2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
122 extern qboolean v_flipped_state;
124 typedef struct r_glsl_bloomshader_s
127 int loc_Texture_Bloom;
129 r_glsl_bloomshader_t;
131 static struct r_bloomstate_s
136 int bloomwidth, bloomheight;
138 int screentexturewidth, screentextureheight;
139 rtexture_t *texture_screen;
141 int bloomtexturewidth, bloomtextureheight;
142 rtexture_t *texture_bloom;
144 r_glsl_bloomshader_t *shader;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 typedef struct r_waterstate_waterplane_s
155 rtexture_t *texture_refraction;
156 rtexture_t *texture_reflection;
158 int materialflags; // combined flags of all water surfaces on this plane
159 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162 r_waterstate_waterplane_t;
164 #define MAX_WATERPLANES 16
166 static struct r_waterstate_s
170 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
172 int waterwidth, waterheight;
173 int texturewidth, textureheight;
175 int maxwaterplanes; // same as MAX_WATERPLANES
177 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
179 float screenscale[2];
180 float screencenter[2];
184 // shadow volume bsp struct with automatically growing nodes buffer
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
209 extern void R_DrawModelShadows(void);
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 for (i = 0;i < verts;i++)
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 for (i = 0;i < verts;i++)
238 // FIXME: move this to client?
241 if (gamemode == GAME_NEHAHRA)
243 Cvar_Set("gl_fogenable", "0");
244 Cvar_Set("gl_fogdensity", "0.2");
245 Cvar_Set("gl_fogred", "0.3");
246 Cvar_Set("gl_foggreen", "0.3");
247 Cvar_Set("gl_fogblue", "0.3");
249 r_refdef.fog_density = 0;
250 r_refdef.fog_red = 0;
251 r_refdef.fog_green = 0;
252 r_refdef.fog_blue = 0;
253 r_refdef.fog_alpha = 1;
254 r_refdef.fog_start = 0;
255 r_refdef.fog_end = 0;
258 float FogForDistance(vec_t dist)
260 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 float FogPoint_World(const vec3_t p)
266 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
269 float FogPoint_Model(const vec3_t p)
271 return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 static void R_BuildBlankTextures(void)
276 unsigned char data[4];
277 data[2] = 128; // normal X
278 data[1] = 128; // normal Y
279 data[0] = 255; // normal Z
280 data[3] = 128; // height
281 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 static void R_BuildNoTexture(void)
302 unsigned char pix[16][16][4];
303 // this makes a light grey/dark grey checkerboard texture
304 for (y = 0;y < 16;y++)
306 for (x = 0;x < 16;x++)
308 if ((y < 8) ^ (x < 8))
324 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 static void R_BuildWhiteCube(void)
329 unsigned char data[6*1*1*4];
330 memset(data, 255, sizeof(data));
331 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 static void R_BuildNormalizationCube(void)
338 vec_t s, t, intensity;
340 unsigned char data[6][NORMSIZE][NORMSIZE][4];
341 for (side = 0;side < 6;side++)
343 for (y = 0;y < NORMSIZE;y++)
345 for (x = 0;x < NORMSIZE;x++)
347 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383 intensity = 127.0f / sqrt(DotProduct(v, v));
384 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387 data[side][y][x][3] = 255;
391 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 static void R_BuildFogTexture(void)
398 unsigned char data1[FOGWIDTH][4];
399 //unsigned char data2[FOGWIDTH][4];
402 r_refdef.fogmasktable_start = r_refdef.fog_start;
403 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404 r_refdef.fogmasktable_range = r_refdef.fogrange;
405 r_refdef.fogmasktable_density = r_refdef.fog_density;
407 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410 d = (x * r - r_refdef.fogmasktable_start);
411 if(developer.integer >= 100)
412 Con_Printf("%f ", d);
414 if (r_fog_exp2.integer)
415 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418 if(developer.integer >= 100)
419 Con_Printf(" : %f ", alpha);
420 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421 if(developer.integer >= 100)
422 Con_Printf(" = %f\n", alpha);
423 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
426 for (x = 0;x < FOGWIDTH;x++)
428 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
433 //data2[x][0] = 255 - b;
434 //data2[x][1] = 255 - b;
435 //data2[x][2] = 255 - b;
438 if (r_texture_fogattenuation)
440 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
445 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
454 "// common definitions between vertex shader and fragment shader:\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
483 "varying vec3 EyeVector;\n"
485 "varying vec3 EyeVectorModelSpace;\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
498 "//# ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
519 " gl_FrontColor = gl_Color;\n"
520 " // copy the surface texcoord\n"
521 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 " // transform vertex position into light attenuation/cubemap space\n"
530 " // (-1 to +1 across the light box)\n"
531 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
533 " // transform unnormalized light direction into tangent space\n"
534 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 " // normalize it per pixel)\n"
536 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
548 " // transform unnormalized eye direction into tangent space\n"
