;
2770 skinframe->shirt = NULL;
2771 skinframe->nmap = NULL;
2772 skinframe->gloss = NULL;
2773 skinframe->glow = NULL;
2774 skinframe->fog = NULL;
2775 skinframe->reflect = NULL;
2776 skinframe->hasalpha = false;
2778 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2782 if (developer_loading.integer)
2783 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2785 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2786 if ((textureflags & TEXF_ALPHA) && alphapalette)
2788 for (i = 0;i < width * height;i++)
2790 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2792 skinframe->hasalpha = true;
2796 if (r_loadfog && skinframe->hasalpha)
2797 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2800 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2801 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2806 skinframe_t *R_SkinFrame_LoadMissing(void)
2808 skinframe_t *skinframe;
2810 if (cls.state == ca_dedicated)
2813 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2814 skinframe->stain = NULL;
2815 skinframe->merged = NULL;
2816 skinframe->base = NULL;
2817 skinframe->pants = NULL;
2818 skinframe->shirt = NULL;
2819 skinframe->nmap = NULL;
2820 skinframe->gloss = NULL;
2821 skinframe->glow = NULL;
2822 skinframe->fog = NULL;
2823 skinframe->reflect = NULL;
2824 skinframe->hasalpha = false;
2826 skinframe->avgcolor[0] = rand() / RAND_MAX;
2827 skinframe->avgcolor[1] = rand() / RAND_MAX;
2828 skinframe->avgcolor[2] = rand() / RAND_MAX;
2829 skinframe->avgcolor[3] = 1;
2834 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2836 if (cls.state == ca_dedicated)
2839 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2842 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2844 skinframe_t *skinframe;
2845 if (cls.state == ca_dedicated)
2847 // if already loaded just return it, otherwise make a new skinframe
2848 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2849 if (skinframe->base)
2851 textureflags &= ~TEXF_FORCE_RELOAD;
2852 skinframe->stain = NULL;
2853 skinframe->merged = NULL;
2854 skinframe->base = NULL;
2855 skinframe->pants = NULL;
2856 skinframe->shirt = NULL;
2857 skinframe->nmap = NULL;
2858 skinframe->gloss = NULL;
2859 skinframe->glow = NULL;
2860 skinframe->fog = NULL;
2861 skinframe->reflect = NULL;
2862 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2863 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2866 if (developer_loading.integer)
2867 Con_Printf("loading 32bit skin \"%s\"\n", name);
2868 skinframe->base = skinframe->merged = tex;
2869 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2873 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2874 typedef struct suffixinfo_s
2877 qbool flipx, flipy, flipdiagonal;
2880 static suffixinfo_t suffix[3][6] =
2883 {"px", false, false, false},
2884 {"nx", false, false, false},
2885 {"py", false, false, false},
2886 {"ny", false, false, false},
2887 {"pz", false, false, false},
2888 {"nz", false, false, false}
2891 {"posx", false, false, false},
2892 {"negx", false, false, false},
2893 {"posy", false, false, false},
2894 {"negy", false, false, false},
2895 {"posz", false, false, false},
2896 {"negz", false, false, false}
2899 {"rt", true, false, true},
2900 {"lf", false, true, true},
2901 {"ft", true, true, false},
2902 {"bk", false, false, false},
2903 {"up", true, false, true},
2904 {"dn", true, false, true}
2908 static int componentorder[4] = {0, 1, 2, 3};
2910 static rtexture_t *R_LoadCubemap(const char *basename)
2912 int i, j, cubemapsize, forcefilter;
2913 unsigned char *cubemappixels, *image_buffer;
2914 rtexture_t *cubemaptexture;
2917 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2918 forcefilter = TEXF_FORCELINEAR;
2919 if (basename && basename[0] == '!')
2922 forcefilter = TEXF_FORCENEAREST;
2924 // must start 0 so the first loadimagepixels has no requested width/height
2926 cubemappixels = NULL;
2927 cubemaptexture = NULL;
2928 // keep trying different suffix groups (posx, px, rt) until one loads
2929 for (j = 0;j < 3 && !cubemappixels;j++)
2931 // load the 6 images in the suffix group
2932 for (i = 0;i < 6;i++)
2934 // generate an image name based on the base and and suffix
2935 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2937 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2939 // an image loaded, make sure width and height are equal
2940 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2942 // if this is the first image to load successfully, allocate the cubemap memory
2943 if (!cubemappixels && image_width >= 1)
2945 cubemapsize = image_width;
2946 // note this clears to black, so unavailable sides are black
2947 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2949 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2951 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2954 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2956 Mem_Free(image_buffer);
2960 // if a cubemap loaded, upload it
2963 if (developer_loading.integer)
2964 Con_Printf("loading cubemap \"%s\"\n", basename);
2966 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2967 Mem_Free(cubemappixels);
2971 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2972 if (developer_loading.integer)
2974 Con_Printf("(tried tried images ");
2975 for (j = 0;j < 3;j++)
2976 for (i = 0;i < 6;i++)
2977 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2978 Con_Print(" and was unable to find any of them).\n");
2981 return cubemaptexture;
2984 rtexture_t *R_GetCubemap(const char *basename)
2987 for (i = 0;i < r_texture_numcubemaps;i++)
2988 if (r_texture_cubemaps[i] != NULL)
2989 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2990 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2991 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2992 return r_texture_whitecube;
2993 r_texture_numcubemaps++;
2994 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2995 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2996 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2997 return r_texture_cubemaps[i]->texture;
3000 static void R_Main_FreeViewCache(void)
3002 if (r_refdef.viewcache.entityvisible)
3003 Mem_Free(r_refdef.viewcache.entityvisible);
3004 if (r_refdef.viewcache.world_pvsbits)
3005 Mem_Free(r_refdef.viewcache.world_pvsbits);
3006 if (r_refdef.viewcache.world_leafvisible)
3007 Mem_Free(r_refdef.viewcache.world_leafvisible);
3008 if (r_refdef.viewcache.world_surfacevisible)
3009 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3010 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3013 static void R_Main_ResizeViewCache(void)
3015 int numentities = r_refdef.scene.numentities;
3016 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3017 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3018 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3019 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3020 if (r_refdef.viewcache.maxentities < numentities)
3022 r_refdef.viewcache.maxentities = numentities;
3023 if (r_refdef.viewcache.entityvisible)
3024 Mem_Free(r_refdef.viewcache.entityvisible);
3025 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3027 if (r_refdef.viewcache.world_numclusters != numclusters)
3029 r_refdef.viewcache.world_numclusters = numclusters;
3030 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3031 if (r_refdef.viewcache.world_pvsbits)
3032 Mem_Free(r_refdef.viewcache.world_pvsbits);
3033 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3035 if (r_refdef.viewcache.world_numleafs != numleafs)
3037 r_refdef.viewcache.world_numleafs = numleafs;
3038 if (r_refdef.viewcache.world_leafvisible)
3039 Mem_Free(r_refdef.viewcache.world_leafvisible);
3040 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3042 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3044 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3045 if (r_refdef.viewcache.world_surfacevisible)
3046 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3047 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3051 extern rtexture_t *loadingscreentexture;
3052 static void gl_main_start(void)
3054 loadingscreentexture = NULL;
3055 r_texture_blanknormalmap = NULL;
3056 r_texture_white = NULL;
3057 r_texture_grey128 = NULL;
3058 r_texture_black = NULL;
3059 r_texture_whitecube = NULL;
3060 r_texture_normalizationcube = NULL;
3061 r_texture_fogattenuation = NULL;
3062 r_texture_fogheighttexture = NULL;
3063 r_texture_gammaramps = NULL;
3064 r_texture_numcubemaps = 0;
3065 r_uniformbufferalignment = 32;
3067 r_loaddds = r_texture_dds_load.integer != 0;
3068 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3070 switch(vid.renderpath)
3072 case RENDERPATH_GL32:
3073 case RENDERPATH_GLES2:
3074 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3075 Cvar_SetValueQuick(&gl_combine, 1);
3076 Cvar_SetValueQuick(&r_glsl, 1);
3077 r_loadnormalmap = true;
3080 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3081 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3087 R_FrameData_Reset();
3088 R_BufferData_Reset();
3092 memset(r_queries, 0, sizeof(r_queries));
3094 r_qwskincache = NULL;
3095 r_qwskincache_size = 0;
3097 // due to caching of texture_t references, the collision cache must be reset
3098 Collision_Cache_Reset(true);
3100 // set up r_skinframe loading system for textures
3101 memset(&r_skinframe, 0, sizeof(r_skinframe));
3102 r_skinframe.loadsequence = 1;
3103 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3105 r_main_texturepool = R_AllocTexturePool();
3106 R_BuildBlankTextures();
3110 R_BuildNormalizationCube();
3112 r_texture_fogattenuation = NULL;
3113 r_texture_fogheighttexture = NULL;
3114 r_texture_gammaramps = NULL;
3115 //r_texture_fogintensity = NULL;
3116 memset(&r_fb, 0, sizeof(r_fb));
3117 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3118 r_glsl_permutation = NULL;
3119 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3120 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3121 memset(&r_svbsp, 0, sizeof (r_svbsp));
3123 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3124 r_texture_numcubemaps = 0;
3126 r_refdef.fogmasktable_density = 0;
3129 // For Steelstorm Android
3130 // FIXME CACHE the program and reload
3131 // FIXME see possible combinations for SS:BR android
3132 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3133 R_SetupShader_SetPermutationGLSL(0, 12);
3134 R_SetupShader_SetPermutationGLSL(0, 13);
3135 R_SetupShader_SetPermutationGLSL(0, 8388621);
3136 R_SetupShader_SetPermutationGLSL(3, 0);
3137 R_SetupShader_SetPermutationGLSL(3, 2048);
3138 R_SetupShader_SetPermutationGLSL(5, 0);
3139 R_SetupShader_SetPermutationGLSL(5, 2);
3140 R_SetupShader_SetPermutationGLSL(5, 2048);
3141 R_SetupShader_SetPermutationGLSL(5, 8388608);
3142 R_SetupShader_SetPermutationGLSL(11, 1);
3143 R_SetupShader_SetPermutationGLSL(11, 2049);
3144 R_SetupShader_SetPermutationGLSL(11, 8193);
3145 R_SetupShader_SetPermutationGLSL(11, 10241);
3146 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3150 extern unsigned int r_shadow_occlusion_buf;
3152 static void gl_main_shutdown(void)
3154 R_RenderTarget_FreeUnused(true);
3155 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3157 R_FrameData_Reset();
3158 R_BufferData_Reset();
3160 R_Main_FreeViewCache();
3162 switch(vid.renderpath)
3164 case RENDERPATH_GL32:
3165 case RENDERPATH_GLES2:
3166 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3168 qglDeleteQueries(r_maxqueries, r_queries);
3172 r_shadow_occlusion_buf = 0;
3175 memset(r_queries, 0, sizeof(r_queries));
3177 r_qwskincache = NULL;
3178 r_qwskincache_size = 0;
3180 // clear out the r_skinframe state
3181 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3182 memset(&r_skinframe, 0, sizeof(r_skinframe));
3185 Mem_Free(r_svbsp.nodes);
3186 memset(&r_svbsp, 0, sizeof (r_svbsp));
3187 R_FreeTexturePool(&r_main_texturepool);
3188 loadingscreentexture = NULL;
3189 r_texture_blanknormalmap = NULL;
3190 r_texture_white = NULL;
3191 r_texture_grey128 = NULL;
3192 r_texture_black = NULL;
3193 r_texture_whitecube = NULL;
3194 r_texture_normalizationcube = NULL;
3195 r_texture_fogattenuation = NULL;
3196 r_texture_fogheighttexture = NULL;
3197 r_texture_gammaramps = NULL;
3198 r_texture_numcubemaps = 0;
3199 //r_texture_fogintensity = NULL;
3200 memset(&r_fb, 0, sizeof(r_fb));
3201 R_GLSL_Restart_f(cmd_local);
3203 r_glsl_permutation = NULL;
3204 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3205 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3208 static void gl_main_newmap(void)
3210 // FIXME: move this code to client
3211 char *entities, entname[MAX_QPATH];
3213 Mem_Free(r_qwskincache);
3214 r_qwskincache = NULL;
3215 r_qwskincache_size = 0;
3218 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3219 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3221 CL_ParseEntityLump(entities);
3225 if (cl.worldmodel->brush.entities)
3226 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3228 R_Main_FreeViewCache();
3230 R_FrameData_Reset();
3231 R_BufferData_Reset();
3234 void GL_Main_Init(void)
3237 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3238 R_InitShaderModeInfo();
3240 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3241 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3242 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3243 if (gamemode == GAME_NEHAHRA)
3245 Cvar_RegisterVariable (&gl_fogenable);
3246 Cvar_RegisterVariable (&gl_fogdensity);
3247 Cvar_RegisterVariable (&gl_fogred);
3248 Cvar_RegisterVariable (&gl_foggreen);
3249 Cvar_RegisterVariable (&gl_fogblue);
3250 Cvar_RegisterVariable (&gl_fogstart);
3251 Cvar_RegisterVariable (&gl_fogend);
3252 Cvar_RegisterVariable (&gl_skyclip);
3254 Cvar_RegisterVariable(&r_motionblur);
3255 Cvar_RegisterVariable(&r_damageblur);
3256 Cvar_RegisterVariable(&r_motionblur_averaging);
3257 Cvar_RegisterVariable(&r_motionblur_randomize);
3258 Cvar_RegisterVariable(&r_motionblur_minblur);
3259 Cvar_RegisterVariable(&r_motionblur_maxblur);
3260 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3261 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3262 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3263 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3264 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3265 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3266 Cvar_RegisterVariable(&r_depthfirst);
3267 Cvar_RegisterVariable(&r_useinfinitefarclip);
3268 Cvar_RegisterVariable(&r_farclip_base);
3269 Cvar_RegisterVariable(&r_farclip_world);
3270 Cvar_RegisterVariable(&r_nearclip);
3271 Cvar_RegisterVariable(&r_deformvertexes);
3272 Cvar_RegisterVariable(&r_transparent);
3273 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3274 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3275 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3276 Cvar_RegisterVariable(&r_showoverdraw);
3277 Cvar_RegisterVariable(&r_showbboxes);
3278 Cvar_RegisterVariable(&r_showbboxes_client);
3279 Cvar_RegisterVariable(&r_showsurfaces);
3280 Cvar_RegisterVariable(&r_showtris);
3281 Cvar_RegisterVariable(&r_shownormals);
3282 Cvar_RegisterVariable(&r_showlighting);
3283 Cvar_RegisterVariable(&r_showcollisionbrushes);
3284 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3285 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3286 Cvar_RegisterVariable(&r_showdisabledepthtest);
3287 Cvar_RegisterVariable(&r_showspriteedges);
3288 Cvar_RegisterVariable(&r_showparticleedges);
3289 Cvar_RegisterVariable(&r_drawportals);
3290 Cvar_RegisterVariable(&r_drawentities);
3291 Cvar_RegisterVariable(&r_draw2d);
3292 Cvar_RegisterVariable(&r_drawworld);
3293 Cvar_RegisterVariable(&r_cullentities_trace);
3294 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3295 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3296 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3297 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3298 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3299 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3300 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3301 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3302 Cvar_RegisterVariable(&r_sortentities);
3303 Cvar_RegisterVariable(&r_drawviewmodel);
3304 Cvar_RegisterVariable(&r_drawexteriormodel);
3305 Cvar_RegisterVariable(&r_speeds);
3306 Cvar_RegisterVariable(&r_fullbrights);
3307 Cvar_RegisterVariable(&r_wateralpha);
3308 Cvar_RegisterVariable(&r_dynamic);
3309 Cvar_RegisterVariable(&r_fullbright_directed);
3310 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3311 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3312 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3313 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3314 Cvar_RegisterVariable(&r_fullbright);
3315 Cvar_RegisterVariable(&r_shadows);
3316 Cvar_RegisterVariable(&r_shadows_darken);
3317 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3318 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3319 Cvar_RegisterVariable(&r_shadows_throwdistance);
3320 Cvar_RegisterVariable(&r_shadows_throwdirection);
3321 Cvar_RegisterVariable(&r_shadows_focus);
3322 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3323 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3324 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3325 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3326 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3327 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3328 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3329 Cvar_RegisterVariable(&r_fog_exp2);
3330 Cvar_RegisterVariable(&r_fog_clear);
3331 Cvar_RegisterVariable(&r_drawfog);
3332 Cvar_RegisterVariable(&r_transparentdepthmasking);
3333 Cvar_RegisterVariable(&r_transparent_sortmindist);
3334 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3335 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3336 Cvar_RegisterVariable(&r_texture_dds_load);
3337 Cvar_RegisterVariable(&r_texture_dds_save);
3338 Cvar_RegisterVariable(&r_textureunits);
3339 Cvar_RegisterVariable(&gl_combine);
3340 Cvar_RegisterVariable(&r_usedepthtextures);
3341 Cvar_RegisterVariable(&r_viewfbo);
3342 Cvar_RegisterVariable(&r_rendertarget_debug);
3343 Cvar_RegisterVariable(&r_viewscale);
3344 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3345 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3349 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3350 Cvar_RegisterVariable(&r_glsl);
3351 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3352 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3353 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3354 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3356 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3357 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3358 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3359 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3360 Cvar_RegisterVariable(&r_glsl_postprocess);
3361 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3368 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3369 Cvar_RegisterVariable(&r_celshading);
3370 Cvar_RegisterVariable(&r_celoutlines);
3372 Cvar_RegisterVariable(&r_water);
3373 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3374 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3375 Cvar_RegisterVariable(&r_water_clippingplanebias);
3376 Cvar_RegisterVariable(&r_water_refractdistort);
3377 Cvar_RegisterVariable(&r_water_reflectdistort);
3378 Cvar_RegisterVariable(&r_water_scissormode);
3379 Cvar_RegisterVariable(&r_water_lowquality);
3380 Cvar_RegisterVariable(&r_water_hideplayer);
3382 Cvar_RegisterVariable(&r_lerpsprites);
3383 Cvar_RegisterVariable(&r_lerpmodels);
3384 Cvar_RegisterVariable(&r_nolerp_list);
3385 Cvar_RegisterVariable(&r_lerplightstyles);
3386 Cvar_RegisterVariable(&r_waterscroll);
3387 Cvar_RegisterVariable(&r_bloom);
3388 Cvar_RegisterVariable(&r_colorfringe);
3389 Cvar_RegisterVariable(&r_bloom_colorscale);
3390 Cvar_RegisterVariable(&r_bloom_brighten);
3391 Cvar_RegisterVariable(&r_bloom_blur);
3392 Cvar_RegisterVariable(&r_bloom_resolution);
3393 Cvar_RegisterVariable(&r_bloom_colorexponent);
3394 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3395 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3396 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3397 Cvar_RegisterVariable(&r_hdr_glowintensity);
3398 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3399 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3400 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3401 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3402 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3403 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3404 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3405 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3406 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3407 Cvar_RegisterVariable(&developer_texturelogging);
3408 Cvar_RegisterVariable(&gl_lightmaps);
3409 Cvar_RegisterVariable(&r_test);
3410 Cvar_RegisterVariable(&r_batch_multidraw);
3411 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3412 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3413 Cvar_RegisterVariable(&r_glsl_skeletal);
3414 Cvar_RegisterVariable(&r_glsl_saturation);
3415 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3416 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3417 Cvar_RegisterVariable(&r_framedatasize);
3418 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3419 Cvar_RegisterVariable(&r_buffermegs[i]);
3420 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3421 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3422 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3423 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3424 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3425 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3426 #ifdef DP_MOBILETOUCH
3427 // GLES devices have terrible depth precision in general, so...
3428 Cvar_SetValueQuick(&r_nearclip, 4);
3429 Cvar_SetValueQuick(&r_farclip_base, 4096);
3430 Cvar_SetValueQuick(&r_farclip_world, 0);
3431 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3433 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3436 void Render_Init(void)
3449 R_LightningBeams_Init();
3450 CL_MeshEntities_Init();
3454 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3456 out[0] = ((signbits & 1) ? mins : maxs)[0];
3457 out[1] = ((signbits & 2) ? mins : maxs)[1];
3458 out[2] = ((signbits & 4) ? mins : maxs)[2];
3461 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3466 if (r_trippy.integer)
3468 for (i = 0;i < numplanes;i++)
3473 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3474 if (DotProduct(p->normal, corner) < p->dist)
3480 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3482 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3483 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3486 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3488 // nothing to ignore
3489 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3492 //==================================================================================
3494 // LadyHavoc: this stores temporary data used within the same frame
3496 typedef struct r_framedata_mem_s
3498 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3499 size_t size; // how much usable space
3500 size_t current; // how much space in use
3501 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3502 size_t wantedsize; // how much space was allocated
3503 unsigned char *data; // start of real data (16byte aligned)
3507 static r_framedata_mem_t *r_framedata_mem;
3509 void R_FrameData_Reset(void)
3511 while (r_framedata_mem)
3513 r_framedata_mem_t *next = r_framedata_mem->purge;
3514 Mem_Free(r_framedata_mem);
3515 r_framedata_mem = next;
3519 static void R_FrameData_Resize(qbool mustgrow)
3522 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3523 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3524 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3526 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3527 newmem->wantedsize = wantedsize;
3528 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3529 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3530 newmem->current = 0;
3532 newmem->purge = r_framedata_mem;
3533 r_framedata_mem = newmem;
3537 void R_FrameData_NewFrame(void)
3539 R_FrameData_Resize(false);
3540 if (!r_framedata_mem)
3542 // if we ran out of space on the last frame, free the old memory now
3543 while (r_framedata_mem->purge)
3545 // repeatedly remove the second item in the list, leaving only head
3546 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3547 Mem_Free(r_framedata_mem->purge);
3548 r_framedata_mem->purge = next;
3550 // reset the current mem pointer
3551 r_framedata_mem->current = 0;
3552 r_framedata_mem->mark = 0;
3555 void *R_FrameData_Alloc(size_t size)
3560 // align to 16 byte boundary - the data pointer is already aligned, so we
3561 // only need to ensure the size of every allocation is also aligned
3562 size = (size + 15) & ~15;
3564 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3566 // emergency - we ran out of space, allocate more memory
3567 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3568 newvalue = r_framedatasize.value * 2.0f;
3569 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3570 if (sizeof(size_t) >= 8)
3571 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3573 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3574 // this might not be a growing it, but we'll allocate another buffer every time
3575 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3576 R_FrameData_Resize(true);
3579 data = r_framedata_mem->data + r_framedata_mem->current;
3580 r_framedata_mem->current += size;
3582 // count the usage for stats
3583 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3584 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3586 return (void *)data;
3589 void *R_FrameData_Store(size_t size, void *data)
3591 void *d = R_FrameData_Alloc(size);
3593 memcpy(d, data, size);
3597 void R_FrameData_SetMark(void)
3599 if (!r_framedata_mem)
3601 r_framedata_mem->mark = r_framedata_mem->current;
3604 void R_FrameData_ReturnToMark(void)
3606 if (!r_framedata_mem)
3608 r_framedata_mem->current = r_framedata_mem->mark;
3611 //==================================================================================
3613 // avoid reusing the same buffer objects on consecutive frames
3614 #define R_BUFFERDATA_CYCLE 3
3616 typedef struct r_bufferdata_buffer_s
3618 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3619 size_t size; // how much usable space
3620 size_t current; // how much space in use
3621 r_meshbuffer_t *buffer; // the buffer itself
3623 r_bufferdata_buffer_t;
3625 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3626 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3628 /// frees all dynamic buffers
3629 void R_BufferData_Reset(void)
3632 r_bufferdata_buffer_t **p, *mem;
3633 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3635 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3638 p = &r_bufferdata_buffer[cycle][type];
3644 R_Mesh_DestroyMeshBuffer(mem->buffer);
3651 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3652 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3654 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3656 float newvalue = r_buffermegs[type].value;
3658 // increase the cvar if we have to (but only if we already have a mem)
3659 if (mustgrow && mem)
3661 newvalue = bound(0.25f, newvalue, 256.0f);
3662 while (newvalue * 1024*1024 < minsize)
3665 // clamp the cvar to valid range
3666 newvalue = bound(0.25f, newvalue, 256.0f);
3667 if (r_buffermegs[type].value != newvalue)
3668 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3670 // calculate size in bytes
3671 size = (size_t)(newvalue * 1024*1024);
3672 size = bound(131072, size, 256*1024*1024);
3674 // allocate a new buffer if the size is different (purge old one later)
3675 // or if we were told we must grow the buffer
3676 if (!mem || mem->size != size || mustgrow)
3678 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3681 if (type == R_BUFFERDATA_VERTEX)
3682 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3683 else if (type == R_BUFFERDATA_INDEX16)
3684 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3685 else if (type == R_BUFFERDATA_INDEX32)
3686 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3687 else if (type == R_BUFFERDATA_UNIFORM)
3688 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3689 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3690 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3694 void R_BufferData_NewFrame(void)
3697 r_bufferdata_buffer_t **p, *mem;
3698 // cycle to the next frame's buffers
3699 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3700 // if we ran out of space on the last time we used these buffers, free the old memory now
3701 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3703 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3705 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3706 // free all but the head buffer, this is how we recycle obsolete
3707 // buffers after they are no longer in use
3708 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3714 R_Mesh_DestroyMeshBuffer(mem->buffer);
3717 // reset the current offset
3718 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3723 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3725 r_bufferdata_buffer_t *mem;
3729 *returnbufferoffset = 0;
3731 // align size to a byte boundary appropriate for the buffer type, this
3732 // makes all allocations have aligned start offsets
3733 if (type == R_BUFFERDATA_UNIFORM)
3734 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3736 padsize = (datasize + 15) & ~15;
3738 // if we ran out of space in this buffer we must allocate a new one
3739 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3740 R_BufferData_Resize(type, true, padsize);
3742 // if the resize did not give us enough memory, fail
3743 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3744 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3746 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3747 offset = (int)mem->current;
3748 mem->current += padsize;
3750 // upload the data to the buffer at the chosen offset
3752 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3753 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3755 // count the usage for stats
3756 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3757 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3759 // return the buffer offset
3760 *returnbufferoffset = offset;
3765 //==================================================================================
3767 // LadyHavoc: animcache originally written by Echon, rewritten since then
3770 * Animation cache prevents re-generating mesh data for an animated model
3771 * multiple times in one frame for lighting, shadowing, reflections, etc.
3774 void R_AnimCache_Free(void)
3778 void R_AnimCache_ClearCache(void)
3781 entity_render_t *ent;
3783 for (i = 0;i < r_refdef.scene.numentities;i++)
3785 ent = r_refdef.scene.entities[i];
3786 ent->animcache_vertex3f = NULL;
3787 ent->animcache_vertex3f_vertexbuffer = NULL;
3788 ent->animcache_vertex3f_bufferoffset = 0;
3789 ent->animcache_normal3f = NULL;
3790 ent->animcache_normal3f_vertexbuffer = NULL;
3791 ent->animcache_normal3f_bufferoffset = 0;
3792 ent->animcache_svector3f = NULL;
3793 ent->animcache_svector3f_vertexbuffer = NULL;
3794 ent->animcache_svector3f_bufferoffset = 0;
3795 ent->animcache_tvector3f = NULL;
3796 ent->animcache_tvector3f_vertexbuffer = NULL;
3797 ent->animcache_tvector3f_bufferoffset = 0;
3798 ent->animcache_skeletaltransform3x4 = NULL;
3799 ent->animcache_skeletaltransform3x4buffer = NULL;
3800 ent->animcache_skeletaltransform3x4offset = 0;
3801 ent->animcache_skeletaltransform3x4size = 0;
3805 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3807 model_t *model = ent->model;
3810 // see if this ent is worth caching
3811 if (!model || !model->Draw || !model->AnimateVertices)
3813 // nothing to cache if it contains no animations and has no skeleton
3814 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3816 // see if it is already cached for gpuskeletal
3817 if (ent->animcache_skeletaltransform3x4)
3819 // see if it is already cached as a mesh
3820 if (ent->animcache_vertex3f)
3822 // check if we need to add normals or tangents
3823 if (ent->animcache_normal3f)
3824 wantnormals = false;
3825 if (ent->animcache_svector3f)
3826 wanttangents = false;
3827 if (!wantnormals && !wanttangents)
3831 // check which kind of cache we need to generate
3832 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3834 // cache the skeleton so the vertex shader can use it
3835 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3836 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3837 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3838 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3839 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3840 // note: this can fail if the buffer is at the grow limit
3841 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3842 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3844 else if (ent->animcache_vertex3f)
3846 // mesh was already cached but we may need to add normals/tangents
3847 // (this only happens with multiple views, reflections, cameras, etc)
3848 if (wantnormals || wanttangents)
3850 numvertices = model->surfmesh.num_vertices;
3852 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3855 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3856 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3858 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3859 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3860 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3861 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3866 // generate mesh cache
3867 numvertices = model->surfmesh.num_vertices;
3868 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3870 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3873 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3874 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3876 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3877 if (wantnormals || wanttangents)
3879 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3880 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3881 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3883 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3884 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3885 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3890 void R_AnimCache_CacheVisibleEntities(void)
3894 // TODO: thread this
3895 // NOTE: R_PrepareRTLights() also caches entities
3897 for (i = 0;i < r_refdef.scene.numentities;i++)
3898 if (r_refdef.viewcache.entityvisible[i])
3899 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3902 //==================================================================================
3904 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3906 long unsigned int i;
3908 vec3_t eyemins, eyemaxs;
3909 vec3_t boxmins, boxmaxs;
3910 vec3_t padmins, padmaxs;
3913 model_t *model = r_refdef.scene.worldmodel;
3914 static vec3_t positions[] = {
3915 { 0.5f, 0.5f, 0.5f },
3916 { 0.0f, 0.0f, 0.0f },
3917 { 0.0f, 0.0f, 1.0f },
3918 { 0.0f, 1.0f, 0.0f },
3919 { 0.0f, 1.0f, 1.0f },
3920 { 1.0f, 0.0f, 0.0f },
3921 { 1.0f, 0.0f, 1.0f },
3922 { 1.0f, 1.0f, 0.0f },
3923 { 1.0f, 1.0f, 1.0f },
3926 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3930 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3931 if (!r_refdef.view.usevieworiginculling)
3934 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3937 // expand the eye box a little
3938 eyemins[0] = eye[0] - eyejitter;
3939 eyemaxs[0] = eye[0] + eyejitter;
3940 eyemins[1] = eye[1] - eyejitter;
3941 eyemaxs[1] = eye[1] + eyejitter;
3942 eyemins[2] = eye[2] - eyejitter;
3943 eyemaxs[2] = eye[2] + eyejitter;
3944 // expand the box a little
3945 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3946 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3947 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3948 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3949 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3950 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3951 // make an even larger box for the acceptable area
3952 padmins[0] = boxmins[0] - pad;
3953 padmaxs[0] = boxmaxs[0] + pad;
3954 padmins[1] = boxmins[1] - pad;
3955 padmaxs[1] = boxmaxs[1] + pad;
3956 padmins[2] = boxmins[2] - pad;
3957 padmaxs[2] = boxmaxs[2] + pad;
3959 // return true if eye overlaps enlarged box
3960 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3963 VectorCopy(eye, start);
3964 // try specific positions in the box first - note that these can be cached
3965 if (r_cullentities_trace_entityocclusion.integer)
3967 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3970 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3971 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3972 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3973 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3974 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3975 // not picky - if the trace ended anywhere in the box we're good
3976 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3983 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3984 if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3988 // try various random positions
3989 for (j = 0; j < numsamples; j++)
3991 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3992 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3993 if (r_cullentities_trace_entityocclusion.integer)
3995 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3996 // not picky - if the trace ended anywhere in the box we're good
3997 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4000 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4008 static void R_View_UpdateEntityVisible (void)
4013 entity_render_t *ent;
4015 if (r_refdef.envmap || r_fb.water.hideplayer)
4016 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4017 else if (chase_active.integer || r_fb.water.renderingscene)
4018 renderimask = RENDER_VIEWMODEL;
4020 renderimask = RENDER_EXTERIORMODEL;
4021 if (!r_drawviewmodel.integer)
4022 renderimask |= RENDER_VIEWMODEL;
4023 if (!r_drawexteriormodel.integer)
4024 renderimask |= RENDER_EXTERIORMODEL;
4025 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4026 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4028 // worldmodel can check visibility
4029 for (i = 0;i < r_refdef.scene.numentities;i++)
4031 ent = r_refdef.scene.entities[i];
4032 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4034 r_refdef.viewcache.entityvisible[i] = false;
4037 if (!(ent->flags & renderimask))
4038 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4039 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4040 r_refdef.viewcache.entityvisible[i] = true;
4045 // no worldmodel or it can't check visibility
4046 for (i = 0;i < r_refdef.scene.numentities;i++)
4048 ent = r_refdef.scene.entities[i];
4049 if (!(ent->flags & renderimask))
4050 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4051 r_refdef.viewcache.entityvisible[i] = true;
4054 if (r_cullentities_trace.integer)
4056 for (i = 0;i < r_refdef.scene.numentities;i++)
4058 if (!r_refdef.viewcache.entityvisible[i])
4060 ent = r_refdef.scene.entities[i];
4061 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4063 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4064 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4065 ent->last_trace_visibility = host.realtime;
4066 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4067 r_refdef.viewcache.entityvisible[i] = 0;
4073 /// only used if skyrendermasked, and normally returns false
4074 static int R_DrawBrushModelsSky (void)
4077 entity_render_t *ent;
4080 for (i = 0;i < r_refdef.scene.numentities;i++)
4082 if (!r_refdef.viewcache.entityvisible[i])
4084 ent = r_refdef.scene.entities[i];
4085 if (!ent->model || !ent->model->DrawSky)
4087 ent->model->DrawSky(ent);
4093 static void R_DrawNoModel(entity_render_t *ent);
4094 static void R_DrawModels(void)
4097 entity_render_t *ent;
4099 for (i = 0;i < r_refdef.scene.numentities;i++)
4101 if (!r_refdef.viewcache.entityvisible[i])
4103 ent = r_refdef.scene.entities[i];
4104 r_refdef.stats[r_stat_entities]++;
4106 if (ent->model && ent->model->Draw != NULL)
4107 ent->model->Draw(ent);
4113 static void R_DrawModelsDepth(void)
4116 entity_render_t *ent;
4118 for (i = 0;i < r_refdef.scene.numentities;i++)
4120 if (!r_refdef.viewcache.entityvisible[i])
4122 ent = r_refdef.scene.entities[i];
4123 if (ent->model && ent->model->DrawDepth != NULL)
4124 ent->model->DrawDepth(ent);
4128 static void R_DrawModelsDebug(void)
4131 entity_render_t *ent;
4133 for (i = 0;i < r_refdef.scene.numentities;i++)
4135 if (!r_refdef.viewcache.entityvisible[i])
4137 ent = r_refdef.scene.entities[i];
4138 if (ent->model && ent->model->DrawDebug != NULL)
4139 ent->model->DrawDebug(ent);
4143 static void R_DrawModelsAddWaterPlanes(void)
4146 entity_render_t *ent;
4148 for (i = 0;i < r_refdef.scene.numentities;i++)
4150 if (!r_refdef.viewcache.entityvisible[i])
4152 ent = r_refdef.scene.entities[i];
4153 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4154 ent->model->DrawAddWaterPlanes(ent);
4158 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4160 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4162 if (r_hdr_irisadaptation.integer)
4167 vec3_t diffusenormal;
4169 vec_t brightness = 0.0f;
4174 VectorCopy(r_refdef.view.forward, forward);
4175 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4177 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4178 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4179 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4180 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4181 d = DotProduct(forward, diffusenormal);
4182 brightness += VectorLength(ambient);
4184 brightness += d * VectorLength(diffuse);
4186 brightness *= 1.0f / c;
4187 brightness += 0.00001f; // make sure it's never zero
4188 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4189 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4190 current = r_hdr_irisadaptation_value.value;
4192 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4193 else if (current > goal)
4194 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4195 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4196 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4198 else if (r_hdr_irisadaptation_value.value != 1.0f)
4199 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4202 extern cvar_t r_lockvisibility;
4203 extern cvar_t r_lockpvs;
4205 static void R_View_SetFrustum(const int *scissor)
4208 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4209 vec3_t forward, left, up, origin, v;
4210 if(r_lockvisibility.integer)
4214 // flipped x coordinates (because x points left here)
4215 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4216 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4217 // non-flipped y coordinates
4218 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4219 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4222 // we can't trust r_refdef.view.forward and friends in reflected scenes
4223 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4226 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4227 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4228 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4229 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4230 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4231 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4232 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4233 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4234 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4235 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4236 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4237 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4241 zNear = r_refdef.nearclip;
4242 nudge = 1.0 - 1.0 / (1<<23);
4243 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4244 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4245 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4246 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4247 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4248 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4249 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4250 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4256 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4257 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4258 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4259 r_refdef.view.frustum[0].dist = m[15] - m[12];
4261 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4262 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4263 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4264 r_refdef.view.frustum[1].dist = m[15] + m[12];
4266 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4267 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4268 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4269 r_refdef.view.frustum[2].dist = m[15] - m[13];
4271 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4272 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4273 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4274 r_refdef.view.frustum[3].dist = m[15] + m[13];
4276 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4277 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4278 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4279 r_refdef.view.frustum[4].dist = m[15] - m[14];
4281 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4282 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4283 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4284 r_refdef.view.frustum[5].dist = m[15] + m[14];
4287 if (r_refdef.view.useperspective)
4289 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4290 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4291 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4292 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4293 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4295 // then the normals from the corners relative to origin
4296 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4297 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4298 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4299 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4301 // in a NORMAL view, forward cross left == up
4302 // in a REFLECTED view, forward cross left == down
4303 // so our cross products above need to be adjusted for a left handed coordinate system
4304 CrossProduct(forward, left, v);
4305 if(DotProduct(v, up) < 0)
4307 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4308 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4309 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4310 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4313 // Leaving those out was a mistake, those were in the old code, and they
4314 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4315 // I couldn't reproduce it after adding those normalizations. --blub
4316 VectorNormalize(r_refdef.view.frustum[0].normal);
4317 VectorNormalize(r_refdef.view.frustum[1].normal);
4318 VectorNormalize(r_refdef.view.frustum[2].normal);
4319 VectorNormalize(r_refdef.view.frustum[3].normal);
4321 // make the corners absolute
4322 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4323 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4324 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4325 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4328 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4330 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4331 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4332 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4333 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4334 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4338 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4339 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4340 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4341 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4342 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4343 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4344 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4345 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4346 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4347 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4349 r_refdef.view.numfrustumplanes = 5;
4351 if (r_refdef.view.useclipplane)
4353 r_refdef.view.numfrustumplanes = 6;
4354 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4357 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4358 PlaneClassify(r_refdef.view.frustum + i);
4360 // LadyHavoc: note to all quake engine coders, Quake had a special case
4361 // for 90 degrees which assumed a square view (wrong), so I removed it,
4362 // Quake2 has it disabled as well.