550 " vec3 EyeVectorModelSpace;\n"
552 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 " VectorS = gl_MultiTexCoord1.xyz;\n"
559 " VectorT = gl_MultiTexCoord2.xyz;\n"
560 " VectorR = gl_MultiTexCoord3.xyz;\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
571 " gl_Position = ftransform();\n"
573 "#ifdef MODE_WATER\n"
574 " ModelViewProjectionPosition = gl_Position;\n"
576 "#ifdef MODE_REFRACTION\n"
577 " ModelViewProjectionPosition = gl_Position;\n"
579 "#ifdef USEREFLECTION\n"
580 " ModelViewProjectionPosition = gl_Position;\n"
584 "#endif // VERTEX_SHADER\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
619 "uniform myhalf4 TintColor;\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//# ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
640 "//# ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 " // 14 sample relief mapping: linear search and then binary search\n"
669 " // this basically steps forward a small amount repeatedly until it finds\n"
670 " // itself inside solid, then jitters forward and back using decreasing\n"
671 " // amounts to find the impact\n"
672 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 " vec3 RT = vec3(TexCoord, 1);\n"
676 " OffsetVector *= 0.1;\n"
677 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
687 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
688 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
689 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
690 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
693 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 " // this basically moves forward the full distance, and then backs up based\n"
695 " // on height of samples\n"
696 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 " TexCoord += OffsetVector;\n"
700 " OffsetVector *= 0.333;\n"
701 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 " return TexCoord;\n"
707 "#endif // USEOFFSETMAPPING\n"
709 "#ifdef MODE_WATER\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 " // apply offsetmapping\n"
716 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
720 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
724 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
730 "// refraction pass\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 " // apply offsetmapping\n"
735 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
739 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
745 "#else // MODE_REFRACTION\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 " // apply offsetmapping\n"
750 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
754 " // combine the diffuse textures (base, pants, shirt)\n"
755 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
767 "#ifdef USEDIFFUSE\n"
768 " // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "# ifdef USESPECULAR\n"
772 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
775 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "# ifdef USESPECULAR\n"
777 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
787 " // calculate surface normal, light normal, and specular normal\n"
788 " // compute color intensity for the two textures (colormap and glossmap)\n"
789 " // scale by light color and attenuation as efficiently as possible\n"
790 " // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 " // get the light normal\n"
793 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
795 "# ifdef USESPECULAR\n"
796 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
798 " // calculate directional shading\n"
799 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
801 "# ifdef USEDIFFUSE\n"
802 " // calculate directional shading\n"
803 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
805 " // calculate directionless shading\n"
806 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
810 "# ifdef USECUBEFILTER\n"
811 " // apply light cubemap filter\n"
812 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
815 "#endif // MODE_LIGHTSOURCE\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 " // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 " // get the light normal\n"
824 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
826 "# ifdef USESPECULAR\n"
827 " // calculate directional shading\n"
828 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
832 "# ifdef USEDIFFUSE\n"
834 " // calculate directional shading\n"
835 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
837 " color.rgb *= AmbientColor;\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
848 " // get the light normal\n"
849 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 " // calculate directional shading\n"
852 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
858 " // apply lightmap color\n"
859 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
868 " // get the light normal\n"
869 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 " // calculate directional shading\n"
871 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
877 " // apply lightmap color\n"
878 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 " // apply lightmap color\n"
886 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 " // apply lightmap color\n"
894 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
909 " color *= TintColor;\n"
912 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
915 "#ifdef USECONTRASTBOOST\n"
916 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