4364 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4365 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4366 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4367 //PlaneClassify(&frustum[0]);
4369 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4370 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4371 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4372 //PlaneClassify(&frustum[1]);
4374 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4375 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4376 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4377 //PlaneClassify(&frustum[2]);
4379 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4380 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4381 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4382 //PlaneClassify(&frustum[3]);
4385 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4386 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4387 //PlaneClassify(&frustum[4]);
4390 static void R_View_UpdateWithScissor(const int *myscissor)
4392 R_Main_ResizeViewCache();
4393 R_View_SetFrustum(myscissor);
4394 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4395 R_View_UpdateEntityVisible();
4398 static void R_View_Update(void)
4400 R_Main_ResizeViewCache();
4401 R_View_SetFrustum(NULL);
4402 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4403 R_View_UpdateEntityVisible();
4406 float viewscalefpsadjusted = 1.0f;
4408 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4410 const float *customclipplane = NULL;
4412 int /*rtwidth,*/ rtheight;
4413 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4415 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4416 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4417 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4418 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4419 dist = r_refdef.view.clipplane.dist;
4420 plane[0] = r_refdef.view.clipplane.normal[0];
4421 plane[1] = r_refdef.view.clipplane.normal[1];
4422 plane[2] = r_refdef.view.clipplane.normal[2];
4424 customclipplane = plane;
4427 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4428 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4430 if (!r_refdef.view.useperspective)
4431 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4432 else if (vid.stencil && r_useinfinitefarclip.integer)
4433 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4435 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4436 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4437 R_SetViewport(&r_refdef.view.viewport);
4440 void R_EntityMatrix(const matrix4x4_t *matrix)
4442 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4444 gl_modelmatrixchanged = false;
4445 gl_modelmatrix = *matrix;
4446 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4447 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4448 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4449 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4451 switch(vid.renderpath)
4453 case RENDERPATH_GL32:
4454 case RENDERPATH_GLES2:
4455 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4456 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4462 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4464 r_viewport_t viewport;
4468 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4469 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4470 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4471 R_SetViewport(&viewport);
4472 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4473 GL_Color(1, 1, 1, 1);
4474 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4475 GL_BlendFunc(GL_ONE, GL_ZERO);
4476 GL_ScissorTest(false);
4477 GL_DepthMask(false);
4478 GL_DepthRange(0, 1);
4479 GL_DepthTest(false);
4480 GL_DepthFunc(GL_LEQUAL);
4481 R_EntityMatrix(&identitymatrix);
4482 R_Mesh_ResetTextureState();
4483 GL_PolygonOffset(0, 0);
4484 switch(vid.renderpath)
4486 case RENDERPATH_GL32:
4487 case RENDERPATH_GLES2:
4488 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4491 GL_CullFace(GL_NONE);
4496 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4498 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4501 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4503 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4504 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4505 GL_Color(1, 1, 1, 1);
4506 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4507 GL_BlendFunc(GL_ONE, GL_ZERO);
4508 GL_ScissorTest(true);
4510 GL_DepthRange(0, 1);
4512 GL_DepthFunc(GL_LEQUAL);
4513 R_EntityMatrix(&identitymatrix);
4514 R_Mesh_ResetTextureState();
4515 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4516 switch(vid.renderpath)
4518 case RENDERPATH_GL32:
4519 case RENDERPATH_GLES2:
4520 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4523 GL_CullFace(r_refdef.view.cullface_back);
4528 R_RenderView_UpdateViewVectors
4531 void R_RenderView_UpdateViewVectors(void)
4533 // break apart the view matrix into vectors for various purposes
4534 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4535 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4536 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4537 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4538 // make an inverted copy of the view matrix for tracking sprites
4539 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4542 void R_RenderTarget_FreeUnused(qbool force)
4544 unsigned int i, j, end;
4545 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4546 for (i = 0; i < end; i++)
4548 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4549 // free resources for rendertargets that have not been used for a while
4550 // (note: this check is run after the frame render, so any targets used
4551 // this frame will not be affected even at low framerates)
4552 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4555 R_Mesh_DestroyFramebufferObject(r->fbo);
4556 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4557 if (r->colortexture[j])
4558 R_FreeTexture(r->colortexture[j]);
4559 if (r->depthtexture)
4560 R_FreeTexture(r->depthtexture);
4561 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4566 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4568 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4572 y2 = (th - y - h) * ih;
4583 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4585 unsigned int i, j, end;
4586 r_rendertarget_t *r = NULL;
4588 // first try to reuse an existing slot if possible
4589 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4590 for (i = 0; i < end; i++)
4592 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4593 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4598 // no unused exact match found, so we have to make one in the first unused slot
4599 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4600 r->texturewidth = texturewidth;
4601 r->textureheight = textureheight;
4602 r->colortextype[0] = colortextype0;
4603 r->colortextype[1] = colortextype1;
4604 r->colortextype[2] = colortextype2;
4605 r->colortextype[3] = colortextype3;
4606 r->depthtextype = depthtextype;
4607 r->depthisrenderbuffer = depthisrenderbuffer;
4608 for (j = 0; j < 4; j++)
4609 if (r->colortextype[j])
4610 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4611 if (r->depthtextype)
4613 if (r->depthisrenderbuffer)
4614 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4616 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4618 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4620 r_refdef.stats[r_stat_rendertargets_used]++;
4621 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4622 r->lastusetime = host.realtime;
4623 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4627 static void R_Water_StartFrame(int viewwidth, int viewheight)
4629 int waterwidth, waterheight;
4631 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4634 // set waterwidth and waterheight to the water resolution that will be
4635 // used (often less than the screen resolution for faster rendering)
4636 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4637 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4639 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4640 waterwidth = waterheight = 0;
4642 // set up variables that will be used in shader setup
4643 r_fb.water.waterwidth = waterwidth;
4644 r_fb.water.waterheight = waterheight;
4645 r_fb.water.texturewidth = waterwidth;
4646 r_fb.water.textureheight = waterheight;
4647 r_fb.water.camerawidth = waterwidth;
4648 r_fb.water.cameraheight = waterheight;
4649 r_fb.water.screenscale[0] = 0.5f;
4650 r_fb.water.screenscale[1] = 0.5f;
4651 r_fb.water.screencenter[0] = 0.5f;
4652 r_fb.water.screencenter[1] = 0.5f;
4653 r_fb.water.enabled = waterwidth != 0;
4655 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4656 r_fb.water.numwaterplanes = 0;
4659 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4661 int planeindex, bestplaneindex, vertexindex;
4662 vec3_t mins, maxs, normal, center, v, n;
4663 vec_t planescore, bestplanescore;
4665 r_waterstate_waterplane_t *p;
4666 texture_t *t = R_GetCurrentTexture(surface->texture);
4668 rsurface.texture = t;
4669 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4670 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4671 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4673 // average the vertex normals, find the surface bounds (after deformvertexes)
4674 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4675 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4676 VectorCopy(n, normal);
4677 VectorCopy(v, mins);
4678 VectorCopy(v, maxs);
4679 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4681 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4682 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4683 VectorAdd(normal, n, normal);
4684 mins[0] = min(mins[0], v[0]);
4685 mins[1] = min(mins[1], v[1]);
4686 mins[2] = min(mins[2], v[2]);
4687 maxs[0] = max(maxs[0], v[0]);
4688 maxs[1] = max(maxs[1], v[1]);
4689 maxs[2] = max(maxs[2], v[2]);
4691 VectorNormalize(normal);
4692 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4694 VectorCopy(normal, plane.normal);
4695 VectorNormalize(plane.normal);
4696 plane.dist = DotProduct(center, plane.normal);
4697 PlaneClassify(&plane);
4698 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4700 // skip backfaces (except if nocullface is set)
4701 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4703 VectorNegate(plane.normal, plane.normal);
4705 PlaneClassify(&plane);
4709 // find a matching plane if there is one
4710 bestplaneindex = -1;
4711 bestplanescore = 1048576.0f;
4712 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4714 if(p->camera_entity == t->camera_entity)
4716 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4717 if (bestplaneindex < 0 || bestplanescore > planescore)
4719 bestplaneindex = planeindex;
4720 bestplanescore = planescore;
4724 planeindex = bestplaneindex;
4726 // if this surface does not fit any known plane rendered this frame, add one
4727 if (planeindex < 0 || bestplanescore > 0.001f)
4729 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4731 // store the new plane
4732 planeindex = r_fb.water.numwaterplanes++;
4733 p = r_fb.water.waterplanes + planeindex;
4735 // clear materialflags and pvs
4736 p->materialflags = 0;
4737 p->pvsvalid = false;
4738 p->camera_entity = t->camera_entity;
4739 VectorCopy(mins, p->mins);
4740 VectorCopy(maxs, p->maxs);
4744 // We're totally screwed.
4750 // merge mins/maxs when we're adding this surface to the plane
4751 p = r_fb.water.waterplanes + planeindex;
4752 p->mins[0] = min(p->mins[0], mins[0]);
4753 p->mins[1] = min(p->mins[1], mins[1]);
4754 p->mins[2] = min(p->mins[2], mins[2]);
4755 p->maxs[0] = max(p->maxs[0], maxs[0]);
4756 p->maxs[1] = max(p->maxs[1], maxs[1]);
4757 p->maxs[2] = max(p->maxs[2], maxs[2]);
4759 // merge this surface's materialflags into the waterplane
4760 p->materialflags |= t->currentmaterialflags;
4761 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4763 // merge this surface's PVS into the waterplane
4764 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4765 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4767 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4773 extern cvar_t r_drawparticles;
4774 extern cvar_t r_drawdecals;
4776 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4779 r_refdef_view_t originalview;
4780 r_refdef_view_t myview;
4781 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4782 r_waterstate_waterplane_t *p;
4784 r_rendertarget_t *rt;
4786 originalview = r_refdef.view;
4788 // lowquality hack, temporarily shut down some cvars and restore afterwards
4789 qualityreduction = r_water_lowquality.integer;
4790 if (qualityreduction > 0)
4792 if (qualityreduction >= 1)
4794 old_r_shadows = r_shadows.integer;
4795 old_r_worldrtlight = r_shadow_realtime_world.integer;
4796 old_r_dlight = r_shadow_realtime_dlight.integer;
4797 Cvar_SetValueQuick(&r_shadows, 0);
4798 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4799 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4801 if (qualityreduction >= 2)
4803 old_r_dynamic = r_dynamic.integer;
4804 old_r_particles = r_drawparticles.integer;
4805 old_r_decals = r_drawdecals.integer;
4806 Cvar_SetValueQuick(&r_dynamic, 0);
4807 Cvar_SetValueQuick(&r_drawparticles, 0);
4808 Cvar_SetValueQuick(&r_drawdecals, 0);
4812 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4814 p->rt_reflection = NULL;
4815 p->rt_refraction = NULL;
4816 p->rt_camera = NULL;
4820 r_refdef.view = originalview;
4821 r_refdef.view.showdebug = false;
4822 r_refdef.view.width = r_fb.water.waterwidth;
4823 r_refdef.view.height = r_fb.water.waterheight;
4824 r_refdef.view.useclipplane = true;
4825 myview = r_refdef.view;
4826 r_fb.water.renderingscene = true;
4827 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4829 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4832 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4834 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4835 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4837 r_refdef.view = myview;
4838 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4839 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4840 if(r_water_scissormode.integer)
4842 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4843 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4845 p->rt_reflection = NULL;
4846 p->rt_refraction = NULL;
4847 p->rt_camera = NULL;
4852 r_refdef.view.clipplane = p->plane;
4853 // reflected view origin may be in solid, so don't cull with it
4854 r_refdef.view.usevieworiginculling = false;
4855 // reverse the cullface settings for this render
4856 r_refdef.view.cullface_front = GL_FRONT;
4857 r_refdef.view.cullface_back = GL_BACK;
4858 // combined pvs (based on what can be seen from each surface center)
4859 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4861 r_refdef.view.usecustompvs = true;
4863 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4865 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4868 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4869 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4870 GL_ScissorTest(false);
4871 R_ClearScreen(r_refdef.fogenabled);
4872 GL_ScissorTest(true);
4873 if(r_water_scissormode.integer & 2)
4874 R_View_UpdateWithScissor(myscissor);
4877 R_AnimCache_CacheVisibleEntities();
4878 if(r_water_scissormode.integer & 1)
4879 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4880 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4882 r_fb.water.hideplayer = false;
4883 p->rt_reflection = rt;
4886 // render the normal view scene and copy into texture
4887 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4888 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4890 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4891 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4893 r_refdef.view = myview;
4894 if(r_water_scissormode.integer)
4896 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4897 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4899 p->rt_reflection = NULL;
4900 p->rt_refraction = NULL;
4901 p->rt_camera = NULL;
4906 // combined pvs (based on what can be seen from each surface center)
4907 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4909 r_refdef.view.usecustompvs = true;
4911 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4913 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4916 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4918 r_refdef.view.clipplane = p->plane;
4919 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4920 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4922 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4924 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4925 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4926 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4927 R_RenderView_UpdateViewVectors();
4928 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4930 r_refdef.view.usecustompvs = true;
4931 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4935 PlaneClassify(&r_refdef.view.clipplane);
4937 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4938 GL_ScissorTest(false);
4939 R_ClearScreen(r_refdef.fogenabled);
4940 GL_ScissorTest(true);
4941 if(r_water_scissormode.integer & 2)
4942 R_View_UpdateWithScissor(myscissor);
4945 R_AnimCache_CacheVisibleEntities();
4946 if(r_water_scissormode.integer & 1)
4947 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4948 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4950 r_fb.water.hideplayer = false;
4951 p->rt_refraction = rt;
4953 else if (p->materialflags & MATERIALFLAG_CAMERA)
4955 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4956 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4958 r_refdef.view = myview;
4960 r_refdef.view.clipplane = p->plane;
4961 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4962 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4964 r_refdef.view.width = r_fb.water.camerawidth;
4965 r_refdef.view.height = r_fb.water.cameraheight;
4966 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4967 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4968 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4969 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4971 if(p->camera_entity)
4973 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4974 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4977 // note: all of the view is used for displaying... so
4978 // there is no use in scissoring
4980 // reverse the cullface settings for this render
4981 r_refdef.view.cullface_front = GL_FRONT;
4982 r_refdef.view.cullface_back = GL_BACK;
4983 // also reverse the view matrix
4984 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
4985 R_RenderView_UpdateViewVectors();
4986 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4988 r_refdef.view.usecustompvs = true;
4989 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4992 // camera needs no clipplane
4993 r_refdef.view.useclipplane = false;
4994 // TODO: is the camera origin always valid? if so we don't need to clear this
4995 r_refdef.view.usevieworiginculling = false;
4997 PlaneClassify(&r_refdef.view.clipplane);
4999 r_fb.water.hideplayer = false;
5001 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5002 GL_ScissorTest(false);
5003 R_ClearScreen(r_refdef.fogenabled);
5004 GL_ScissorTest(true);
5006 R_AnimCache_CacheVisibleEntities();
5007 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5009 r_fb.water.hideplayer = false;
5014 r_fb.water.renderingscene = false;
5015 r_refdef.view = originalview;
5016 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5018 R_AnimCache_CacheVisibleEntities();
5021 r_refdef.view = originalview;
5022 r_fb.water.renderingscene = false;
5023 Cvar_SetValueQuick(&r_water, 0);
5024 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5026 // lowquality hack, restore cvars
5027 if (qualityreduction > 0)
5029 if (qualityreduction >= 1)
5031 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5032 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5033 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5035 if (qualityreduction >= 2)
5037 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5038 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5039 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5044 static void R_Bloom_StartFrame(void)
5046 int screentexturewidth, screentextureheight;
5047 textype_t textype = TEXTYPE_COLORBUFFER;
5050 // clear the pointers to rendertargets from last frame as they're stale
5051 r_fb.rt_screen = NULL;
5052 r_fb.rt_bloom = NULL;
5054 switch (vid.renderpath)
5056 case RENDERPATH_GL32:
5057 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5058 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5059 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5061 case RENDERPATH_GLES2:
5062 r_fb.usedepthtextures = false;
5066 if (r_viewscale_fpsscaling.integer)
5068 double actualframetime;
5069 double targetframetime;
5071 actualframetime = r_refdef.lastdrawscreentime;
5072 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5073 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5074 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5075 if (r_viewscale_fpsscaling_stepsize.value > 0)
5078 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5080 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5082 viewscalefpsadjusted += adjust;
5083 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5086 viewscalefpsadjusted = 1.0f;
5088 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5090 scale *= sqrt(vid.samples); // supersampling
5091 scale = bound(0.03125f, scale, 4.0f);
5092 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5093 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5094 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5095 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5097 // set bloomwidth and bloomheight to the bloom resolution that will be
5098 // used (often less than the screen resolution for faster rendering)
5099 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5100 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5101 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5102 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5103 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5105 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5107 Cvar_SetValueQuick(&r_bloom, 0);
5108 Cvar_SetValueQuick(&r_motionblur, 0);
5109 Cvar_SetValueQuick(&r_damageblur, 0);
5111 if (!r_bloom.integer)
5112 r_fb.bloomwidth = r_fb.bloomheight = 0;
5114 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5115 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5117 if (r_fb.ghosttexture)
5118 R_FreeTexture(r_fb.ghosttexture);
5119 r_fb.ghosttexture = NULL;
5121 r_fb.screentexturewidth = screentexturewidth;
5122 r_fb.screentextureheight = screentextureheight;
5123 r_fb.textype = textype;
5125 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5127 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5128 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5129 r_fb.ghosttexture_valid = false;
5133 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5135 r_refdef.view.clear = true;
5138 static void R_Bloom_MakeTexture(void)
5141 float xoffset, yoffset, r, brighten;
5142 float colorscale = r_bloom_colorscale.value;
5143 r_viewport_t bloomviewport;
5144 r_rendertarget_t *prev, *cur;
5145 textype_t textype = r_fb.rt_screen->colortextype[0];
5147 r_refdef.stats[r_stat_bloom]++;
5149 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5151 // scale down screen texture to the bloom texture size
5153 prev = r_fb.rt_screen;
5154 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5155 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5156 R_SetViewport(&bloomviewport);
5157 GL_CullFace(GL_NONE);
5158 GL_DepthTest(false);
5159 GL_BlendFunc(GL_ONE, GL_ZERO);
5160 GL_Color(colorscale, colorscale, colorscale, 1);
5161 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5162 // TODO: do boxfilter scale-down in shader?