919 " color.rgb *= SceneBrightness;\n"
921 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
923 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
926 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
927 "#ifdef USEREFLECTION\n"
928 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
934 " gl_FragColor = vec4(color);\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
939 "#endif // FRAGMENT_SHADER\n"
942 typedef struct shaderpermutationinfo_s
947 shaderpermutationinfo_t;
949 typedef struct shadermodeinfo_s
951 const char *vertexfilename;
952 const char *geometryfilename;
953 const char *fragmentfilename;
959 typedef enum shaderpermutation_e
961 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972 SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973 SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
980 {"#define USEDIFFUSE\n", " diffuse"},
981 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982 {"#define USECOLORMAPPING\n", " colormapping"},
983 {"#define USECONTRASTBOOST\n", " contrastboost"},
984 {"#define USEFOG\n", " fog"},
985 {"#define USECUBEFILTER\n", " cubefilter"},
986 {"#define USEGLOW\n", " glow"},
987 {"#define USESPECULAR\n", " specular"},
988 {"#define USEREFLECTION\n", " reflection"},
989 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
996 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1012 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1023 typedef struct r_glsl_permutation_s
1025 // indicates if we have tried compiling this permutation already
1027 // 0 if compilation failed
1029 // locations of detected uniforms in program object, or -1 if not found
1030 int loc_Texture_Normal;
1031 int loc_Texture_Color;
1032 int loc_Texture_Gloss;
1033 int loc_Texture_Glow;
1034 int loc_Texture_SecondaryNormal;
1035 int loc_Texture_SecondaryColor;
1036 int loc_Texture_SecondaryGloss;
1037 int loc_Texture_SecondaryGlow;
1038 int loc_Texture_Pants;
1039 int loc_Texture_Shirt;
1040 int loc_Texture_FogMask;
1041 int loc_Texture_Lightmap;
1042 int loc_Texture_Deluxemap;
1043 int loc_Texture_Attenuation;
1044 int loc_Texture_Cube;
1045 int loc_Texture_Refraction;
1046 int loc_Texture_Reflection;
1048 int loc_LightPosition;
1049 int loc_EyePosition;
1050 int loc_Color_Pants;
1051 int loc_Color_Shirt;
1052 int loc_FogRangeRecip;
1053 int loc_AmbientScale;
1054 int loc_DiffuseScale;
1055 int loc_SpecularScale;
1056 int loc_SpecularPower;
1058 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059 int loc_OffsetMapping_Scale;
1061 int loc_AmbientColor;
1062 int loc_DiffuseColor;
1063 int loc_SpecularColor;
1065 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066 int loc_DistortScaleRefractReflect;
1067 int loc_ScreenScaleRefractReflect;
1068 int loc_ScreenCenterRefractReflect;
1069 int loc_RefractColor;
1070 int loc_ReflectColor;
1071 int loc_ReflectFactor;
1072 int loc_ReflectOffset;
1074 r_glsl_permutation_t;
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1084 if (!filename || !filename[0])
1086 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1089 if (printfromdisknotice)
1090 Con_DPrint("from disk... ");
1091 return shaderstring;
1093 else if (!strcmp(filename, "glsl/default.glsl"))
1095 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1098 return shaderstring;
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1104 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106 int vertstrings_count = 0;
1107 int geomstrings_count = 0;
1108 int fragstrings_count = 0;
1109 char *vertexstring, *geometrystring, *fragmentstring;
1110 const char *vertstrings_list[32+3];
1111 const char *geomstrings_list[32+3];
1112 const char *fragstrings_list[32+3];
1113 char permutationname[256];
1120 permutationname[0] = 0;
1121 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1125 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1127 // the first pretext is which type of shader to compile as
1128 // (later these will all be bound together as a program object)
1129 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1133 // the second pretext is the mode (for example a light source)
1134 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1139 // now add all the permutation pretexts
1140 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1142 if (permutation & (1<<i))
1144 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1151 // keep line numbers correct
1152 vertstrings_list[vertstrings_count++] = "\n";
1153 geomstrings_list[geomstrings_count++] = "\n";
1154 fragstrings_list[fragstrings_count++] = "\n";
1158 // now append the shader text itself
1159 vertstrings_list[vertstrings_count++] = vertexstring;
1160 geomstrings_list[geomstrings_count++] = geometrystring;
1161 fragstrings_list[fragstrings_count++] = fragmentstring;
1163 // if any sources were NULL, clear the respective list
1165 vertstrings_count = 0;
1166 if (!geometrystring)
1167 geomstrings_count = 0;
1168 if (!fragmentstring)
1169 fragstrings_count = 0;
1171 // compile the shader program
1172 if (vertstrings_count + geomstrings_count + fragstrings_count)
1173 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1177 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178 // look up all the uniform variable names we care about, so we don't
1179 // have to look them up every time we set them