5163 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5164 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5165 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5166 // we now have a properly scaled bloom image
5168 // multiply bloom image by itself as many times as desired to darken it
5169 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5170 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5173 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5174 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5176 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5178 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5179 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5180 GL_Color(1,1,1,1); // no fix factor supported here
5181 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5182 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5183 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5184 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5188 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5189 brighten = r_bloom_brighten.value;
5190 brighten = sqrt(brighten);
5192 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5194 for (dir = 0;dir < 2;dir++)
5197 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5198 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5199 // blend on at multiple vertical offsets to achieve a vertical blur
5200 // TODO: do offset blends using GLSL
5201 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5203 GL_BlendFunc(GL_ONE, GL_ZERO);
5205 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5207 for (x = -range;x <= range;x++)
5209 if (!dir){xoffset = 0;yoffset = x;}
5210 else {xoffset = x;yoffset = 0;}
5211 xoffset /= (float)prev->texturewidth;
5212 yoffset /= (float)prev->textureheight;
5213 // compute a texcoord array with the specified x and y offset
5214 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5215 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5216 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5217 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5218 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5219 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5220 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5221 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5222 // this r value looks like a 'dot' particle, fading sharply to
5223 // black at the edges
5224 // (probably not realistic but looks good enough)
5225 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5226 //r = brighten/(range*2+1);
5227 r = brighten / (range * 2 + 1);
5229 r *= (1 - x*x/(float)((range+1)*(range+1)));
5233 GL_Color(r, r, r, 1);
5235 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5237 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5238 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5240 GL_BlendFunc(GL_ONE, GL_ONE);
5245 // now we have the bloom image, so keep track of it
5246 r_fb.rt_bloom = cur;
5249 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5251 uint64_t permutation;
5252 float uservecs[4][4];
5253 rtexture_t *viewtexture;
5254 rtexture_t *bloomtexture;
5256 R_EntityMatrix(&identitymatrix);
5258 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5260 // declare variables
5261 float blur_factor, blur_mouseaccel, blur_velocity;
5262 static float blur_average;
5263 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5265 // set a goal for the factoring
5266 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5267 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5268 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5269 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5270 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5271 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5273 // from the goal, pick an averaged value between goal and last value
5274 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5275 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5277 // enforce minimum amount of blur
5278 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5280 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5282 // calculate values into a standard alpha
5283 cl.motionbluralpha = 1 - exp(-
5285 (r_motionblur.value * blur_factor / 80)
5287 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5290 max(0.0001, cl.time - cl.oldtime) // fps independent
5293 // randomization for the blur value to combat persistent ghosting
5294 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5295 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5298 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5299 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5301 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5302 GL_Color(1, 1, 1, cl.motionbluralpha);
5303 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5304 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5305 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5306 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5307 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5310 // updates old view angles for next pass
5311 VectorCopy(cl.viewangles, blur_oldangles);
5313 // copy view into the ghost texture
5314 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5315 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5316 r_fb.ghosttexture_valid = true;
5319 if (r_fb.bloomwidth)
5321 // make the bloom texture
5322 R_Bloom_MakeTexture();
5325 #if _MSC_VER >= 1400
5326 #define sscanf sscanf_s
5328 memset(uservecs, 0, sizeof(uservecs));
5329 if (r_glsl_postprocess_uservec1_enable.integer)
5330 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5331 if (r_glsl_postprocess_uservec2_enable.integer)
5332 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5333 if (r_glsl_postprocess_uservec3_enable.integer)
5334 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5335 if (r_glsl_postprocess_uservec4_enable.integer)
5336 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5338 // render to the screen fbo
5339 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5340 GL_Color(1, 1, 1, 1);
5341 GL_BlendFunc(GL_ONE, GL_ZERO);
5343 viewtexture = r_fb.rt_screen->colortexture[0];
5344 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5346 if (r_rendertarget_debug.integer >= 0)
5348 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5349 if (rt && rt->colortexture[0])
5351 viewtexture = rt->colortexture[0];
5352 bloomtexture = NULL;
5356 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5357 switch(vid.renderpath)
5359 case RENDERPATH_GL32:
5360 case RENDERPATH_GLES2:
5362 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5363 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5364 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5365 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5366 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5367 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5368 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5369 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5370 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5371 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5372 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5373 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5374 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5375 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5376 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5377 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5378 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5379 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5380 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5383 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5384 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5387 matrix4x4_t r_waterscrollmatrix;
5389 void R_UpdateFog(void)
5392 if (gamemode == GAME_NEHAHRA)
5394 if (gl_fogenable.integer)
5396 r_refdef.oldgl_fogenable = true;
5397 r_refdef.fog_density = gl_fogdensity.value;
5398 r_refdef.fog_red = gl_fogred.value;
5399 r_refdef.fog_green = gl_foggreen.value;
5400 r_refdef.fog_blue = gl_fogblue.value;
5401 r_refdef.fog_alpha = 1;
5402 r_refdef.fog_start = 0;
5403 r_refdef.fog_end = gl_skyclip.value;
5404 r_refdef.fog_height = 1<<30;
5405 r_refdef.fog_fadedepth = 128;
5407 else if (r_refdef.oldgl_fogenable)
5409 r_refdef.oldgl_fogenable = false;
5410 r_refdef.fog_density = 0;
5411 r_refdef.fog_red = 0;
5412 r_refdef.fog_green = 0;
5413 r_refdef.fog_blue = 0;
5414 r_refdef.fog_alpha = 0;
5415 r_refdef.fog_start = 0;
5416 r_refdef.fog_end = 0;
5417 r_refdef.fog_height = 1<<30;
5418 r_refdef.fog_fadedepth = 128;
5423 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5424 r_refdef.fog_start = max(0, r_refdef.fog_start);
5425 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5427 if (r_refdef.fog_density && r_drawfog.integer)
5429 r_refdef.fogenabled = true;
5430 // this is the point where the fog reaches 0.9986 alpha, which we
5431 // consider a good enough cutoff point for the texture
5432 // (0.9986 * 256 == 255.6)
5433 if (r_fog_exp2.integer)
5434 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5436 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5437 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5438 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5439 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5440 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5441 R_BuildFogHeightTexture();
5442 // fog color was already set
5443 // update the fog texture
5444 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
5445 R_BuildFogTexture();
5446 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5447 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5450 r_refdef.fogenabled = false;
5453 if (r_refdef.fog_density)
5455 r_refdef.fogcolor[0] = r_refdef.fog_red;
5456 r_refdef.fogcolor[1] = r_refdef.fog_green;
5457 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5459 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5460 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5461 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5462 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5466 VectorCopy(r_refdef.fogcolor, fogvec);
5467 // color.rgb *= ContrastBoost * SceneBrightness;
5468 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5469 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5470 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5471 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5476 void R_UpdateVariables(void)
5480 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5482 r_refdef.farclip = r_farclip_base.value;
5483 if (r_refdef.scene.worldmodel)
5484 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5485 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5487 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5488 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5489 r_refdef.polygonfactor = 0;
5490 r_refdef.polygonoffset = 0;
5492 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5493 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5494 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5495 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5496 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5497 if (r_refdef.scene.worldmodel)
5499 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5501 if (r_showsurfaces.integer)
5503 r_refdef.scene.rtworld = false;
5504 r_refdef.scene.rtworldshadows = false;
5505 r_refdef.scene.rtdlight = false;
5506 r_refdef.scene.rtdlightshadows = false;
5507 r_refdef.scene.lightmapintensity = 0;
5510 r_gpuskeletal = false;
5511 switch(vid.renderpath)
5513 case RENDERPATH_GL32:
5514 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5515 case RENDERPATH_GLES2:
5516 if(!vid_gammatables_trivial)
5518 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5520 // build GLSL gamma texture
5521 #define RAMPWIDTH 256
5522 unsigned short ramp[RAMPWIDTH * 3];
5523 unsigned char rampbgr[RAMPWIDTH][4];
5526 r_texture_gammaramps_serial = vid_gammatables_serial;
5528 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5529 for(i = 0; i < RAMPWIDTH; ++i)
5531 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5532 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5533 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5536 if (r_texture_gammaramps)
5538 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5542 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5548 // remove GLSL gamma texture
5554 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5555 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5561 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5562 if( scenetype != r_currentscenetype ) {
5563 // store the old scenetype
5564 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5565 r_currentscenetype = scenetype;
5566 // move in the new scene
5567 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5576 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5578 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5579 if( scenetype == r_currentscenetype ) {
5580 return &r_refdef.scene;
5582 return &r_scenes_store[ scenetype ];
5586 static int R_SortEntities_Compare(const void *ap, const void *bp)
5588 const entity_render_t *a = *(const entity_render_t **)ap;
5589 const entity_render_t *b = *(const entity_render_t **)bp;
5592 if(a->model < b->model)
5594 if(a->model > b->model)
5598 // TODO possibly calculate the REAL skinnum here first using
5600 if(a->skinnum < b->skinnum)
5602 if(a->skinnum > b->skinnum)
5605 // everything we compared is equal
5608 static void R_SortEntities(void)
5610 // below or equal 2 ents, sorting never gains anything
5611 if(r_refdef.scene.numentities <= 2)
5614 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5622 extern cvar_t r_shadow_bouncegrid;
5623 extern cvar_t v_isometric;
5624 extern void V_MakeViewIsometric(void);
5625 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5627 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5629 rtexture_t *viewdepthtexture = NULL;
5630 rtexture_t *viewcolortexture = NULL;
5631 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5633 // finish any 2D rendering that was queued
5636 if (r_timereport_active)
5637 R_TimeReport("start");
5638 r_textureframe++; // used only by R_GetCurrentTexture
5639 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5641 if(R_CompileShader_CheckStaticParms())
5642 R_GLSL_Restart_f(cmd_local);
5644 if (!r_drawentities.integer)
5645 r_refdef.scene.numentities = 0;
5646 else if (r_sortentities.integer)
5649 R_AnimCache_ClearCache();
5651 /* adjust for stereo display */
5652 if(R_Stereo_Active())
5654 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5655 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5658 if (r_refdef.view.isoverlay)
5660 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5661 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5662 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5663 R_TimeReport("depthclear");
5665 r_refdef.view.showdebug = false;
5667 r_fb.water.enabled = false;
5668 r_fb.water.numwaterplanes = 0;
5670 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5672 r_refdef.view.matrix = originalmatrix;
5678 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5680 r_refdef.view.matrix = originalmatrix;
5684 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5685 if (v_isometric.integer && r_refdef.view.ismain)
5686 V_MakeViewIsometric();
5688 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5690 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5691 // in sRGB fallback, behave similar to true sRGB: convert this
5692 // value from linear to sRGB
5693 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5695 R_RenderView_UpdateViewVectors();
5697 R_Shadow_UpdateWorldLightSelection();
5699 // this will set up r_fb.rt_screen
5700 R_Bloom_StartFrame();
5702 // apply bloom brightness offset
5704 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5706 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5709 viewfbo = r_fb.rt_screen->fbo;
5710 viewdepthtexture = r_fb.rt_screen->depthtexture;
5711 viewcolortexture = r_fb.rt_screen->colortexture[0];
5714 viewwidth = r_fb.rt_screen->texturewidth;
5715 viewheight = r_fb.rt_screen->textureheight;
5718 R_Water_StartFrame(viewwidth, viewheight);
5721 if (r_timereport_active)
5722 R_TimeReport("viewsetup");
5724 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5726 // clear the whole fbo every frame - otherwise the driver will consider
5727 // it to be an inter-frame texture and stall in multi-gpu configurations
5729 GL_ScissorTest(false);
5730 R_ClearScreen(r_refdef.fogenabled);
5731 if (r_timereport_active)
5732 R_TimeReport("viewclear");
5734 r_refdef.view.clear = true;
5736 r_refdef.view.showdebug = true;
5739 if (r_timereport_active)
5740 R_TimeReport("visibility");
5742 R_AnimCache_CacheVisibleEntities();
5743 if (r_timereport_active)
5744 R_TimeReport("animcache");
5746 R_Shadow_UpdateBounceGridTexture();
5747 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5749 r_fb.water.numwaterplanes = 0;
5750 if (r_fb.water.enabled)
5751 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5753 // for the actual view render we use scissoring a fair amount, so scissor
5754 // test needs to be on
5756 GL_ScissorTest(true);
5757 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5758 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5759 r_fb.water.numwaterplanes = 0;
5761 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5762 GL_ScissorTest(false);
5764 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5765 if (r_timereport_active)
5766 R_TimeReport("blendview");
5768 r_refdef.view.matrix = originalmatrix;
5772 // go back to 2d rendering
5776 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5778 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5780 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5781 if (r_timereport_active)
5782 R_TimeReport("waterworld");
5785 // don't let sound skip if going slow
5786 if (r_refdef.scene.extraupdate)
5789 R_DrawModelsAddWaterPlanes();
5790 if (r_timereport_active)
5791 R_TimeReport("watermodels");
5793 if (r_fb.water.numwaterplanes)
5795 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5796 if (r_timereport_active)
5797 R_TimeReport("waterscenes");
5801 extern cvar_t cl_locs_show;
5802 static void R_DrawLocs(void);
5803 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5804 static void R_DrawModelDecals(void);
5805 extern qbool r_shadow_usingdeferredprepass;
5806 extern int r_shadow_shadowmapatlas_modelshadows_size;
5807 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5809 qbool shadowmapping = false;
5811 if (r_timereport_active)
5812 R_TimeReport("beginscene");
5814 r_refdef.stats[r_stat_renders]++;
5818 // don't let sound skip if going slow
5819 if (r_refdef.scene.extraupdate)
5822 R_MeshQueue_BeginScene();
5826 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5828 if (r_timereport_active)
5829 R_TimeReport("skystartframe");
5831 if (cl.csqc_vidvars.drawworld)
5833 // don't let sound skip if going slow
5834 if (r_refdef.scene.extraupdate)
5837 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5839 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5840 if (r_timereport_active)
5841 R_TimeReport("worldsky");
5844 if (R_DrawBrushModelsSky() && r_timereport_active)
5845 R_TimeReport("bmodelsky");
5847 if (skyrendermasked && skyrenderlater)
5849 // we have to force off the water clipping plane while rendering sky
5850 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5852 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5853 if (r_timereport_active)
5854 R_TimeReport("sky");
5858 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5859 r_shadow_viewfbo = viewfbo;
5860 r_shadow_viewdepthtexture = viewdepthtexture;
5861 r_shadow_viewcolortexture = viewcolortexture;
5862 r_shadow_viewx = viewx;
5863 r_shadow_viewy = viewy;
5864 r_shadow_viewwidth = viewwidth;
5865 r_shadow_viewheight = viewheight;
5867 R_Shadow_PrepareModelShadows();
5868 R_Shadow_PrepareLights();
5869 if (r_timereport_active)
5870 R_TimeReport("preparelights");
5872 // render all the shadowmaps that will be used for this view
5873 shadowmapping = R_Shadow_ShadowMappingEnabled();
5874 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5876 R_Shadow_DrawShadowMaps();
5877 if (r_timereport_active)
5878 R_TimeReport("shadowmaps");
5881 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5882 if (r_shadow_usingdeferredprepass)
5883 R_Shadow_DrawPrepass();
5885 // now we begin the forward pass of the view render
5886 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5888 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5889 if (r_timereport_active)
5890 R_TimeReport("worlddepth");
5892 if (r_depthfirst.integer >= 2)
5894 R_DrawModelsDepth();
5895 if (r_timereport_active)
5896 R_TimeReport("modeldepth");
5899 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5901 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5902 if (r_timereport_active)
5903 R_TimeReport("world");
5906 // don't let sound skip if going slow
5907 if (r_refdef.scene.extraupdate)
5911 if (r_timereport_active)
5912 R_TimeReport("models");
5914 // don't let sound skip if going slow
5915 if (r_refdef.scene.extraupdate)
5918 if (!r_shadow_usingdeferredprepass)
5920 R_Shadow_DrawLights();
5921 if (r_timereport_active)
5922 R_TimeReport("rtlights");
5925 // don't let sound skip if going slow
5926 if (r_refdef.scene.extraupdate)
5929 if (cl.csqc_vidvars.drawworld)
5931 R_DrawModelDecals();
5932 if (r_timereport_active)
5933 R_TimeReport("modeldecals");
5936 if (r_timereport_active)
5937 R_TimeReport("particles");
5940 if (r_timereport_active)
5941 R_TimeReport("explosions");
5944 if (r_refdef.view.showdebug)
5946 if (cl_locs_show.integer)
5949 if (r_timereport_active)
5950 R_TimeReport("showlocs");
5953 if (r_drawportals.integer)
5956 if (r_timereport_active)
5957 R_TimeReport("portals");
5960 if (r_showbboxes_client.value > 0)
5962 R_DrawEntityBBoxes(CLVM_prog);
5963 if (r_timereport_active)
5964 R_TimeReport("clbboxes");
5966 if (r_showbboxes.value > 0)
5968 R_DrawEntityBBoxes(SVVM_prog);
5969 if (r_timereport_active)
5970 R_TimeReport("svbboxes");
5974 if (r_transparent.integer)
5976 R_MeshQueue_RenderTransparent();
5977 if (r_timereport_active)
5978 R_TimeReport("drawtrans");
5981 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
5983 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5984 if (r_timereport_active)
5985 R_TimeReport("worlddebug");
5986 R_DrawModelsDebug();
5987 if (r_timereport_active)
5988 R_TimeReport("modeldebug");
5991 if (cl.csqc_vidvars.drawworld)
5993 R_Shadow_DrawCoronas();
5994 if (r_timereport_active)
5995 R_TimeReport("coronas");
5998 // don't let sound skip if going slow
5999 if (r_refdef.scene.extraupdate)
6003 static const unsigned short bboxelements[36] =
6013 #define BBOXEDGES 13
6014 static const float bboxedges[BBOXEDGES][6] =
6017 { 0, 0, 0, 1, 1, 1 },
6019 { 0, 0, 0, 0, 1, 0 },
6020 { 0, 0, 0, 1, 0, 0 },
6021 { 0, 1, 0, 1, 1, 0 },
6022 { 1, 0, 0, 1, 1, 0 },
6024 { 0, 0, 1, 0, 1, 1 },
6025 { 0, 0, 1, 1, 0, 1 },
6026 { 0, 1, 1, 1, 1, 1 },
6027 { 1, 0, 1, 1, 1, 1 },
6029 { 0, 0, 0, 0, 0, 1 },
6030 { 1, 0, 0, 1, 0, 1 },
6031 { 0, 1, 0, 0, 1, 1 },
6032 { 1, 1, 0, 1, 1, 1 },
6035 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6037 int numvertices = BBOXEDGES * 8;
6038 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6039 int numtriangles = BBOXEDGES * 12;
6040 unsigned short elements[BBOXEDGES * 36];
6042 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6044 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6046 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6047 GL_DepthMask(false);
6048 GL_DepthRange(0, 1);
6049 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6051 for (edge = 0; edge < BBOXEDGES; edge++)
6053 for (i = 0; i < 3; i++)
6055 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6056 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6058 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6059 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6060 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6061 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6062 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6063 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6064 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6065 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6066 for (i = 0; i < 36; i++)
6067 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6069 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6070 if (r_refdef.fogenabled)
6072 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6074 f1 = RSurf_FogVertex(v);
6076 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6077 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6078 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6081 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6082 R_Mesh_ResetTextureState();
6083 R_SetupShader_Generic_NoTexture(false, false);
6084 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6087 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6089 // hacky overloading of the parameters
6090 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6093 prvm_edict_t *edict;
6095 GL_CullFace(GL_NONE);
6096 R_SetupShader_Generic_NoTexture(false, false);
6098 for (i = 0;i < numsurfaces;i++)
6100 edict = PRVM_EDICT_NUM(surfacelist[i]);
6101 switch ((int)PRVM_serveredictfloat(edict, solid))
6103 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6104 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6105 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6106 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6107 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6108 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6109 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6111 if (prog == CLVM_prog)
6112 color[3] *= r_showbboxes_client.value;
6114 color[3] *= r_showbboxes.value;
6115 color[3] = bound(0, color[3], 1);
6116 GL_DepthTest(!r_showdisabledepthtest.integer);
6117 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6121 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6124 prvm_edict_t *edict;
6130 for (i = 0; i < prog->num_edicts; i++)
6132 edict = PRVM_EDICT_NUM(i);
6135 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6136 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6138 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6140 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6141 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6145 static const int nomodelelement3i[24] =
6157 static const unsigned short nomodelelement3s[24] =
6169 static const float nomodelvertex3f[6*3] =
6179 static const float nomodelcolor4f[6*4] =
6181 0.0f, 0.0f, 0.5f, 1.0f,
6182 0.0f, 0.0f, 0.5f, 1.0f,
6183 0.0f, 0.5f, 0.0f, 1.0f,
6184 0.0f, 0.5f, 0.0f, 1.0f,
6185 0.5f, 0.0f, 0.0f, 1.0f,
6186 0.5f, 0.0f, 0.0f, 1.0f
6189 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6195 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6197 // this is only called once per entity so numsurfaces is always 1, and
6198 // surfacelist is always {0}, so this code does not handle batches
6200 if (rsurface.ent_flags & RENDER_ADDITIVE)
6202 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6203 GL_DepthMask(false);
6205 else if (ent->alpha < 1)
6207 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6208 GL_DepthMask(false);
6212 GL_BlendFunc(GL_ONE, GL_ZERO);
6215 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6216 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6217 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6218 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6219 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6220 for (i = 0, c = color4f;i < 6;i++, c += 4)
6222 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6223 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6224 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6227 if (r_refdef.fogenabled)
6229 for (i = 0, c = color4f;i < 6;i++, c += 4)
6231 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6233 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6234 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6235 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6238 // R_Mesh_ResetTextureState();
6239 R_SetupShader_Generic_NoTexture(false, false);
6240 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6241 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6244 void R_DrawNoModel(entity_render_t *ent)
6247 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6248 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6249 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6251 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6254 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6256 vec3_t right1, right2, diff, normal;
6258 VectorSubtract (org2, org1, normal);
6260 // calculate 'right' vector for start
6261 VectorSubtract (r_refdef.view.origin, org1, diff);
6262 CrossProduct (normal, diff, right1);
6263 VectorNormalize (right1);
6265 // calculate 'right' vector for end
6266 VectorSubtract (r_refdef.view.origin, org2, diff);
6267 CrossProduct (normal, diff, right2);
6268 VectorNormalize (right2);
6270 vert[ 0] = org1[0] + width * right1[0];
6271 vert[ 1] = org1[1] + width * right1[1];
6272 vert[ 2] = org1[2] + width * right1[2];
6273 vert[ 3] = org1[0] - width * right1[0];
6274 vert[ 4] = org1[1] - width * right1[1];
6275 vert[ 5] = org1[2] - width * right1[2];
6276 vert[ 6] = org2[0] - width * right2[0];
6277 vert[ 7] = org2[1] - width * right2[1];
6278 vert[ 8] = org2[2] - width * right2[2];
6279 vert[ 9] = org2[0] + width * right2[0];
6280 vert[10] = org2[1] + width * right2[1];
6281 vert[11] = org2[2] + width * right2[2];
6284 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6286 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6287 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6288 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6289 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6290 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6291 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6292 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6293 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6294 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6295 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6296 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6297 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6300 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6305 VectorSet(v, x, y, z);
6306 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6307 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6309 if (i == mesh->numvertices)
6311 if (mesh->numvertices < mesh->maxvertices)
6313 VectorCopy(v, vertex3f);
6314 mesh->numvertices++;
6316 return mesh->numvertices;
6322 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6326 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6327 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6328 e = mesh->element3i + mesh->numtriangles * 3;
6329 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6331 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6332 if (mesh->numtriangles < mesh->maxtriangles)
6337 mesh->numtriangles++;
6339 element[1] = element[2];
6343 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6347 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6348 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6349 e = mesh->element3i + mesh->numtriangles * 3;
6350 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6352 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6353 if (mesh->numtriangles < mesh->maxtriangles)
6358 mesh->numtriangles++;
6360 element[1] = element[2];
6364 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6365 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6367 int planenum, planenum2;
6370 mplane_t *plane, *plane2;
6372 double temppoints[2][256*3];
6373 // figure out how large a bounding box we need to properly compute this brush
6375 for (w = 0;w < numplanes;w++)
6376 maxdist = max(maxdist, fabs(planes[w].dist));
6377 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6378 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6379 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6383 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6384 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6386 if (planenum2 == planenum)
6388 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);
6391 if (tempnumpoints < 3)
6393 // generate elements forming a triangle fan for this polygon
6394 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6398 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6400 if(parms[0] == 0 && parms[1] == 0)
6402 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6403 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6408 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6411 index = parms[2] + rsurface.shadertime * parms[3];
6412 index -= floor(index);
6413 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6416 case Q3WAVEFUNC_NONE:
6417 case Q3WAVEFUNC_NOISE:
6418 case Q3WAVEFUNC_COUNT:
6421 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6422 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6423 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6424 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6425 case Q3WAVEFUNC_TRIANGLE:
6427 f = index - floor(index);
6440 f = parms[0] + parms[1] * f;
6441 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6442 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6446 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6453 matrix4x4_t matrix, temp;
6454 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6455 // it's better to have one huge fixup every 9 hours than gradual
6456 // degradation over time which looks consistently bad after many hours.
6458 // tcmod scroll in particular suffers from this degradation which can't be
6459 // effectively worked around even with floor() tricks because we don't
6460 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6461 // a workaround involving floor() would be incorrect anyway...
6462 shadertime = rsurface.shadertime;
6463 if (shadertime >= 32768.0f)
6464 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6465 switch(tcmod->tcmod)
6469 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6470 matrix = r_waterscrollmatrix;
6472 matrix = identitymatrix;
6474 case Q3TCMOD_ENTITYTRANSLATE:
6475 // this is used in Q3 to allow the gamecode to control texcoord
6476 // scrolling on the entity, which is not supported in darkplaces yet.
6477 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6479 case Q3TCMOD_ROTATE:
6480 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6481 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6482 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6485 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6487 case Q3TCMOD_SCROLL:
6488 // this particular tcmod is a "bug for bug" compatible one with regards to
6489 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6490 // specifically did the wrapping and so we must mimic that...
6491 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6492 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6493 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6495 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6496 w = (int) tcmod->parms[0];
6497 h = (int) tcmod->parms[1];
6498 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6500 idx = (int) floor(f * w * h);
6501 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6503 case Q3TCMOD_STRETCH:
6504 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6505 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6507 case Q3TCMOD_TRANSFORM:
6508 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6509 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6510 VectorSet(tcmat + 6, 0 , 0 , 1);
6511 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6512 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6514 case Q3TCMOD_TURBULENT:
6515 // this is handled in the RSurf_PrepareVertices function
6516 matrix = identitymatrix;
6520 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6523 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6525 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6526 char name[MAX_QPATH];
6527 skinframe_t *skinframe;
6528 unsigned char pixels[296*194];
6529 strlcpy(cache->name, skinname, sizeof(cache->name));
6530 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6531 if (developer_loading.integer)
6532 Con_Printf("loading %s\n", name);
6533 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6534 if (!skinframe || !skinframe->base)
6537 fs_offset_t filesize;
6539 f = FS_LoadFile(name, tempmempool, true, &filesize);
6542 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6543 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6547 cache->skinframe = skinframe;
6550 texture_t *R_GetCurrentTexture(texture_t *t)
6553 const entity_render_t *ent = rsurface.entity;
6554 model_t *model = ent->model; // when calling this, ent must not be NULL
6555 q3shaderinfo_layer_tcmod_t *tcmod;
6556 float specularscale = 0.0f;
6558 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6559 return t->currentframe;
6560 t->update_lastrenderframe = r_textureframe;
6561 t->update_lastrenderentity = (void *)ent;
6563 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6564 t->camera_entity = ent->entitynumber;
6566 t->camera_entity = 0;
6568 // switch to an alternate material if this is a q1bsp animated material
6570 texture_t *texture = t;
6571 int s = rsurface.ent_skinnum;
6572 if ((unsigned int)s >= (unsigned int)model->numskins)
6574 if (model->skinscenes)
6576 if (model->skinscenes[s].framecount > 1)
6577 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6579 s = model->skinscenes[s].firstframe;
6582 t = t + s * model->num_surfaces;
6585 // use an alternate animation if the entity's frame is not 0,
6586 // and only if the texture has an alternate animation
6587 if (t->animated == 2) // q2bsp
6588 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6589 else if (rsurface.ent_alttextures && t->anim_total[1])
6590 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6592 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6594 texture->currentframe = t;
6597 // update currentskinframe to be a qw skin or animation frame
6598 if (rsurface.ent_qwskin >= 0)
6600 i = rsurface.ent_qwskin;
6601 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6603 r_qwskincache_size = cl.maxclients;
6605 Mem_Free(r_qwskincache);
6606 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6608 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6609 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6610 t->currentskinframe = r_qwskincache[i].skinframe;
6611 if (t->materialshaderpass && t->currentskinframe == NULL)
6612 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6614 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6615 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6616 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6617 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6619 t->currentmaterialflags = t->basematerialflags;
6620 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6621 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6622 t->currentalpha *= r_wateralpha.value;
6623 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6624 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6625 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6626 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6628 // decide on which type of lighting to use for this surface
6629 if (rsurface.entity->render_modellight_forced)
6630 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6631 if (rsurface.entity->render_rtlight_disabled)
6632 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6633 if (rsurface.entity->render_lightgrid)
6634 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6635 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6637 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6638 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6639 for (q = 0; q < 3; q++)
6641 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6642 t->render_modellight_lightdir_world[q] = q == 2;
6643 t->render_modellight_lightdir_local[q] = q == 2;
6644 t->render_modellight_ambient[q] = 1;
6645 t->render_modellight_diffuse[q] = 0;
6646 t->render_modellight_specular[q] = 0;
6647 t->render_lightmap_ambient[q] = 0;
6648 t->render_lightmap_diffuse[q] = 0;
6649 t->render_lightmap_specular[q] = 0;
6650 t->render_rtlight_diffuse[q] = 0;
6651 t->render_rtlight_specular[q] = 0;
6654 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6656 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6657 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6658 for (q = 0; q < 3; q++)
6660 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6661 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6662 t->render_modellight_lightdir_world[q] = q == 2;
6663 t->render_modellight_lightdir_local[q] = q == 2;
6664 t->render_modellight_diffuse[q] = 0;
6665 t->render_modellight_specular[q] = 0;
6666 t->render_lightmap_ambient[q] = 0;
6667 t->render_lightmap_diffuse[q] = 0;
6668 t->render_lightmap_specular[q] = 0;
6669 t->render_rtlight_diffuse[q] = 0;
6670 t->render_rtlight_specular[q] = 0;
6673 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6675 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6676 for (q = 0; q < 3; q++)
6678 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6679 t->render_modellight_lightdir_world[q] = q == 2;
6680 t->render_modellight_lightdir_local[q] = q == 2;
6681 t->render_modellight_ambient[q] = 0;
6682 t->render_modellight_diffuse[q] = 0;
6683 t->render_modellight_specular[q] = 0;
6684 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6685 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6686 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6687 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6688 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6691 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6693 // ambient + single direction light (modellight)
6694 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6695 for (q = 0; q < 3; q++)
6697 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6698 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6699 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6700 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6701 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6702 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6703 t->render_lightmap_ambient[q] = 0;
6704 t->render_lightmap_diffuse[q] = 0;
6705 t->render_lightmap_specular[q] = 0;
6706 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6707 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6712 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6713 for (q = 0; q < 3; q++)
6715 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6716 t->render_modellight_lightdir_world[q] = q == 2;
6717 t->render_modellight_lightdir_local[q] = q == 2;
6718 t->render_modellight_ambient[q] = 0;
6719 t->render_modellight_diffuse[q] = 0;
6720 t->render_modellight_specular[q] = 0;
6721 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6722 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6723 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6724 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6725 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6729 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6731 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6732 // attribute, we punt it to the lightmap path and hope for the best,
6733 // but lighting doesn't work.
6735 // FIXME: this is fine for effects but CSQC polygons should be subject
6737 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6738 for (q = 0; q < 3; q++)
6740 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6741 t->render_modellight_lightdir_world[q] = q == 2;
6742 t->render_modellight_lightdir_local[q] = q == 2;
6743 t->render_modellight_ambient[q] = 0;
6744 t->render_modellight_diffuse[q] = 0;
6745 t->render_modellight_specular[q] = 0;
6746 t->render_lightmap_ambient[q] = 0;
6747 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6748 t->render_lightmap_specular[q] = 0;
6749 t->render_rtlight_diffuse[q] = 0;
6750 t->render_rtlight_specular[q] = 0;
6754 for (q = 0; q < 3; q++)
6756 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6757 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6760 if (rsurface.ent_flags & RENDER_ADDITIVE)
6761 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6762 else if (t->currentalpha < 1)
6763 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6764 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6765 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6766 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6767 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6768 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6769 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6770 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6771 if (t->backgroundshaderpass)
6772 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6773 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6775 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6776 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6779 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6780 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6782 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6783 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6785 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6786 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6788 // there is no tcmod
6789 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6791 t->currenttexmatrix = r_waterscrollmatrix;
6792 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6794 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6796 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6797 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6800 if (t->materialshaderpass)
6801 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6802 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6804 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6805 if (t->currentskinframe->qpixels)
6806 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6807 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6808 if (!t->basetexture)
6809 t->basetexture = r_texture_notexture;
6810 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6811 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6812 t->nmaptexture = t->currentskinframe->nmap;
6813 if (!t->nmaptexture)
6814 t->nmaptexture = r_texture_blanknormalmap;
6815 t->glosstexture = r_texture_black;
6816 t->glowtexture = t->currentskinframe->glow;
6817 t->fogtexture = t->currentskinframe->fog;
6818 t->reflectmasktexture = t->currentskinframe->reflect;
6819 if (t->backgroundshaderpass)
6821 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6822 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6823 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6824 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6825 t->backgroundglosstexture = r_texture_black;
6826 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6827 if (!t->backgroundnmaptexture)
6828 t->backgroundnmaptexture = r_texture_blanknormalmap;
6829 // make sure that if glow is going to be used, both textures are not NULL
6830 if (!t->backgroundglowtexture && t->glowtexture)
6831 t->backgroundglowtexture = r_texture_black;
6832 if (!t->glowtexture && t->backgroundglowtexture)
6833 t->glowtexture = r_texture_black;
6837 t->backgroundbasetexture = r_texture_white;
6838 t->backgroundnmaptexture = r_texture_blanknormalmap;
6839 t->backgroundglosstexture = r_texture_black;
6840 t->backgroundglowtexture = NULL;
6842 t->specularpower = r_shadow_glossexponent.value;
6843 // TODO: store reference values for these in the texture?
6844 if (r_shadow_gloss.integer > 0)
6846 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6848 if (r_shadow_glossintensity.value > 0)
6850 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6851 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6852 specularscale = r_shadow_glossintensity.value;
6855 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6857 t->glosstexture = r_texture_white;
6858 t->backgroundglosstexture = r_texture_white;
6859 specularscale = r_shadow_gloss2intensity.value;
6860 t->specularpower = r_shadow_gloss2exponent.value;
6863 specularscale *= t->specularscalemod;
6864 t->specularpower *= t->specularpowermod;
6866 // lightmaps mode looks bad with dlights using actual texturing, so turn
6867 // off the colormap and glossmap, but leave the normalmap on as it still
6868 // accurately represents the shading involved
6869 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6871 t->basetexture = r_texture_grey128;
6872 t->pantstexture = r_texture_black;
6873 t->shirttexture = r_texture_black;
6874 if (gl_lightmaps.integer < 2)
6875 t->nmaptexture = r_texture_blanknormalmap;
6876 t->glosstexture = r_texture_black;
6877 t->glowtexture = NULL;
6878 t->fogtexture = NULL;
6879 t->reflectmasktexture = NULL;
6880 t->backgroundbasetexture = NULL;
6881 if (gl_lightmaps.integer < 2)
6882 t->backgroundnmaptexture = r_texture_blanknormalmap;
6883 t->backgroundglosstexture = r_texture_black;
6884 t->backgroundglowtexture = NULL;
6886 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6889 if (specularscale != 1.0f)
6891 for (q = 0; q < 3; q++)
6893 t->render_modellight_specular[q] *= specularscale;
6894 t->render_lightmap_specular[q] *= specularscale;
6895 t->render_rtlight_specular[q] *= specularscale;
6899 t->currentblendfunc[0] = GL_ONE;
6900 t->currentblendfunc[1] = GL_ZERO;
6901 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6903 t->currentblendfunc[0] = GL_SRC_ALPHA;
6904 t->currentblendfunc[1] = GL_ONE;
6906 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6908 t->currentblendfunc[0] = GL_SRC_ALPHA;
6909 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6911 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6913 t->currentblendfunc[0] = t->customblendfunc[0];
6914 t->currentblendfunc[1] = t->customblendfunc[1];
6920 rsurfacestate_t rsurface;
6922 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6924 model_t *model = ent->model;
6925 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6927 rsurface.entity = (entity_render_t *)ent;
6928 rsurface.skeleton = ent->skeleton;
6929 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6930 rsurface.ent_skinnum = ent->skinnum;
6931 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6932 rsurface.ent_flags = ent->flags;
6933 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6934 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6935 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6936 rsurface.matrix = ent->matrix;
6937 rsurface.inversematrix = ent->inversematrix;
6938 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6939 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6940 R_EntityMatrix(&rsurface.matrix);
6941 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6942 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6943 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6944 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6945 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6946 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6947 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6948 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6949 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6950 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6951 if (ent->model->brush.submodel && !prepass)
6953 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6954 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6956 // if the animcache code decided it should use the shader path, skip the deform step
6957 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6958 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6959 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6960 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6961 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6962 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6964 if (ent->animcache_vertex3f)
6966 r_refdef.stats[r_stat_batch_entitycache_count]++;
6967 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6968 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6969 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6970 rsurface.modelvertex3f = ent->animcache_vertex3f;
6971 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6972 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6973 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6974 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6975 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6976 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6977 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6978 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6979 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6980 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6981 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6983 else if (wanttangents)
6985 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6986 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6987 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6988 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6989 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6990 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6991 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6992 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6993 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6994 rsurface.modelvertex3f_vertexbuffer = NULL;
6995 rsurface.modelvertex3f_bufferoffset = 0;
6996 rsurface.modelvertex3f_vertexbuffer = 0;
6997 rsurface.modelvertex3f_bufferoffset = 0;
6998 rsurface.modelsvector3f_vertexbuffer = 0;
6999 rsurface.modelsvector3f_bufferoffset = 0;
7000 rsurface.modeltvector3f_vertexbuffer = 0;
7001 rsurface.modeltvector3f_bufferoffset = 0;
7002 rsurface.modelnormal3f_vertexbuffer = 0;
7003 rsurface.modelnormal3f_bufferoffset = 0;
7005 else if (wantnormals)
7007 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7008 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7009 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7010 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7011 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7012 rsurface.modelsvector3f = NULL;
7013 rsurface.modeltvector3f = NULL;
7014 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7015 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7016 rsurface.modelvertex3f_vertexbuffer = NULL;
7017 rsurface.modelvertex3f_bufferoffset = 0;
7018 rsurface.modelvertex3f_vertexbuffer = 0;
7019 rsurface.modelvertex3f_bufferoffset = 0;
7020 rsurface.modelsvector3f_vertexbuffer = 0;
7021 rsurface.modelsvector3f_bufferoffset = 0;
7022 rsurface.modeltvector3f_vertexbuffer = 0;
7023 rsurface.modeltvector3f_bufferoffset = 0;
7024 rsurface.modelnormal3f_vertexbuffer = 0;
7025 rsurface.modelnormal3f_bufferoffset = 0;
7029 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7030 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7031 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7032 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7033 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7034 rsurface.modelsvector3f = NULL;
7035 rsurface.modeltvector3f = NULL;
7036 rsurface.modelnormal3f = NULL;
7037 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7038 rsurface.modelvertex3f_vertexbuffer = NULL;
7039 rsurface.modelvertex3f_bufferoffset = 0;
7040 rsurface.modelvertex3f_vertexbuffer = 0;
7041 rsurface.modelvertex3f_bufferoffset = 0;
7042 rsurface.modelsvector3f_vertexbuffer = 0;
7043 rsurface.modelsvector3f_bufferoffset = 0;
7044 rsurface.modeltvector3f_vertexbuffer = 0;
7045 rsurface.modeltvector3f_bufferoffset = 0;
7046 rsurface.modelnormal3f_vertexbuffer = 0;
7047 rsurface.modelnormal3f_bufferoffset = 0;
7049 rsurface.modelgeneratedvertex = true;
7053 if (rsurface.entityskeletaltransform3x4)
7055 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7056 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7057 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7058 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7062 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7063 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7064 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7065 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7067 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7068 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7069 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7070 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7071 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7072 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7073 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7074 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7075 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7076 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7077 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7078 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7079 rsurface.modelgeneratedvertex = false;
7081 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7082 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7083 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7084 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7085 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7086 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7087 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7088 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7089 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7090 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7091 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7092 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7093 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7094 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7095 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7096 rsurface.modelelement3i = model->surfmesh.data_element3i;
7097 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7098 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7099 rsurface.modelelement3s = model->surfmesh.data_element3s;
7100 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7101 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7102 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7103 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7104 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7105 rsurface.modelsurfaces = model->data_surfaces;
7106 rsurface.batchgeneratedvertex = false;
7107 rsurface.batchfirstvertex = 0;
7108 rsurface.batchnumvertices = 0;
7109 rsurface.batchfirsttriangle = 0;
7110 rsurface.batchnumtriangles = 0;
7111 rsurface.batchvertex3f = NULL;
7112 rsurface.batchvertex3f_vertexbuffer = NULL;
7113 rsurface.batchvertex3f_bufferoffset = 0;
7114 rsurface.batchsvector3f = NULL;
7115 rsurface.batchsvector3f_vertexbuffer = NULL;
7116 rsurface.batchsvector3f_bufferoffset = 0;
7117 rsurface.batchtvector3f = NULL;
7118 rsurface.batchtvector3f_vertexbuffer = NULL;
7119 rsurface.batchtvector3f_bufferoffset = 0;
7120 rsurface.batchnormal3f = NULL;
7121 rsurface.batchnormal3f_vertexbuffer = NULL;
7122 rsurface.batchnormal3f_bufferoffset = 0;
7123 rsurface.batchlightmapcolor4f = NULL;
7124 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7125 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7126 rsurface.batchtexcoordtexture2f = NULL;
7127 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7128 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7129 rsurface.batchtexcoordlightmap2f = NULL;
7130 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7131 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7132 rsurface.batchskeletalindex4ub = NULL;
7133 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7134 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7135 rsurface.batchskeletalweight4ub = NULL;
7136 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7137 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7138 rsurface.batchelement3i = NULL;
7139 rsurface.batchelement3i_indexbuffer = NULL;
7140 rsurface.batchelement3i_bufferoffset = 0;
7141 rsurface.batchelement3s = NULL;
7142 rsurface.batchelement3s_indexbuffer = NULL;
7143 rsurface.batchelement3s_bufferoffset = 0;
7144 rsurface.forcecurrenttextureupdate = false;
7147 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
7149 rsurface.entity = r_refdef.scene.worldentity;
7150 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7151 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7152 // A better approach could be making this copy only once per frame.