1180 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1182 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1198 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1199 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1200 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1204 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1206 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1207 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1208 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1211 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1212 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1214 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1215 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1220 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1221 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223 // initialize the samplers to refer to the texture units we use
1224 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1225 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1226 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1227 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1228 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1232 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1233 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1234 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1235 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1236 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1237 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1238 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1239 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1240 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1242 qglUseProgramObjectARB(0);CHECKGLERROR
1243 if (developer.integer)
1244 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1247 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1251 Mem_Free(vertexstring);
1253 Mem_Free(geometrystring);
1255 Mem_Free(fragmentstring);
1258 void R_GLSL_Restart_f(void)
1261 shaderpermutation_t permutation;
1262 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264 if (r_glsl_permutations[mode][permutation].program)
1265 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1269 void R_GLSL_DumpShader_f(void)
1273 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1276 Con_Printf("failed to write to glsl/default.glsl\n");
1280 FS_Print(file, "// The engine may define the following macros:\n");
1281 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282 for (i = 0;i < SHADERMODE_COUNT;i++)
1283 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286 FS_Print(file, "\n");
1287 FS_Print(file, builtinshaderstring);
1290 Con_Printf("glsl/default.glsl written\n");
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1298 // select a permutation of the lighting shader appropriate to this
1299 // combination of texture, entity, light source, and fogging, only use the
1300 // minimum features necessary to avoid wasting rendering time in the
1301 // fragment shader on features that are not being used
1302 unsigned int permutation = 0;
1303 shadermode_t mode = 0;
1304 r_glsl_permutation = NULL;
1305 // TODO: implement geometry-shader based shadow volumes someday
1306 if (r_glsl_offsetmapping.integer)
1308 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309 if (r_glsl_offsetmapping_reliefmapping.integer)
1310 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1312 if (rsurfacepass == RSURFPASS_BACKGROUND)
1314 // distorted background
1315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316 mode = SHADERMODE_WATER;
1318 mode = SHADERMODE_REFRACTION;
1320 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1323 mode = SHADERMODE_LIGHTSOURCE;
1324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327 permutation |= SHADERPERMUTATION_CUBEFILTER;
1328 if (diffusescale > 0)
1329 permutation |= SHADERPERMUTATION_DIFFUSE;
1330 if (specularscale > 0)
1331 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332 if (r_refdef.fogenabled)
1333 permutation |= SHADERPERMUTATION_FOG;
1334 if (rsurface.texture->colormapping)
1335 permutation |= SHADERPERMUTATION_COLORMAPPING;
1336 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1339 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1341 // unshaded geometry (fullbright or ambient model lighting)
1342 mode = SHADERMODE_FLATCOLOR;
1343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345 if (rsurface.texture->currentskinframe->glow)
1346 permutation |= SHADERPERMUTATION_GLOW;
1347 if (r_refdef.fogenabled)
1348 permutation |= SHADERPERMUTATION_FOG;
1349 if (rsurface.texture->colormapping)
1350 permutation |= SHADERPERMUTATION_COLORMAPPING;
1351 if (r_glsl_offsetmapping.integer)
1353 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354 if (r_glsl_offsetmapping_reliefmapping.integer)
1355 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1357 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360 permutation |= SHADERPERMUTATION_REFLECTION;
1362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1364 // directional model lighting
1365 mode = SHADERMODE_LIGHTDIRECTION;
1366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368 if (rsurface.texture->currentskinframe->glow)
1369 permutation |= SHADERPERMUTATION_GLOW;
1370 permutation |= SHADERPERMUTATION_DIFFUSE;
1371 if (specularscale > 0)
1372 permutation |= SHADERPERMUTATION_SPECULAR;
1373 if (r_refdef.fogenabled)
1374 permutation |= SHADERPERMUTATION_FOG;
1375 if (rsurface.texture->colormapping)
1376 permutation |= SHADERPERMUTATION_COLORMAPPING;
1377 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380 permutation |= SHADERPERMUTATION_REFLECTION;
1382 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1384 // ambient model lighting
1385 mode = SHADERMODE_LIGHTDIRECTION;
1386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388 if (rsurface.texture->currentskinframe->glow)
1389 permutation |= SHADERPERMUTATION_GLOW;
1390 if (r_refdef.fogenabled)
1391 permutation |= SHADERPERMUTATION_FOG;
1392 if (rsurface.texture->colormapping)
1393 permutation |= SHADERPERMUTATION_COLORMAPPING;
1394 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397 permutation |= SHADERPERMUTATION_REFLECTION;
1402 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1404 // deluxemapping (light direction texture)
1405 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1408 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409 permutation |= SHADERPERMUTATION_DIFFUSE;
1410 if (specularscale > 0)
1411 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1413 else if (r_glsl_deluxemapping.integer >= 2)
1415 // fake deluxemapping (uniform light direction in tangentspace)
1416 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417 permutation |= SHADERPERMUTATION_DIFFUSE;
1418 if (specularscale > 0)
1419 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1421 else if (rsurface.uselightmaptexture)
1423 // ordinary lightmapping (q1bsp, q3bsp)
1424 mode = SHADERMODE_LIGHTMAP;
1428 // ordinary vertex coloring (q3bsp)
1429 mode = SHADERMODE_VERTEXCOLOR;
1431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433 if (rsurface.texture->currentskinframe->glow)
1434 permutation |= SHADERPERMUTATION_GLOW;
1435 if (r_refdef.fogenabled)
1436 permutation |= SHADERPERMUTATION_FOG;
1437 if (rsurface.texture->colormapping)
1438 permutation |= SHADERPERMUTATION_COLORMAPPING;
1439 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442 permutation |= SHADERPERMUTATION_REFLECTION;
1444 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445 if (!r_glsl_permutation->program)
1447 if (!r_glsl_permutation->compiled)
1448 R_GLSL_CompilePermutation(mode, permutation);
1449 if (!r_glsl_permutation->program)
1451 // remove features until we find a valid permutation
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1455 // reduce i more quickly whenever it would not remove any bits
1456 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457 if (!(permutation & j))
1460 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461 if (!r_glsl_permutation->compiled)
1462 R_GLSL_CompilePermutation(mode, permutation);
1463 if (r_glsl_permutation->program)
1466 if (i >= SHADERPERMUTATION_COUNT)
1468 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1469 Cvar_SetValueQuick(&r_glsl, 0);
1470 return 0; // no bit left to clear
1475 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476 if (mode == SHADERMODE_LIGHTSOURCE)
1478 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479 if (permutation & SHADERPERMUTATION_DIFFUSE)
1481 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1488 // ambient only is simpler
1489 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1490 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1494 // additive passes are only darkened by fog, not tinted
1495 if (r_glsl_permutation->loc_FogColor >= 0)
1496 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1500 if (mode == SHADERMODE_LIGHTDIRECTION)
1502 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1503 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1504 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1505 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1509 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1513 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1514 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515 // additive passes are only darkened by fog, not tinted
1516 if (r_glsl_permutation->loc_FogColor >= 0)
1518 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1521 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1523 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1524 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1525 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1526 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1531 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1533 // The formula used is actually:
1534 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535 // color.rgb *= SceneBrightness;
1537 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538 // and do [[calculations]] here in the engine
1539 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1543 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545 if (r_glsl_permutation->loc_Color_Pants >= 0)
1547 if (rsurface.texture->currentskinframe->pants)
1548 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1550 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1552 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1554 if (rsurface.texture->currentskinframe->shirt)
1555 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1557 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1559 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1566 #define SKINFRAME_HASH 1024
1570 int loadsequence; // incremented each level change