7153 static entity_render_t custom_entity;
7155 custom_entity = *rsurface.entity;
7156 for (q = 0; q < 3; ++q) {
7157 float colormod = q == 0 ? r : q == 1 ? g : b;
7158 custom_entity.render_fullbright[q] *= colormod;
7159 custom_entity.render_modellight_ambient[q] *= colormod;
7160 custom_entity.render_modellight_diffuse[q] *= colormod;
7161 custom_entity.render_lightmap_ambient[q] *= colormod;
7162 custom_entity.render_lightmap_diffuse[q] *= colormod;
7163 custom_entity.render_rtlight_diffuse[q] *= colormod;
7165 custom_entity.alpha *= a;
7166 rsurface.entity = &custom_entity;
7168 rsurface.skeleton = NULL;
7169 rsurface.ent_skinnum = 0;
7170 rsurface.ent_qwskin = -1;
7171 rsurface.ent_flags = entflags;
7172 rsurface.shadertime = r_refdef.scene.time - shadertime;
7173 rsurface.modelnumvertices = numvertices;
7174 rsurface.modelnumtriangles = numtriangles;
7175 rsurface.matrix = *matrix;
7176 rsurface.inversematrix = *inversematrix;
7177 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7178 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7179 R_EntityMatrix(&rsurface.matrix);
7180 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7181 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7182 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7183 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7184 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7185 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7186 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7187 rsurface.frameblend[0].lerp = 1;
7188 rsurface.ent_alttextures = false;
7189 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7190 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7191 rsurface.entityskeletaltransform3x4 = NULL;
7192 rsurface.entityskeletaltransform3x4buffer = NULL;
7193 rsurface.entityskeletaltransform3x4offset = 0;
7194 rsurface.entityskeletaltransform3x4size = 0;
7195 rsurface.entityskeletalnumtransforms = 0;
7196 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7197 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7198 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7199 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7202 rsurface.modelvertex3f = (float *)vertex3f;
7203 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7204 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7205 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7207 else if (wantnormals)
7209 rsurface.modelvertex3f = (float *)vertex3f;
7210 rsurface.modelsvector3f = NULL;
7211 rsurface.modeltvector3f = NULL;
7212 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7216 rsurface.modelvertex3f = (float *)vertex3f;
7217 rsurface.modelsvector3f = NULL;
7218 rsurface.modeltvector3f = NULL;
7219 rsurface.modelnormal3f = NULL;
7221 rsurface.modelvertex3f_vertexbuffer = 0;
7222 rsurface.modelvertex3f_bufferoffset = 0;
7223 rsurface.modelsvector3f_vertexbuffer = 0;
7224 rsurface.modelsvector3f_bufferoffset = 0;
7225 rsurface.modeltvector3f_vertexbuffer = 0;
7226 rsurface.modeltvector3f_bufferoffset = 0;
7227 rsurface.modelnormal3f_vertexbuffer = 0;
7228 rsurface.modelnormal3f_bufferoffset = 0;
7229 rsurface.modelgeneratedvertex = true;
7230 rsurface.modellightmapcolor4f = (float *)color4f;
7231 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7232 rsurface.modellightmapcolor4f_bufferoffset = 0;
7233 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7234 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7235 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7236 rsurface.modeltexcoordlightmap2f = NULL;
7237 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7238 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7239 rsurface.modelskeletalindex4ub = NULL;
7240 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7241 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7242 rsurface.modelskeletalweight4ub = NULL;
7243 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7244 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7245 rsurface.modelelement3i = (int *)element3i;
7246 rsurface.modelelement3i_indexbuffer = NULL;
7247 rsurface.modelelement3i_bufferoffset = 0;
7248 rsurface.modelelement3s = (unsigned short *)element3s;
7249 rsurface.modelelement3s_indexbuffer = NULL;
7250 rsurface.modelelement3s_bufferoffset = 0;
7251 rsurface.modellightmapoffsets = NULL;
7252 rsurface.modelsurfaces = NULL;
7253 rsurface.batchgeneratedvertex = false;
7254 rsurface.batchfirstvertex = 0;
7255 rsurface.batchnumvertices = 0;
7256 rsurface.batchfirsttriangle = 0;
7257 rsurface.batchnumtriangles = 0;
7258 rsurface.batchvertex3f = NULL;
7259 rsurface.batchvertex3f_vertexbuffer = NULL;
7260 rsurface.batchvertex3f_bufferoffset = 0;
7261 rsurface.batchsvector3f = NULL;
7262 rsurface.batchsvector3f_vertexbuffer = NULL;
7263 rsurface.batchsvector3f_bufferoffset = 0;
7264 rsurface.batchtvector3f = NULL;
7265 rsurface.batchtvector3f_vertexbuffer = NULL;
7266 rsurface.batchtvector3f_bufferoffset = 0;
7267 rsurface.batchnormal3f = NULL;
7268 rsurface.batchnormal3f_vertexbuffer = NULL;
7269 rsurface.batchnormal3f_bufferoffset = 0;
7270 rsurface.batchlightmapcolor4f = NULL;
7271 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7272 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7273 rsurface.batchtexcoordtexture2f = NULL;
7274 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7275 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7276 rsurface.batchtexcoordlightmap2f = NULL;
7277 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7278 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7279 rsurface.batchskeletalindex4ub = NULL;
7280 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7281 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7282 rsurface.batchskeletalweight4ub = NULL;
7283 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7284 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7285 rsurface.batchelement3i = NULL;
7286 rsurface.batchelement3i_indexbuffer = NULL;
7287 rsurface.batchelement3i_bufferoffset = 0;
7288 rsurface.batchelement3s = NULL;
7289 rsurface.batchelement3s_indexbuffer = NULL;
7290 rsurface.batchelement3s_bufferoffset = 0;
7291 rsurface.forcecurrenttextureupdate = true;
7293 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7295 if ((wantnormals || wanttangents) && !normal3f)
7297 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7298 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7300 if (wanttangents && !svector3f)
7302 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7303 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7304 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7309 float RSurf_FogPoint(const float *v)
7311 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7312 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7313 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7314 float FogHeightFade = r_refdef.fogheightfade;
7316 unsigned int fogmasktableindex;
7317 if (r_refdef.fogplaneviewabove)
7318 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7320 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7321 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7322 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7325 float RSurf_FogVertex(const float *v)
7327 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7328 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7329 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7330 float FogHeightFade = rsurface.fogheightfade;
7332 unsigned int fogmasktableindex;
7333 if (r_refdef.fogplaneviewabove)
7334 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7336 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7337 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7338 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7341 void RSurf_UploadBuffersForBatch(void)
7343 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7344 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7345 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7346 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7347 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7348 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7349 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7350 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7351 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7352 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7353 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7354 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7355 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7356 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7357 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7358 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7359 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7360 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7361 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7362 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7364 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7365 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7366 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7367 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7369 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7370 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7371 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7372 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7373 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7374 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7375 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7376 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7377 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7378 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7381 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7384 for (i = 0;i < numelements;i++)
7385 outelement3i[i] = inelement3i[i] + adjust;
7388 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7389 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7397 int surfacefirsttriangle;
7398 int surfacenumtriangles;
7399 int surfacefirstvertex;
7400 int surfaceendvertex;
7401 int surfacenumvertices;
7402 int batchnumsurfaces = texturenumsurfaces;
7403 int batchnumvertices;
7404 int batchnumtriangles;
7407 qbool dynamicvertex;
7410 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7413 q3shaderinfo_deform_t *deform;
7414 const msurface_t *surface, *firstsurface;
7415 if (!texturenumsurfaces)
7417 // find vertex range of this surface batch
7419 firstsurface = texturesurfacelist[0];
7420 firsttriangle = firstsurface->num_firsttriangle;
7421 batchnumvertices = 0;
7422 batchnumtriangles = 0;
7423 firstvertex = endvertex = firstsurface->num_firstvertex;
7424 for (i = 0;i < texturenumsurfaces;i++)
7426 surface = texturesurfacelist[i];
7427 if (surface != firstsurface + i)
7429 surfacefirstvertex = surface->num_firstvertex;
7430 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7431 surfacenumvertices = surface->num_vertices;
7432 surfacenumtriangles = surface->num_triangles;
7433 if (firstvertex > surfacefirstvertex)
7434 firstvertex = surfacefirstvertex;
7435 if (endvertex < surfaceendvertex)
7436 endvertex = surfaceendvertex;
7437 batchnumvertices += surfacenumvertices;
7438 batchnumtriangles += surfacenumtriangles;
7441 r_refdef.stats[r_stat_batch_batches]++;
7443 r_refdef.stats[r_stat_batch_withgaps]++;
7444 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7445 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7446 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7448 // we now know the vertex range used, and if there are any gaps in it
7449 rsurface.batchfirstvertex = firstvertex;
7450 rsurface.batchnumvertices = endvertex - firstvertex;
7451 rsurface.batchfirsttriangle = firsttriangle;
7452 rsurface.batchnumtriangles = batchnumtriangles;
7454 // check if any dynamic vertex processing must occur
7455 dynamicvertex = false;
7457 // we must use vertexbuffers for rendering, we can upload vertex buffers
7458 // easily enough but if the basevertex is non-zero it becomes more
7459 // difficult, so force dynamicvertex path in that case - it's suboptimal
7460 // but the most optimal case is to have the geometry sources provide their
7462 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7463 dynamicvertex = true;
7465 // a cvar to force the dynamic vertex path to be taken, for debugging
7466 if (r_batch_debugdynamicvertexpath.integer)
7470 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7471 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7472 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7473 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7475 dynamicvertex = true;
7478 // if there is a chance of animated vertex colors, it's a dynamic batch
7479 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7483 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7484 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7485 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7486 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7488 dynamicvertex = true;
7491 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7493 switch (deform->deform)
7496 case Q3DEFORM_PROJECTIONSHADOW:
7497 case Q3DEFORM_TEXT0:
7498 case Q3DEFORM_TEXT1:
7499 case Q3DEFORM_TEXT2:
7500 case Q3DEFORM_TEXT3:
7501 case Q3DEFORM_TEXT4:
7502 case Q3DEFORM_TEXT5:
7503 case Q3DEFORM_TEXT6:
7504 case Q3DEFORM_TEXT7:
7507 case Q3DEFORM_AUTOSPRITE:
7510 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7511 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7512 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7513 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7515 dynamicvertex = true;
7516 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7518 case Q3DEFORM_AUTOSPRITE2:
7521 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7522 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7523 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7524 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7526 dynamicvertex = true;
7527 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7529 case Q3DEFORM_NORMAL:
7532 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7533 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7534 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7535 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7537 dynamicvertex = true;
7538 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7541 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7542 break; // if wavefunc is a nop, ignore this transform
7545 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7546 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7547 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7548 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7550 dynamicvertex = true;
7551 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7553 case Q3DEFORM_BULGE:
7556 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7557 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7558 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7559 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7561 dynamicvertex = true;
7562 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7565 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7566 break; // if wavefunc is a nop, ignore this transform
7569 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7570 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7571 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7572 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7574 dynamicvertex = true;
7575 batchneed |= BATCHNEED_ARRAY_VERTEX;
7579 if (rsurface.texture->materialshaderpass)
7581 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7584 case Q3TCGEN_TEXTURE:
7586 case Q3TCGEN_LIGHTMAP:
7589 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7590 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7591 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7592 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7594 dynamicvertex = true;
7595 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7597 case Q3TCGEN_VECTOR:
7600 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7601 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7602 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7603 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7605 dynamicvertex = true;
7606 batchneed |= BATCHNEED_ARRAY_VERTEX;
7608 case Q3TCGEN_ENVIRONMENT:
7611 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7612 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7613 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7614 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7616 dynamicvertex = true;
7617 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7620 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7624 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7625 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7626 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7627 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7629 dynamicvertex = true;
7630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7634 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7635 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7636 // we ensure this by treating the vertex batch as dynamic...
7637 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7641 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7642 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7643 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7644 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7646 dynamicvertex = true;
7649 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7650 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7651 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7653 rsurface.batchvertex3f = rsurface.modelvertex3f;
7654 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7655 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7656 rsurface.batchsvector3f = rsurface.modelsvector3f;
7657 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7658 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7659 rsurface.batchtvector3f = rsurface.modeltvector3f;
7660 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7661 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7662 rsurface.batchnormal3f = rsurface.modelnormal3f;
7663 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7664 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7665 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7666 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7667 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7668 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7669 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7670 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7671 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7672 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7673 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7674 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7675 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7676 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7677 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7678 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7679 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7680 rsurface.batchelement3i = rsurface.modelelement3i;
7681 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7682 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7683 rsurface.batchelement3s = rsurface.modelelement3s;
7684 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7685 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7686 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7687 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7688 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7689 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7690 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7692 // if any dynamic vertex processing has to occur in software, we copy the
7693 // entire surface list together before processing to rebase the vertices
7694 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7696 // if any gaps exist and we do not have a static vertex buffer, we have to
7697 // copy the surface list together to avoid wasting upload bandwidth on the
7698 // vertices in the gaps.
7700 // if gaps exist and we have a static vertex buffer, we can choose whether
7701 // to combine the index buffer ranges into one dynamic index buffer or
7702 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7704 // in many cases the batch is reduced to one draw call.
7706 rsurface.batchmultidraw = false;
7707 rsurface.batchmultidrawnumsurfaces = 0;
7708 rsurface.batchmultidrawsurfacelist = NULL;
7712 // static vertex data, just set pointers...
7713 rsurface.batchgeneratedvertex = false;
7714 // if there are gaps, we want to build a combined index buffer,
7715 // otherwise use the original static buffer with an appropriate offset
7718 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7719 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7720 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7721 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7722 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7724 rsurface.batchmultidraw = true;
7725 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7726 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7729 // build a new triangle elements array for this batch
7730 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7731 rsurface.batchfirsttriangle = 0;
7733 for (i = 0;i < texturenumsurfaces;i++)
7735 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7736 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7737 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7738 numtriangles += surfacenumtriangles;
7740 rsurface.batchelement3i_indexbuffer = NULL;
7741 rsurface.batchelement3i_bufferoffset = 0;
7742 rsurface.batchelement3s = NULL;
7743 rsurface.batchelement3s_indexbuffer = NULL;
7744 rsurface.batchelement3s_bufferoffset = 0;
7745 if (endvertex <= 65536)
7747 // make a 16bit (unsigned short) index array if possible
7748 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7749 for (i = 0;i < numtriangles*3;i++)
7750 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7755 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7756 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7757 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7758 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7763 // something needs software processing, do it for real...
7764 // we only directly handle separate array data in this case and then
7765 // generate interleaved data if needed...
7766 rsurface.batchgeneratedvertex = true;
7767 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7768 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7769 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7770 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7772 // now copy the vertex data into a combined array and make an index array
7773 // (this is what Quake3 does all the time)
7774 // we also apply any skeletal animation here that would have been done in
7775 // the vertex shader, because most of the dynamic vertex animation cases
7776 // need actual vertex positions and normals
7777 //if (dynamicvertex)
7779 rsurface.batchvertex3f = NULL;
7780 rsurface.batchvertex3f_vertexbuffer = NULL;
7781 rsurface.batchvertex3f_bufferoffset = 0;
7782 rsurface.batchsvector3f = NULL;
7783 rsurface.batchsvector3f_vertexbuffer = NULL;
7784 rsurface.batchsvector3f_bufferoffset = 0;
7785 rsurface.batchtvector3f = NULL;
7786 rsurface.batchtvector3f_vertexbuffer = NULL;
7787 rsurface.batchtvector3f_bufferoffset = 0;
7788 rsurface.batchnormal3f = NULL;
7789 rsurface.batchnormal3f_vertexbuffer = NULL;
7790 rsurface.batchnormal3f_bufferoffset = 0;
7791 rsurface.batchlightmapcolor4f = NULL;
7792 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7793 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7794 rsurface.batchtexcoordtexture2f = NULL;
7795 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7796 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7797 rsurface.batchtexcoordlightmap2f = NULL;
7798 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7799 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7800 rsurface.batchskeletalindex4ub = NULL;
7801 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7802 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7803 rsurface.batchskeletalweight4ub = NULL;
7804 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7805 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7806 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7807 rsurface.batchelement3i_indexbuffer = NULL;
7808 rsurface.batchelement3i_bufferoffset = 0;
7809 rsurface.batchelement3s = NULL;
7810 rsurface.batchelement3s_indexbuffer = NULL;
7811 rsurface.batchelement3s_bufferoffset = 0;
7812 rsurface.batchskeletaltransform3x4buffer = NULL;
7813 rsurface.batchskeletaltransform3x4offset = 0;
7814 rsurface.batchskeletaltransform3x4size = 0;
7815 // we'll only be setting up certain arrays as needed
7816 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7817 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7818 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7819 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7820 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7822 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7823 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7825 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7826 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7827 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7828 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7829 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7830 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7831 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7833 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7834 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7838 for (i = 0;i < texturenumsurfaces;i++)
7840 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7841 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7842 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7843 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7844 // copy only the data requested
7845 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7847 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7849 if (rsurface.batchvertex3f)
7850 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7852 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7854 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7856 if (rsurface.modelnormal3f)
7857 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7859 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7861 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7863 if (rsurface.modelsvector3f)
7865 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7866 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7870 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7871 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7874 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7876 if (rsurface.modellightmapcolor4f)
7877 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7879 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7881 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7883 if (rsurface.modeltexcoordtexture2f)
7884 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7886 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7888 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7890 if (rsurface.modeltexcoordlightmap2f)
7891 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7893 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7895 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7897 if (rsurface.modelskeletalindex4ub)
7899 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7900 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7904 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7905 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7906 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7907 for (j = 0;j < surfacenumvertices;j++)
7912 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7913 numvertices += surfacenumvertices;
7914 numtriangles += surfacenumtriangles;
7917 // generate a 16bit index array as well if possible
7918 // (in general, dynamic batches fit)
7919 if (numvertices <= 65536)
7921 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7922 for (i = 0;i < numtriangles*3;i++)
7923 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7926 // since we've copied everything, the batch now starts at 0
7927 rsurface.batchfirstvertex = 0;
7928 rsurface.batchnumvertices = batchnumvertices;
7929 rsurface.batchfirsttriangle = 0;
7930 rsurface.batchnumtriangles = batchnumtriangles;
7933 // apply skeletal animation that would have been done in the vertex shader
7934 if (rsurface.batchskeletaltransform3x4)
7936 const unsigned char *si;
7937 const unsigned char *sw;
7939 const float *b = rsurface.batchskeletaltransform3x4;
7940 float *vp, *vs, *vt, *vn;
7942 float m[3][4], n[3][4];
7943 float tp[3], ts[3], tt[3], tn[3];
7944 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7945 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7946 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7947 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7948 si = rsurface.batchskeletalindex4ub;
7949 sw = rsurface.batchskeletalweight4ub;
7950 vp = rsurface.batchvertex3f;
7951 vs = rsurface.batchsvector3f;
7952 vt = rsurface.batchtvector3f;
7953 vn = rsurface.batchnormal3f;
7954 memset(m[0], 0, sizeof(m));
7955 memset(n[0], 0, sizeof(n));
7956 for (i = 0;i < batchnumvertices;i++)
7958 t[0] = b + si[0]*12;
7961 // common case - only one matrix
7975 else if (sw[2] + sw[3])
7978 t[1] = b + si[1]*12;
7979 t[2] = b + si[2]*12;
7980 t[3] = b + si[3]*12;
7981 w[0] = sw[0] * (1.0f / 255.0f);
7982 w[1] = sw[1] * (1.0f / 255.0f);
7983 w[2] = sw[2] * (1.0f / 255.0f);
7984 w[3] = sw[3] * (1.0f / 255.0f);
7985 // blend the matrices
7986 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7987 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7988 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7989 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7990 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7991 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7992 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7993 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7994 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7995 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7996 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7997 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8002 t[1] = b + si[1]*12;
8003 w[0] = sw[0] * (1.0f / 255.0f);
8004 w[1] = sw[1] * (1.0f / 255.0f);
8005 // blend the matrices
8006 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8007 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8008 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8009 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8010 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8011 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8012 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8013 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8014 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8015 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8016 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8017 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8021 // modify the vertex
8023 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8024 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8025 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8029 // the normal transformation matrix is a set of cross products...
8030 CrossProduct(m[1], m[2], n[0]);
8031 CrossProduct(m[2], m[0], n[1]);
8032 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8034 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8035 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8036 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8037 VectorNormalize(vn);
8042 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8043 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8044 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8045 VectorNormalize(vs);
8048 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8049 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8050 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8051 VectorNormalize(vt);
8056 rsurface.batchskeletaltransform3x4 = NULL;
8057 rsurface.batchskeletalnumtransforms = 0;
8060 // q1bsp surfaces rendered in vertex color mode have to have colors
8061 // calculated based on lightstyles
8062 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8064 // generate color arrays for the surfaces in this list
8069 const unsigned char *lm;
8070 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8071 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8072 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8074 for (i = 0;i < texturenumsurfaces;i++)
8076 surface = texturesurfacelist[i];
8077 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8078 surfacenumvertices = surface->num_vertices;
8079 if (surface->lightmapinfo->samples)
8081 for (j = 0;j < surfacenumvertices;j++)
8083 lm = surface->lightmapinfo->samples + offsets[j];
8084 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8085 VectorScale(lm, scale, c);
8086 if (surface->lightmapinfo->styles[1] != 255)
8088 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8090 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8091 VectorMA(c, scale, lm, c);
8092 if (surface->lightmapinfo->styles[2] != 255)
8095 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8096 VectorMA(c, scale, lm, c);
8097 if (surface->lightmapinfo->styles[3] != 255)
8100 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8101 VectorMA(c, scale, lm, c);
8108 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8114 for (j = 0;j < surfacenumvertices;j++)
8116 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8123 // if vertices are deformed (sprite flares and things in maps, possibly
8124 // water waves, bulges and other deformations), modify the copied vertices
8126 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8129 switch (deform->deform)
8132 case Q3DEFORM_PROJECTIONSHADOW:
8133 case Q3DEFORM_TEXT0:
8134 case Q3DEFORM_TEXT1:
8135 case Q3DEFORM_TEXT2:
8136 case Q3DEFORM_TEXT3:
8137 case Q3DEFORM_TEXT4:
8138 case Q3DEFORM_TEXT5:
8139 case Q3DEFORM_TEXT6:
8140 case Q3DEFORM_TEXT7:
8143 case Q3DEFORM_AUTOSPRITE:
8144 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8145 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8146 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8147 VectorNormalize(newforward);
8148 VectorNormalize(newright);
8149 VectorNormalize(newup);
8150 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8151 // rsurface.batchvertex3f_vertexbuffer = NULL;
8152 // rsurface.batchvertex3f_bufferoffset = 0;
8153 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8154 // rsurface.batchsvector3f_vertexbuffer = NULL;
8155 // rsurface.batchsvector3f_bufferoffset = 0;
8156 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8157 // rsurface.batchtvector3f_vertexbuffer = NULL;
8158 // rsurface.batchtvector3f_bufferoffset = 0;
8159 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8160 // rsurface.batchnormal3f_vertexbuffer = NULL;
8161 // rsurface.batchnormal3f_bufferoffset = 0;
8162 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8163 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8164 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8165 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8166 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8167 // a single autosprite surface can contain multiple sprites...