1571 memexpandablearray_t array;
1572 skinframe_t *hash[SKINFRAME_HASH];
1576 void R_SkinFrame_PrepareForPurge(void)
1578 r_skinframe.loadsequence++;
1579 // wrap it without hitting zero
1580 if (r_skinframe.loadsequence >= 200)
1581 r_skinframe.loadsequence = 1;
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1588 // mark the skinframe as used for the purging code
1589 skinframe->loadsequence = r_skinframe.loadsequence;
1592 void R_SkinFrame_Purge(void)
1596 for (i = 0;i < SKINFRAME_HASH;i++)
1598 for (s = r_skinframe.hash[i];s;s = s->next)
1600 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1602 if (s->merged == s->base)
1604 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605 R_PurgeTexture(s->stain );s->stain = NULL;
1606 R_PurgeTexture(s->merged);s->merged = NULL;
1607 R_PurgeTexture(s->base );s->base = NULL;
1608 R_PurgeTexture(s->pants );s->pants = NULL;
1609 R_PurgeTexture(s->shirt );s->shirt = NULL;
1610 R_PurgeTexture(s->nmap );s->nmap = NULL;
1611 R_PurgeTexture(s->gloss );s->gloss = NULL;
1612 R_PurgeTexture(s->glow );s->glow = NULL;
1613 R_PurgeTexture(s->fog );s->fog = NULL;
1614 s->loadsequence = 0;
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1622 char basename[MAX_QPATH];
1624 Image_StripImageExtension(name, basename, sizeof(basename));
1626 if( last == NULL ) {
1628 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629 item = r_skinframe.hash[hashindex];
1634 // linearly search through the hash bucket
1635 for( ; item ; item = item->next ) {
1636 if( !strcmp( item->basename, basename ) ) {
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1647 char basename[MAX_QPATH];
1649 Image_StripImageExtension(name, basename, sizeof(basename));
1651 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1657 rtexture_t *dyntexture;
1658 // check whether its a dynamic texture
1659 dyntexture = CL_GetDynTexture( basename );
1660 if (!add && !dyntexture)
1662 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663 memset(item, 0, sizeof(*item));
1664 strlcpy(item->basename, basename, sizeof(item->basename));
1665 item->base = dyntexture; // either NULL or dyntexture handle
1666 item->textureflags = textureflags;
1667 item->comparewidth = comparewidth;
1668 item->compareheight = compareheight;
1669 item->comparecrc = comparecrc;
1670 item->next = r_skinframe.hash[hashindex];
1671 r_skinframe.hash[hashindex] = item;
1673 else if( item->base == NULL )
1675 rtexture_t *dyntexture;
1676 // check whether its a dynamic texture
1677 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1678 dyntexture = CL_GetDynTexture( basename );
1679 item->base = dyntexture; // either NULL or dyntexture handle
1682 R_SkinFrame_MarkUsed(item);
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1688 // FIXME: it should be possible to disable loading various layers using
1689 // cvars, to prevent wasted loading time and memory usage if the user does
1691 qboolean loadnormalmap = true;
1692 qboolean loadgloss = true;
1693 qboolean loadpantsandshirt = true;
1694 qboolean loadglow = true;
1696 unsigned char *pixels;
1697 unsigned char *bumppixels;
1698 unsigned char *basepixels = NULL;
1699 int basepixels_width;
1700 int basepixels_height;
1701 skinframe_t *skinframe;
1703 if (cls.state == ca_dedicated)
1706 // return an existing skinframe if already loaded
1707 // if loading of the first image fails, don't make a new skinframe as it
1708 // would cause all future lookups of this to be missing
1709 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710 if (skinframe && skinframe->base)
1713 basepixels = loadimagepixelsbgra(name, complain, true);
1714 if (basepixels == NULL)
1717 // we've got some pixels to store, so really allocate this new texture now
1719 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720 skinframe->stain = NULL;
1721 skinframe->merged = NULL;
1722 skinframe->base = r_texture_notexture;
1723 skinframe->pants = NULL;
1724 skinframe->shirt = NULL;
1725 skinframe->nmap = r_texture_blanknormalmap;
1726 skinframe->gloss = NULL;
1727 skinframe->glow = NULL;
1728 skinframe->fog = NULL;
1730 basepixels_width = image_width;
1731 basepixels_height = image_height;
1732 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1734 if (textureflags & TEXF_ALPHA)
1736 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737 if (basepixels[j] < 255)
1739 if (j < basepixels_width * basepixels_height * 4)
1741 // has transparent pixels
1742 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743 for (j = 0;j < image_width * image_height * 4;j += 4)
1748 pixels[j+3] = basepixels[j+3];
1750 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1755 // _norm is the name used by tenebrae and has been adopted as standard
1758 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1760 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1764 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1766 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1770 Mem_Free(bumppixels);
1772 else if (r_shadow_bumpscale_basetexture.value > 0)
1774 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1780 // _luma is supported for tenebrae compatibility
1781 // (I think it's a very stupid name, but oh well)
1782 // _glow is the preferred name
1783 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1784 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1785 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1786 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1789 Mem_Free(basepixels);
1794 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1799 for (i = 0;i < width*height;i++)
1800 if (((unsigned char *)&palette[in[i]])[3] > 0)
1802 if (i == width*height)
1805 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1812 unsigned char *temp1, *temp2;
1813 skinframe_t *skinframe;
1815 if (cls.state == ca_dedicated)
1818 // if already loaded just return it, otherwise make a new skinframe
1819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820 if (skinframe && skinframe->base)
1823 skinframe->stain = NULL;
1824 skinframe->merged = NULL;
1825 skinframe->base = r_texture_notexture;
1826 skinframe->pants = NULL;
1827 skinframe->shirt = NULL;
1828 skinframe->nmap = r_texture_blanknormalmap;
1829 skinframe->gloss = NULL;
1830 skinframe->glow = NULL;
1831 skinframe->fog = NULL;
1833 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1837 if (r_shadow_bumpscale_basetexture.value > 0)
1839 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840 temp2 = temp1 + width * height * 4;
1841 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1845 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846 if (textureflags & TEXF_ALPHA)
1848 for (i = 3;i < width * height * 4;i += 4)
1849 if (skindata[i] < 255)
1851 if (i < width * height * 4)
1853 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854 memcpy(fogpixels, skindata, width * height * 4);
1855 for (i = 0;i < width * height * 4;i += 4)
1856 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858 Mem_Free(fogpixels);
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1868 unsigned char *temp1, *temp2;
1869 skinframe_t *skinframe;
1871 if (cls.state == ca_dedicated)
1874 // if already loaded just return it, otherwise make a new skinframe
1875 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876 if (skinframe && skinframe->base)
1879 skinframe->stain = NULL;
1880 skinframe->merged = NULL;
1881 skinframe->base = r_texture_notexture;
1882 skinframe->pants = NULL;
1883 skinframe->shirt = NULL;
1884 skinframe->nmap = r_texture_blanknormalmap;
1885 skinframe->gloss = NULL;
1886 skinframe->glow = NULL;
1887 skinframe->fog = NULL;
1889 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1893 if (r_shadow_bumpscale_basetexture.value > 0)
1895 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896 temp2 = temp1 + width * height * 4;
1897 // use either a custom palette or the quake palette
1898 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1903 // use either a custom palette, or the quake palette
1904 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1905 if (loadglowtexture)
1906 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907 if (loadpantsandshirt)
1909 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1912 if (skinframe->pants || skinframe->shirt)
1913 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1914 if (textureflags & TEXF_ALPHA)
1916 for (i = 0;i < width * height;i++)
1917 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1919 if (i < width * height)
1920 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1928 skinframe_t *skinframe;
1930 if (cls.state == ca_dedicated)
1933 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934 skinframe->stain = NULL;
1935 skinframe->merged = NULL;
1936 skinframe->base = r_texture_notexture;
1937 skinframe->pants = NULL;
1938 skinframe->shirt = NULL;
1939 skinframe->nmap = r_texture_blanknormalmap;
1940 skinframe->gloss = NULL;
1941 skinframe->glow = NULL;
1942 skinframe->fog = NULL;
1947 void gl_main_start(void)
1949 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1952 // set up r_skinframe loading system for textures
1953 memset(&r_skinframe, 0, sizeof(r_skinframe));
1954 r_skinframe.loadsequence = 1;
1955 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1957 r_main_texturepool = R_AllocTexturePool();
1958 R_BuildBlankTextures();
1960 if (gl_texturecubemap)
1963 R_BuildNormalizationCube();
1965 r_texture_fogattenuation = NULL;
1966 //r_texture_fogintensity = NULL;
1967 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968 memset(&r_waterstate, 0, sizeof(r_waterstate));
1969 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970 memset(&r_svbsp, 0, sizeof (r_svbsp));
1972 r_refdef.fogmasktable_density = 0;
1975 void gl_main_shutdown(void)
1977 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1980 // clear out the r_skinframe state
1981 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982 memset(&r_skinframe, 0, sizeof(r_skinframe));
1985 Mem_Free(r_svbsp.nodes);
1986 memset(&r_svbsp, 0, sizeof (r_svbsp));
1987 R_FreeTexturePool(&r_main_texturepool);
1988 r_texture_blanknormalmap = NULL;
1989 r_texture_white = NULL;
1990 r_texture_grey128 = NULL;
1991 r_texture_black = NULL;
1992 r_texture_whitecube = NULL;
1993 r_texture_normalizationcube = NULL;
1994 r_texture_fogattenuation = NULL;
1995 //r_texture_fogintensity = NULL;
1996 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997 memset(&r_waterstate, 0, sizeof(r_waterstate));
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2004 // FIXME: move this code to client
2006 char *entities, entname[MAX_QPATH];
2009 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010 l = (int)strlen(entname) - 4;
2011 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2013 memcpy(entname + l, ".ent", 5);