8168 for (j = 0;j < batchnumvertices - 3;j += 4)
8170 VectorClear(center);
8171 for (i = 0;i < 4;i++)
8172 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8173 VectorScale(center, 0.25f, center);
8174 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8175 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8176 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8177 for (i = 0;i < 4;i++)
8179 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8180 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8183 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8184 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8185 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8187 case Q3DEFORM_AUTOSPRITE2:
8188 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8189 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8190 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8191 VectorNormalize(newforward);
8192 VectorNormalize(newright);
8193 VectorNormalize(newup);
8194 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8195 // rsurface.batchvertex3f_vertexbuffer = NULL;
8196 // rsurface.batchvertex3f_bufferoffset = 0;
8198 const float *v1, *v2;
8208 memset(shortest, 0, sizeof(shortest));
8209 // a single autosprite surface can contain multiple sprites...
8210 for (j = 0;j < batchnumvertices - 3;j += 4)
8212 VectorClear(center);
8213 for (i = 0;i < 4;i++)
8214 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8215 VectorScale(center, 0.25f, center);
8216 // find the two shortest edges, then use them to define the
8217 // axis vectors for rotating around the central axis
8218 for (i = 0;i < 6;i++)
8220 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8221 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8222 l = VectorDistance2(v1, v2);
8223 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8225 l += (1.0f / 1024.0f);
8226 if (shortest[0].length2 > l || i == 0)
8228 shortest[1] = shortest[0];
8229 shortest[0].length2 = l;
8230 shortest[0].v1 = v1;
8231 shortest[0].v2 = v2;
8233 else if (shortest[1].length2 > l || i == 1)
8235 shortest[1].length2 = l;
8236 shortest[1].v1 = v1;
8237 shortest[1].v2 = v2;
8240 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8241 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8242 // this calculates the right vector from the shortest edge
8243 // and the up vector from the edge midpoints
8244 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8245 VectorNormalize(right);
8246 VectorSubtract(end, start, up);
8247 VectorNormalize(up);
8248 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8249 VectorSubtract(rsurface.localvieworigin, center, forward);
8250 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8251 VectorNegate(forward, forward);
8252 VectorReflect(forward, 0, up, forward);
8253 VectorNormalize(forward);
8254 CrossProduct(up, forward, newright);
8255 VectorNormalize(newright);
8256 // rotate the quad around the up axis vector, this is made
8257 // especially easy by the fact we know the quad is flat,
8258 // so we only have to subtract the center position and
8259 // measure distance along the right vector, and then
8260 // multiply that by the newright vector and add back the
8262 // we also need to subtract the old position to undo the
8263 // displacement from the center, which we do with a
8264 // DotProduct, the subtraction/addition of center is also
8265 // optimized into DotProducts here
8266 l = DotProduct(right, center);
8267 for (i = 0;i < 4;i++)
8269 v1 = rsurface.batchvertex3f + 3*(j+i);
8270 f = DotProduct(right, v1) - l;
8271 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8275 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8277 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8278 // rsurface.batchnormal3f_vertexbuffer = NULL;
8279 // rsurface.batchnormal3f_bufferoffset = 0;
8280 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8282 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8284 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8285 // rsurface.batchsvector3f_vertexbuffer = NULL;
8286 // rsurface.batchsvector3f_bufferoffset = 0;
8287 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8288 // rsurface.batchtvector3f_vertexbuffer = NULL;
8289 // rsurface.batchtvector3f_bufferoffset = 0;
8290 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8293 case Q3DEFORM_NORMAL:
8294 // deform the normals to make reflections wavey
8295 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8296 rsurface.batchnormal3f_vertexbuffer = NULL;
8297 rsurface.batchnormal3f_bufferoffset = 0;
8298 for (j = 0;j < batchnumvertices;j++)
8301 float *normal = rsurface.batchnormal3f + 3*j;
8302 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8303 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8304 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8305 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8306 VectorNormalize(normal);
8308 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8310 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8311 // rsurface.batchsvector3f_vertexbuffer = NULL;
8312 // rsurface.batchsvector3f_bufferoffset = 0;
8313 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8314 // rsurface.batchtvector3f_vertexbuffer = NULL;
8315 // rsurface.batchtvector3f_bufferoffset = 0;
8316 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8320 // deform vertex array to make wavey water and flags and such
8321 waveparms[0] = deform->waveparms[0];
8322 waveparms[1] = deform->waveparms[1];
8323 waveparms[2] = deform->waveparms[2];
8324 waveparms[3] = deform->waveparms[3];
8325 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8326 break; // if wavefunc is a nop, don't make a dynamic vertex array
8327 // this is how a divisor of vertex influence on deformation
8328 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8329 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8330 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8331 // rsurface.batchvertex3f_vertexbuffer = NULL;
8332 // rsurface.batchvertex3f_bufferoffset = 0;
8333 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8334 // rsurface.batchnormal3f_vertexbuffer = NULL;
8335 // rsurface.batchnormal3f_bufferoffset = 0;
8336 for (j = 0;j < batchnumvertices;j++)
8338 // if the wavefunc depends on time, evaluate it per-vertex
8341 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8342 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8344 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8346 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8347 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8348 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8350 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8351 // rsurface.batchsvector3f_vertexbuffer = NULL;
8352 // rsurface.batchsvector3f_bufferoffset = 0;
8353 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8354 // rsurface.batchtvector3f_vertexbuffer = NULL;
8355 // rsurface.batchtvector3f_bufferoffset = 0;
8356 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8359 case Q3DEFORM_BULGE:
8360 // deform vertex array to make the surface have moving bulges
8361 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8362 // rsurface.batchvertex3f_vertexbuffer = NULL;
8363 // rsurface.batchvertex3f_bufferoffset = 0;
8364 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8365 // rsurface.batchnormal3f_vertexbuffer = NULL;
8366 // rsurface.batchnormal3f_bufferoffset = 0;
8367 for (j = 0;j < batchnumvertices;j++)
8369 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8370 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8372 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8373 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8374 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8376 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8377 // rsurface.batchsvector3f_vertexbuffer = NULL;
8378 // rsurface.batchsvector3f_bufferoffset = 0;
8379 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8380 // rsurface.batchtvector3f_vertexbuffer = NULL;
8381 // rsurface.batchtvector3f_bufferoffset = 0;
8382 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8386 // deform vertex array
8387 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8388 break; // if wavefunc is a nop, don't make a dynamic vertex array
8389 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8390 VectorScale(deform->parms, scale, waveparms);
8391 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8392 // rsurface.batchvertex3f_vertexbuffer = NULL;
8393 // rsurface.batchvertex3f_bufferoffset = 0;
8394 for (j = 0;j < batchnumvertices;j++)
8395 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8400 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8402 // generate texcoords based on the chosen texcoord source
8403 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8406 case Q3TCGEN_TEXTURE:
8408 case Q3TCGEN_LIGHTMAP:
8409 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8410 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8411 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8412 if (rsurface.batchtexcoordlightmap2f)
8413 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8415 case Q3TCGEN_VECTOR:
8416 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8417 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8418 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8419 for (j = 0;j < batchnumvertices;j++)
8421 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8422 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8425 case Q3TCGEN_ENVIRONMENT:
8426 // make environment reflections using a spheremap
8427 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8428 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8429 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8430 for (j = 0;j < batchnumvertices;j++)
8432 // identical to Q3A's method, but executed in worldspace so
8433 // carried models can be shiny too
8435 float viewer[3], d, reflected[3], worldreflected[3];
8437 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8438 // VectorNormalize(viewer);
8440 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8442 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8443 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8444 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8445 // note: this is proportinal to viewer, so we can normalize later
8447 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8448 VectorNormalize(worldreflected);
8450 // note: this sphere map only uses world x and z!
8451 // so positive and negative y will LOOK THE SAME.
8452 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8453 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8457 // the only tcmod that needs software vertex processing is turbulent, so
8458 // check for it here and apply the changes if needed
8459 // and we only support that as the first one
8460 // (handling a mixture of turbulent and other tcmods would be problematic
8461 // without punting it entirely to a software path)
8462 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8464 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8465 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8466 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8467 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8468 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8469 for (j = 0;j < batchnumvertices;j++)
8471 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8472 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8478 void RSurf_DrawBatch(void)
8480 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8481 // through the pipeline, killing it earlier in the pipeline would have
8482 // per-surface overhead rather than per-batch overhead, so it's best to
8483 // reject it here, before it hits glDraw.
8484 if (rsurface.batchnumtriangles == 0)
8487 // batch debugging code
8488 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8494 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8495 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8498 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8500 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8502 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8503 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8510 if (rsurface.batchmultidraw)
8512 // issue multiple draws rather than copying index data
8513 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8514 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8515 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8516 for (i = 0;i < numsurfaces;)
8518 // combine consecutive surfaces as one draw
8519 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8520 if (surfacelist[j] != surfacelist[k] + 1)
8522 firstvertex = surfacelist[i]->num_firstvertex;
8523 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8524 firsttriangle = surfacelist[i]->num_firsttriangle;
8525 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8526 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8532 // there is only one consecutive run of index data (may have been combined)
8533 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8537 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8539 // pick the closest matching water plane
8540 int planeindex, vertexindex, bestplaneindex = -1;
8544 r_waterstate_waterplane_t *p;
8545 qbool prepared = false;
8547 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8549 if(p->camera_entity != rsurface.texture->camera_entity)
8554 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8556 if(rsurface.batchnumvertices == 0)
8559 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8561 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8562 d += fabs(PlaneDiff(vert, &p->plane));
8564 if (bestd > d || bestplaneindex < 0)
8567 bestplaneindex = planeindex;
8570 return bestplaneindex;
8571 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8572 // this situation though, as it might be better to render single larger
8573 // batches with useless stuff (backface culled for example) than to
8574 // render multiple smaller batches
8577 void RSurf_SetupDepthAndCulling(void)
8579 // submodels are biased to avoid z-fighting with world surfaces that they
8580 // may be exactly overlapping (avoids z-fighting artifacts on certain
8581 // doors and things in Quake maps)
8582 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8583 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8584 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8585 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8588 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8592 float p[3], mins[3], maxs[3];
8594 // transparent sky would be ridiculous
8595 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8597 R_SetupShader_Generic_NoTexture(false, false);
8598 skyrenderlater = true;
8599 RSurf_SetupDepthAndCulling();
8602 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8603 if (r_sky_scissor.integer)
8605 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8606 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8608 Matrix4x4_Transform(&rsurface.matrix, v, p);
8611 if (mins[0] > p[0]) mins[0] = p[0];
8612 if (mins[1] > p[1]) mins[1] = p[1];
8613 if (mins[2] > p[2]) mins[2] = p[2];
8614 if (maxs[0] < p[0]) maxs[0] = p[0];
8615 if (maxs[1] < p[1]) maxs[1] = p[1];
8616 if (maxs[2] < p[2]) maxs[2] = p[2];
8620 VectorCopy(p, mins);
8621 VectorCopy(p, maxs);
8624 if (!R_ScissorForBBox(mins, maxs, scissor))
8628 if (skyscissor[0] > scissor[0])
8630 skyscissor[2] += skyscissor[0] - scissor[0];
8631 skyscissor[0] = scissor[0];
8633 if (skyscissor[1] > scissor[1])
8635 skyscissor[3] += skyscissor[1] - scissor[1];
8636 skyscissor[1] = scissor[1];
8638 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8639 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8640 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8641 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8644 Vector4Copy(scissor, skyscissor);
8648 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8649 // skymasking on them, and Quake3 never did sky masking (unlike
8650 // software Quake and software Quake2), so disable the sky masking
8651 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8652 // and skymasking also looks very bad when noclipping outside the
8653 // level, so don't use it then either.
8654 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8656 R_Mesh_ResetTextureState();
8657 if (skyrendermasked)
8659 R_SetupShader_DepthOrShadow(false, false, false);
8660 // depth-only (masking)
8661 GL_ColorMask(0, 0, 0, 0);
8662 // just to make sure that braindead drivers don't draw
8663 // anything despite that colormask...
8664 GL_BlendFunc(GL_ZERO, GL_ONE);
8665 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8666 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8670 R_SetupShader_Generic_NoTexture(false, false);
8672 GL_BlendFunc(GL_ONE, GL_ZERO);
8673 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8674 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8675 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8678 if (skyrendermasked)
8679 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8681 R_Mesh_ResetTextureState();
8682 GL_Color(1, 1, 1, 1);
8685 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8686 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8687 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8689 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8693 // render screenspace normalmap to texture
8695 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8700 // bind lightmap texture
8702 // water/refraction/reflection/camera surfaces have to be handled specially
8703 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8705 int start, end, startplaneindex;
8706 for (start = 0;start < texturenumsurfaces;start = end)
8708 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8709 if(startplaneindex < 0)
8711 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8712 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8716 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8718 // now that we have a batch using the same planeindex, render it
8719 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8721 // render water or distortion background
8723 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8725 // blend surface on top
8726 GL_DepthMask(false);
8727 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8730 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8732 // render surface with reflection texture as input
8733 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8734 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8741 // render surface batch normally
8742 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8743 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8747 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8751 int texturesurfaceindex;
8753 const msurface_t *surface;
8754 float surfacecolor4f[4];
8756 // R_Mesh_ResetTextureState();
8757 R_SetupShader_Generic_NoTexture(false, false);
8759 GL_BlendFunc(GL_ONE, GL_ZERO);
8760 GL_DepthMask(writedepth);
8762 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8764 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8766 surface = texturesurfacelist[texturesurfaceindex];
8767 k = (int)(((size_t)surface) / sizeof(msurface_t));
8768 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8769 for (j = 0;j < surface->num_vertices;j++)
8771 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8775 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8779 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8782 RSurf_SetupDepthAndCulling();
8783 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8785 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8788 switch (vid.renderpath)
8790 case RENDERPATH_GL32:
8791 case RENDERPATH_GLES2:
8792 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8798 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8801 int texturenumsurfaces, endsurface;
8803 const msurface_t *surface;
8804 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8806 RSurf_ActiveModelEntity(ent, true, true, false);
8808 if (r_transparentdepthmasking.integer)
8810 qbool setup = false;
8811 for (i = 0;i < numsurfaces;i = j)
8814 surface = rsurface.modelsurfaces + surfacelist[i];
8815 texture = surface->texture;
8816 rsurface.texture = R_GetCurrentTexture(texture);
8817 rsurface.lightmaptexture = NULL;
8818 rsurface.deluxemaptexture = NULL;
8819 rsurface.uselightmaptexture = false;
8820 // scan ahead until we find a different texture
8821 endsurface = min(i + 1024, numsurfaces);
8822 texturenumsurfaces = 0;
8823 texturesurfacelist[texturenumsurfaces++] = surface;
8824 for (;j < endsurface;j++)
8826 surface = rsurface.modelsurfaces + surfacelist[j];
8827 if (texture != surface->texture)
8829 texturesurfacelist[texturenumsurfaces++] = surface;
8831 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8833 // render the range of surfaces as depth
8837 GL_ColorMask(0,0,0,0);
8840 GL_BlendFunc(GL_ONE, GL_ZERO);
8842 // R_Mesh_ResetTextureState();
8844 RSurf_SetupDepthAndCulling();
8845 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8846 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8847 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8851 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8854 for (i = 0;i < numsurfaces;i = j)
8857 surface = rsurface.modelsurfaces + surfacelist[i];
8858 texture = surface->texture;
8859 rsurface.texture = R_GetCurrentTexture(texture);
8860 // scan ahead until we find a different texture
8861 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8862 texturenumsurfaces = 0;
8863 texturesurfacelist[texturenumsurfaces++] = surface;
8864 rsurface.lightmaptexture = surface->lightmaptexture;
8865 rsurface.deluxemaptexture = surface->deluxemaptexture;
8866 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8867 for (;j < endsurface;j++)
8869 surface = rsurface.modelsurfaces + surfacelist[j];
8870 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8872 texturesurfacelist[texturenumsurfaces++] = surface;
8874 // render the range of surfaces
8875 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8877 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8880 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8882 // transparent surfaces get pushed off into the transparent queue
8883 int surfacelistindex;
8884 const msurface_t *surface;
8885 vec3_t tempcenter, center;
8886 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8888 surface = texturesurfacelist[surfacelistindex];
8889 if (r_transparent_sortsurfacesbynearest.integer)
8891 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8892 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8893 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8897 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8898 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8899 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8901 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8902 if (rsurface.entity->transparent_offset) // transparent offset
8904 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8905 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8906 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8908 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8912 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8914 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8916 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8918 RSurf_SetupDepthAndCulling();
8919 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8920 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8921 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8925 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8929 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8931 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8934 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8936 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8937 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8939 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8941 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8942 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8943 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8945 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8947 // in the deferred case, transparent surfaces were queued during prepass
8948 if (!r_shadow_usingdeferredprepass)
8949 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8953 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8954 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8959 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8963 R_FrameData_SetMark();
8964 // break the surface list down into batches by texture and use of lightmapping
8965 for (i = 0;i < numsurfaces;i = j)
8968 // texture is the base texture pointer, rsurface.texture is the
8969 // current frame/skin the texture is directing us to use (for example
8970 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8971 // use skin 1 instead)
8972 texture = surfacelist[i]->texture;
8973 rsurface.texture = R_GetCurrentTexture(texture);
8974 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8976 // if this texture is not the kind we want, skip ahead to the next one
8977 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8981 if(depthonly || prepass)
8983 rsurface.lightmaptexture = NULL;
8984 rsurface.deluxemaptexture = NULL;
8985 rsurface.uselightmaptexture = false;
8986 // simply scan ahead until we find a different texture or lightmap state
8987 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8992 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8993 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8994 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8995 // simply scan ahead until we find a different texture or lightmap state
8996 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8999 // render the range of surfaces
9000 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9002 R_FrameData_ReturnToMark();
9005 float locboxvertex3f[6*4*3] =
9007 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9008 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9009 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9010 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9011 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9012 1,0,0, 0,0,0, 0,1,0, 1,1,0
9015 unsigned short locboxelements[6*2*3] =
9025 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9028 cl_locnode_t *loc = (cl_locnode_t *)ent;
9030 float vertex3f[6*4*3];
9032 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9033 GL_DepthMask(false);
9034 GL_DepthRange(0, 1);
9035 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9037 GL_CullFace(GL_NONE);
9038 R_EntityMatrix(&identitymatrix);
9040 // R_Mesh_ResetTextureState();
9043 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9044 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9045 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9046 surfacelist[0] < 0 ? 0.5f : 0.125f);
9048 if (VectorCompare(loc->mins, loc->maxs))
9050 VectorSet(size, 2, 2, 2);
9051 VectorMA(loc->mins, -0.5f, size, mins);
9055 VectorCopy(loc->mins, mins);
9056 VectorSubtract(loc->maxs, loc->mins, size);
9059 for (i = 0;i < 6*4*3;)
9060 for (j = 0;j < 3;j++, i++)
9061 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9063 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9064 R_SetupShader_Generic_NoTexture(false, false);
9065 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9068 void R_DrawLocs(void)
9071 cl_locnode_t *loc, *nearestloc;
9073 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9074 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9076 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9077 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9081 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9083 if (decalsystem->decals)
9084 Mem_Free(decalsystem->decals);
9085 memset(decalsystem, 0, sizeof(*decalsystem));
9088 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9094 // expand or initialize the system
9095 if (decalsystem->maxdecals <= decalsystem->numdecals)
9097 decalsystem_t old = *decalsystem;
9098 qbool useshortelements;
9099 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9100 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9101 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9102 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9103 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9104 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9105 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9106 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9107 if (decalsystem->numdecals)
9108 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9110 Mem_Free(old.decals);
9111 for (i = 0;i < decalsystem->maxdecals*3;i++)
9112 decalsystem->element3i[i] = i;
9113 if (useshortelements)
9114 for (i = 0;i < decalsystem->maxdecals*3;i++)
9115 decalsystem->element3s[i] = i;
9118 // grab a decal and search for another free slot for the next one
9119 decals = decalsystem->decals;
9120 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9121 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9123 decalsystem->freedecal = i;
9124 if (decalsystem->numdecals <= i)
9125 decalsystem->numdecals = i + 1;
9127 // initialize the decal
9129 decal->triangleindex = triangleindex;
9130 decal->surfaceindex = surfaceindex;
9131 decal->decalsequence = decalsequence;
9132 decal->color4f[0][0] = c0[0];
9133 decal->color4f[0][1] = c0[1];
9134 decal->color4f[0][2] = c0[2];
9135 decal->color4f[0][3] = 1;
9136 decal->color4f[1][0] = c1[0];
9137 decal->color4f[1][1] = c1[1];
9138 decal->color4f[1][2] = c1[2];
9139 decal->color4f[1][3] = 1;
9140 decal->color4f[2][0] = c2[0];
9141 decal->color4f[2][1] = c2[1];
9142 decal->color4f[2][2] = c2[2];
9143 decal->color4f[2][3] = 1;
9144 decal->vertex3f[0][0] = v0[0];
9145 decal->vertex3f[0][1] = v0[1];
9146 decal->vertex3f[0][2] = v0[2];
9147 decal->vertex3f[1][0] = v1[0];
9148 decal->vertex3f[1][1] = v1[1];
9149 decal->vertex3f[1][2] = v1[2];
9150 decal->vertex3f[2][0] = v2[0];
9151 decal->vertex3f[2][1] = v2[1];
9152 decal->vertex3f[2][2] = v2[2];
9153 decal->texcoord2f[0][0] = t0[0];
9154 decal->texcoord2f[0][1] = t0[1];
9155 decal->texcoord2f[1][0] = t1[0];
9156 decal->texcoord2f[1][1] = t1[1];
9157 decal->texcoord2f[2][0] = t2[0];
9158 decal->texcoord2f[2][1] = t2[1];
9159 TriangleNormal(v0, v1, v2, decal->plane);
9160 VectorNormalize(decal->plane);
9161 decal->plane[3] = DotProduct(v0, decal->plane);
9164 extern cvar_t cl_decals_bias;
9165 extern cvar_t cl_decals_models;
9166 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9167 // baseparms, parms, temps
9168 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9173 const float *vertex3f;
9174 const float *normal3f;
9176 float points[2][9][3];
9183 e = rsurface.modelelement3i + 3*triangleindex;
9185 vertex3f = rsurface.modelvertex3f;
9186 normal3f = rsurface.modelnormal3f;
9190 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9192 index = 3*e[cornerindex];
9193 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9198 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9200 index = 3*e[cornerindex];
9201 VectorCopy(vertex3f + index, v[cornerindex]);
9206 //TriangleNormal(v[0], v[1], v[2], normal);
9207 //if (DotProduct(normal, localnormal) < 0.0f)
9209 // clip by each of the box planes formed from the projection matrix
9210 // if anything survives, we emit the decal
9211 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9214 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9217 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9220 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9223 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9226 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9229 // some part of the triangle survived, so we have to accept it...
9232 // dynamic always uses the original triangle
9234 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9236 index = 3*e[cornerindex];
9237 VectorCopy(vertex3f + index, v[cornerindex]);
9240 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9242 // convert vertex positions to texcoords
9243 Matrix4x4_Transform(projection, v[cornerindex], temp);
9244 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9245 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9246 // calculate distance fade from the projection origin
9247 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9248 f = bound(0.0f, f, 1.0f);
9249 c[cornerindex][0] = r * f;
9250 c[cornerindex][1] = g * f;
9251 c[cornerindex][2] = b * f;
9252 c[cornerindex][3] = 1.0f;
9253 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9256 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9258 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9259 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9261 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9263 matrix4x4_t projection;
9264 decalsystem_t *decalsystem;
9267 const msurface_t *surface;
9268 const msurface_t *surfaces;
9269 const texture_t *texture;
9273 float localorigin[3];
9274 float localnormal[3];
9282 int bih_triangles_count;
9283 int bih_triangles[256];
9284 int bih_surfaces[256];
9286 decalsystem = &ent->decalsystem;
9288 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9290 R_DecalSystem_Reset(&ent->decalsystem);
9294 if (!model->brush.data_leafs && !cl_decals_models.integer)
9296 if (decalsystem->model)
9297 R_DecalSystem_Reset(decalsystem);
9301 if (decalsystem->model != model)
9302 R_DecalSystem_Reset(decalsystem);
9303 decalsystem->model = model;
9305 RSurf_ActiveModelEntity(ent, true, false, false);
9307 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9308 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9309 VectorNormalize(localnormal);
9310 localsize = worldsize*rsurface.inversematrixscale;
9311 localmins[0] = localorigin[0] - localsize;
9312 localmins[1] = localorigin[1] - localsize;
9313 localmins[2] = localorigin[2] - localsize;
9314 localmaxs[0] = localorigin[0] + localsize;
9315 localmaxs[1] = localorigin[1] + localsize;
9316 localmaxs[2] = localorigin[2] + localsize;
9318 //VectorCopy(localnormal, planes[4]);
9319 //VectorVectors(planes[4], planes[2], planes[0]);
9320 AnglesFromVectors(angles, localnormal, NULL, false);
9321 AngleVectors(angles, planes[0], planes[2], planes[4]);
9322 VectorNegate(planes[0], planes[1]);
9323 VectorNegate(planes[2], planes[3]);
9324 VectorNegate(planes[4], planes[5]);
9325 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9326 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9327 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9328 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9329 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9330 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9335 matrix4x4_t forwardprojection;
9336 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9337 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9342 float projectionvector[4][3];
9343 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9344 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9345 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9346 projectionvector[0][0] = planes[0][0] * ilocalsize;
9347 projectionvector[0][1] = planes[1][0] * ilocalsize;
9348 projectionvector[0][2] = planes[2][0] * ilocalsize;
9349 projectionvector[1][0] = planes[0][1] * ilocalsize;
9350 projectionvector[1][1] = planes[1][1] * ilocalsize;
9351 projectionvector[1][2] = planes[2][1] * ilocalsize;
9352 projectionvector[2][0] = planes[0][2] * ilocalsize;
9353 projectionvector[2][1] = planes[1][2] * ilocalsize;
9354 projectionvector[2][2] = planes[2][2] * ilocalsize;
9355 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9356 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9357 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9358 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9362 dynamic = model->surfmesh.isanimated;
9363 surfaces = model->data_surfaces;
9366 bih_triangles_count = -1;
9369 if(model->render_bih.numleafs)
9370 bih = &model->render_bih;
9371 else if(model->collision_bih.numleafs)
9372 bih = &model->collision_bih;
9375 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9376 if(bih_triangles_count == 0)
9378 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9380 if(bih_triangles_count > 0)
9382 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9384 surfaceindex = bih_surfaces[triangleindex];
9385 surface = surfaces + surfaceindex;
9386 texture = surface->texture;
9389 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9391 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9393 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9398 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9400 surface = surfaces + surfaceindex;
9401 // check cull box first because it rejects more than any other check
9402 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9404 // skip transparent surfaces
9405 texture = surface->texture;
9408 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9410 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9412 numtriangles = surface->num_triangles;
9413 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9414 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9419 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9420 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9422 int renderentityindex;
9425 entity_render_t *ent;
9427 worldmins[0] = worldorigin[0] - worldsize;
9428 worldmins[1] = worldorigin[1] - worldsize;
9429 worldmins[2] = worldorigin[2] - worldsize;
9430 worldmaxs[0] = worldorigin[0] + worldsize;
9431 worldmaxs[1] = worldorigin[1] + worldsize;
9432 worldmaxs[2] = worldorigin[2] + worldsize;
9434 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9436 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9438 ent = r_refdef.scene.entities[renderentityindex];
9439 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9442 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9446 typedef struct r_decalsystem_splatqueue_s
9453 unsigned int decalsequence;
9455 r_decalsystem_splatqueue_t;
9457 int r_decalsystem_numqueued = 0;
9458 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9460 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9462 r_decalsystem_splatqueue_t *queue;
9464 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9467 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9468 VectorCopy(worldorigin, queue->worldorigin);
9469 VectorCopy(worldnormal, queue->worldnormal);
9470 Vector4Set(queue->color, r, g, b, a);
9471 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9472 queue->worldsize = worldsize;
9473 queue->decalsequence = cl.decalsequence++;
9476 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9479 r_decalsystem_splatqueue_t *queue;
9481 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9482 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9483 r_decalsystem_numqueued = 0;
9486 extern cvar_t cl_decals_max;
9487 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9490 decalsystem_t *decalsystem = &ent->decalsystem;
9492 unsigned int killsequence;
9497 if (!decalsystem->numdecals)
9500 if (r_showsurfaces.integer)
9503 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9505 R_DecalSystem_Reset(decalsystem);
9509 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9510 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9512 if (decalsystem->lastupdatetime)
9513 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9516 decalsystem->lastupdatetime = r_refdef.scene.time;
9517 numdecals = decalsystem->numdecals;
9519 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9521 if (decal->color4f[0][3])
9523 decal->lived += frametime;
9524 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9526 memset(decal, 0, sizeof(*decal));
9527 if (decalsystem->freedecal > i)
9528 decalsystem->freedecal = i;
9532 decal = decalsystem->decals;
9533 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9536 // collapse the array by shuffling the tail decals into the gaps
9539 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9540 decalsystem->freedecal++;
9541 if (decalsystem->freedecal == numdecals)
9543 decal[decalsystem->freedecal] = decal[--numdecals];
9546 decalsystem->numdecals = numdecals;
9550 // if there are no decals left, reset decalsystem
9551 R_DecalSystem_Reset(decalsystem);
9555 extern skinframe_t *decalskinframe;
9556 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9559 decalsystem_t *decalsystem = &ent->decalsystem;
9568 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9571 numdecals = decalsystem->numdecals;
9575 if (r_showsurfaces.integer)
9578 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9580 R_DecalSystem_Reset(decalsystem);
9584 // if the model is static it doesn't matter what value we give for
9585 // wantnormals and wanttangents, so this logic uses only rules applicable
9586 // to a model, knowing that they are meaningless otherwise
9587 RSurf_ActiveModelEntity(ent, false, false, false);
9589 decalsystem->lastupdatetime = r_refdef.scene.time;
9591 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9593 // update vertex positions for animated models
9594 v3f = decalsystem->vertex3f;
9595 c4f = decalsystem->color4f;
9596 t2f = decalsystem->texcoord2f;
9597 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9599 if (!decal->color4f[0][3])
9602 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9606 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9609 // update color values for fading decals
9610 if (decal->lived >= cl_decals_time.value)
9611 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9615 c4f[ 0] = decal->color4f[0][0] * alpha;
9616 c4f[ 1] = decal->color4f[0][1] * alpha;
9617 c4f[ 2] = decal->color4f[0][2] * alpha;
9619 c4f[ 4] = decal->color4f[1][0] * alpha;
9620 c4f[ 5] = decal->color4f[1][1] * alpha;
9621 c4f[ 6] = decal->color4f[1][2] * alpha;
9623 c4f[ 8] = decal->color4f[2][0] * alpha;
9624 c4f[ 9] = decal->color4f[2][1] * alpha;
9625 c4f[10] = decal->color4f[2][2] * alpha;
9628 t2f[0] = decal->texcoord2f[0][0];
9629 t2f[1] = decal->texcoord2f[0][1];
9630 t2f[2] = decal->texcoord2f[1][0];
9631 t2f[3] = decal->texcoord2f[1][1];
9632 t2f[4] = decal->texcoord2f[2][0];
9633 t2f[5] = decal->texcoord2f[2][1];
9635 // update vertex positions for animated models
9636 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9638 e = rsurface.modelelement3i + 3*decal->triangleindex;
9639 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9640 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9641 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9645 VectorCopy(decal->vertex3f[0], v3f);
9646 VectorCopy(decal->vertex3f[1], v3f + 3);
9647 VectorCopy(decal->vertex3f[2], v3f + 6);
9650 if (r_refdef.fogenabled)
9652 alpha = RSurf_FogVertex(v3f);
9653 VectorScale(c4f, alpha, c4f);
9654 alpha = RSurf_FogVertex(v3f + 3);
9655 VectorScale(c4f + 4, alpha, c4f + 4);
9656 alpha = RSurf_FogVertex(v3f + 6);
9657 VectorScale(c4f + 8, alpha, c4f + 8);
9668 r_refdef.stats[r_stat_drawndecals] += numtris;
9670 // now render the decals all at once
9671 // (this assumes they all use one particle font texture!)
9672 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9673 // R_Mesh_ResetTextureState();
9674 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9675 GL_DepthMask(false);
9676 GL_DepthRange(0, 1);
9677 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9679 GL_CullFace(GL_NONE);
9680 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9681 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9682 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9686 static void R_DrawModelDecals(void)
9690 // fade faster when there are too many decals
9691 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9692 for (i = 0;i < r_refdef.scene.numentities;i++)
9693 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9695 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9696 for (i = 0;i < r_refdef.scene.numentities;i++)
9697 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9698 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9700 R_DecalSystem_ApplySplatEntitiesQueue();
9702 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9703 for (i = 0;i < r_refdef.scene.numentities;i++)
9704 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9706 r_refdef.stats[r_stat_totaldecals] += numdecals;
9708 if (r_showsurfaces.integer || !r_drawdecals.integer)
9711 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9713 for (i = 0;i < r_refdef.scene.numentities;i++)
9715 if (!r_refdef.viewcache.entityvisible[i])
9717 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9718 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9722 static void R_DrawDebugModel(void)
9724 entity_render_t *ent = rsurface.entity;
9726 const msurface_t *surface;
9727 model_t *model = ent->model;
9729 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9732 if (r_showoverdraw.value > 0)
9734 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9735 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9736 R_SetupShader_Generic_NoTexture(false, false);
9737 GL_DepthTest(false);
9738 GL_DepthMask(false);
9739 GL_DepthRange(0, 1);
9740 GL_BlendFunc(GL_ONE, GL_ONE);
9741 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9743 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9745 surface = model->data_surfaces + j;
9746 rsurface.texture = R_GetCurrentTexture(surface->texture);
9747 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9749 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9750 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9751 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9752 GL_Color(c, 0, 0, 1.0f);
9753 else if (ent == r_refdef.scene.worldentity)
9754 GL_Color(c, c, c, 1.0f);
9756 GL_Color(0, c, 0, 1.0f);
9757 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9761 rsurface.texture = NULL;
9764 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9766 // R_Mesh_ResetTextureState();
9767 R_SetupShader_Generic_NoTexture(false, false);
9768 GL_DepthRange(0, 1);
9769 GL_DepthTest(!r_showdisabledepthtest.integer);
9770 GL_DepthMask(false);
9771 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9773 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9777 qbool cullbox = false;
9778 const q3mbrush_t *brush;
9779 const bih_t *bih = &model->collision_bih;
9780 const bih_leaf_t *bihleaf;
9781 float vertex3f[3][3];
9782 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9783 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9785 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9787 switch (bihleaf->type)
9790 brush = model->brush.data_brushes + bihleaf->itemindex;
9791 if (brush->colbrushf && brush->colbrushf->numtriangles)
9793 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9794 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9795 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9798 case BIH_COLLISIONTRIANGLE:
9799 triangleindex = bihleaf->itemindex;
9800 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9801 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9802 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9803 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9804 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9805 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9807 case BIH_RENDERTRIANGLE:
9808 triangleindex = bihleaf->itemindex;
9809 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9810 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9811 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9812 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9813 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9814 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9820 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9823 if (r_showtris.value > 0 && qglPolygonMode)
9825 if (r_showdisabledepthtest.integer)
9827 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9828 GL_DepthMask(false);
9832 GL_BlendFunc(GL_ONE, GL_ZERO);
9835 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9836 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9838 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9840 surface = model->data_surfaces + j;
9841 rsurface.texture = R_GetCurrentTexture(surface->texture);
9842 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9844 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9845 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9846 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9847 else if (ent == r_refdef.scene.worldentity)
9848 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9850 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9851 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9855 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9856 rsurface.texture = NULL;
9860 // FIXME! implement r_shownormals with just triangles
9861 if (r_shownormals.value != 0 && qglBegin)
9865 if (r_showdisabledepthtest.integer)
9867 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9868 GL_DepthMask(false);
9872 GL_BlendFunc(GL_ONE, GL_ZERO);
9875 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9877 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9879 surface = model->data_surfaces + j;
9880 rsurface.texture = R_GetCurrentTexture(surface->texture);
9881 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9883 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9885 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9887 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9889 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9890 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9891 qglVertex3f(v[0], v[1], v[2]);
9892 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9893 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9894 qglVertex3f(v[0], v[1], v[2]);
9897 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9899 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9901 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9902 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9903 qglVertex3f(v[0], v[1], v[2]);
9904 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9905 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9906 qglVertex3f(v[0], v[1], v[2]);
9909 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9911 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9913 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9914 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9915 qglVertex3f(v[0], v[1], v[2]);
9916 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9917 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9918 qglVertex3f(v[0], v[1], v[2]);
9921 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9923 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9925 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9926 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9927 qglVertex3f(v[0], v[1], v[2]);
9928 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9929 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9930 qglVertex3f(v[0], v[1], v[2]);
9937 rsurface.texture = NULL;
9943 int r_maxsurfacelist = 0;
9944 const msurface_t **r_surfacelist = NULL;
9945 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9947 int i, j, flagsmask;
9948 model_t *model = ent->model;
9949 msurface_t *surfaces;
9950 unsigned char *update;
9951 int numsurfacelist = 0;
9955 if (r_maxsurfacelist < model->num_surfaces)
9957 r_maxsurfacelist = model->num_surfaces;
9959 Mem_Free((msurface_t **)r_surfacelist);
9960 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9963 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9964 RSurf_ActiveModelEntity(ent, false, false, false);
9966 RSurf_ActiveModelEntity(ent, true, true, true);
9968 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9970 RSurf_ActiveModelEntity(ent, true, true, false);
9972 surfaces = model->data_surfaces;
9973 update = model->brushq1.lightmapupdateflags;
9975 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9980 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9984 // check if this is an empty model
9985 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
9988 rsurface.lightmaptexture = NULL;
9989 rsurface.deluxemaptexture = NULL;
9990 rsurface.uselightmaptexture = false;
9991 rsurface.texture = NULL;
9992 rsurface.rtlight = NULL;
9995 // add visible surfaces to draw list
9996 if (ent == r_refdef.scene.worldentity)
9998 // for the world entity, check surfacevisible
9999 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10001 j = model->modelsurfaces_sorted[i];
10002 if (r_refdef.viewcache.world_surfacevisible[j])
10003 r_surfacelist[numsurfacelist++] = surfaces + j;
10006 // don't do anything if there were no surfaces added (none of the world entity is visible)
10007 if (!numsurfacelist)
10009 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10015 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10016 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10017 r_surfacelist[numsurfacelist++] = surfaces + i;
10021 // add all surfaces
10022 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10023 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10027 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10028 * using style chains because most styles do not change on most frames, and most
10029 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10030 * break this rule and animate most surfaces.
10032 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10034 model_brush_lightstyleinfo_t *style;
10036 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10037 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10039 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10041 int* list = style->surfacelist;
10042 style->value = r_refdef.scene.lightstylevalue[style->style];
10043 // Value changed - mark the surfaces belonging to this style chain as dirty
10044 for (j = 0; j < style->numsurfaces; j++)
10045 update[list[j]] = true;
10048 // Now check if update flags are set on any surfaces that are visible
10049 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10052 * We can do less frequent texture uploads (approximately 10hz for animated
10053 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10054 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10055 * use model->num_surfaces, not nummodelsurfaces.
10057 for (i = 0; i < model->num_surfaces;i++)
10059 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10063 for (i = 0; i < numsurfacelist; i++)
10064 if (update[r_surfacelist[i] - surfaces])
10065 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10069 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10071 // add to stats if desired
10072 if (r_speeds.integer && !skysurfaces && !depthonly)
10074 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10075 for (j = 0;j < numsurfacelist;j++)
10076 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10079 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10082 void R_DebugLine(vec3_t start, vec3_t end)
10084 model_t *mod = CL_Mesh_UI();
10086 int e0, e1, e2, e3;
10087 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10088 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10089 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10092 // transform to screen coords first
10093 Vector4Set(w[0], start[0], start[1], start[2], 1);
10094 Vector4Set(w[1], end[0], end[1], end[2], 1);
10095 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10096 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10097 x1 = s[0][0] * vid_conwidth.value / vid.width;
10098 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10099 x2 = s[1][0] * vid_conwidth.value / vid.width;
10100 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10101 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10103 // add the line to the UI mesh for drawing later
10105 // width is measured in real pixels
10106 if (fabs(x2 - x1) > fabs(y2 - y1))
10109 offsety = 0.5f * width * vid_conheight.value / vid.height;
10113 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10116 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10117 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10118 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10119 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10120 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10121 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10122 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10127 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10129 static texture_t texture;
10131 // fake enough texture and surface state to render this geometry
10133 texture.update_lastrenderframe = -1; // regenerate this texture
10134 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10135 texture.basealpha = 1.0f;
10136 texture.currentskinframe = skinframe;
10137 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10138 texture.offsetmapping = OFFSETMAPPING_OFF;
10139 texture.offsetscale = 1;
10140 texture.specularscalemod = 1;
10141 texture.specularpowermod = 1;
10142 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10144 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10147 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10149 static msurface_t surface;
10150 const msurface_t *surfacelist = &surface;
10152 // fake enough texture and surface state to render this geometry
10153 surface.texture = texture;
10154 surface.num_triangles = numtriangles;
10155 surface.num_firsttriangle = firsttriangle;
10156 surface.num_vertices = numvertices;
10157 surface.num_firstvertex = firstvertex;
10160 rsurface.texture = R_GetCurrentTexture(surface.texture);
10161 rsurface.lightmaptexture = NULL;
10162 rsurface.deluxemaptexture = NULL;
10163 rsurface.uselightmaptexture = false;
10164 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);