2014 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2016 CL_ParseEntityLump(entities);
2021 if (cl.worldmodel->brush.entities)
2022 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2026 void GL_Main_Init(void)
2028 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2030 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033 if (gamemode == GAME_NEHAHRA)
2035 Cvar_RegisterVariable (&gl_fogenable);
2036 Cvar_RegisterVariable (&gl_fogdensity);
2037 Cvar_RegisterVariable (&gl_fogred);
2038 Cvar_RegisterVariable (&gl_foggreen);
2039 Cvar_RegisterVariable (&gl_fogblue);
2040 Cvar_RegisterVariable (&gl_fogstart);
2041 Cvar_RegisterVariable (&gl_fogend);
2042 Cvar_RegisterVariable (&gl_skyclip);
2044 Cvar_RegisterVariable(&r_depthfirst);
2045 Cvar_RegisterVariable(&r_nearclip);
2046 Cvar_RegisterVariable(&r_showbboxes);
2047 Cvar_RegisterVariable(&r_showsurfaces);
2048 Cvar_RegisterVariable(&r_showtris);
2049 Cvar_RegisterVariable(&r_shownormals);
2050 Cvar_RegisterVariable(&r_showlighting);
2051 Cvar_RegisterVariable(&r_showshadowvolumes);
2052 Cvar_RegisterVariable(&r_showcollisionbrushes);
2053 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055 Cvar_RegisterVariable(&r_showdisabledepthtest);
2056 Cvar_RegisterVariable(&r_drawportals);
2057 Cvar_RegisterVariable(&r_drawentities);
2058 Cvar_RegisterVariable(&r_cullentities_trace);
2059 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062 Cvar_RegisterVariable(&r_drawviewmodel);
2063 Cvar_RegisterVariable(&r_speeds);
2064 Cvar_RegisterVariable(&r_fullbrights);
2065 Cvar_RegisterVariable(&r_wateralpha);
2066 Cvar_RegisterVariable(&r_dynamic);
2067 Cvar_RegisterVariable(&r_fullbright);
2068 Cvar_RegisterVariable(&r_shadows);
2069 Cvar_RegisterVariable(&r_shadows_throwdistance);
2070 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073 Cvar_RegisterVariable(&r_fog_exp2);
2074 Cvar_RegisterVariable(&r_textureunits);
2075 Cvar_RegisterVariable(&r_glsl);
2076 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080 Cvar_RegisterVariable(&r_water);
2081 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082 Cvar_RegisterVariable(&r_water_clippingplanebias);
2083 Cvar_RegisterVariable(&r_water_refractdistort);
2084 Cvar_RegisterVariable(&r_water_reflectdistort);
2085 Cvar_RegisterVariable(&r_lerpsprites);
2086 Cvar_RegisterVariable(&r_lerpmodels);
2087 Cvar_RegisterVariable(&r_lerplightstyles);
2088 Cvar_RegisterVariable(&r_waterscroll);
2089 Cvar_RegisterVariable(&r_bloom);
2090 Cvar_RegisterVariable(&r_bloom_colorscale);
2091 Cvar_RegisterVariable(&r_bloom_brighten);
2092 Cvar_RegisterVariable(&r_bloom_blur);
2093 Cvar_RegisterVariable(&r_bloom_resolution);
2094 Cvar_RegisterVariable(&r_bloom_colorexponent);
2095 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096 Cvar_RegisterVariable(&r_hdr);
2097 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098 Cvar_RegisterVariable(&r_glsl_contrastboost);
2099 Cvar_RegisterVariable(&r_hdr_glowintensity);
2100 Cvar_RegisterVariable(&r_hdr_range);
2101 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102 Cvar_RegisterVariable(&developer_texturelogging);
2103 Cvar_RegisterVariable(&gl_lightmaps);
2104 Cvar_RegisterVariable(&r_test);
2105 Cvar_RegisterVariable(&r_batchmode);
2106 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107 Cvar_SetValue("r_fullbrights", 0);
2108 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2110 Cvar_RegisterVariable(&r_track_sprites);
2111 Cvar_RegisterVariable(&r_track_sprites_flags);
2112 Cvar_RegisterVariable(&r_track_sprites_scalew);
2113 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2129 void Render_Init(void)
2141 R_LightningBeams_Init();
2150 extern char *ENGINE_EXTENSIONS;
2153 VID_CheckExtensions();
2155 // LordHavoc: report supported extensions
2156 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2158 // clear to black (loading plaque will be seen over this)
2160 qglClearColor(0,0,0,1);CHECKGLERROR
2161 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2168 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2170 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2173 p = r_refdef.view.frustum + i;
2178 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2182 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2186 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2190 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2194 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2198 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2202 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2206 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2218 for (i = 0;i < numplanes;i++)
2225 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2229 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2233 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2237 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2241 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2245 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2249 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2253 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2261 //==================================================================================
2263 static void R_View_UpdateEntityVisible (void)
2266 entity_render_t *ent;
2268 if (!r_drawentities.integer)
2271 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2274 // worldmodel can check visibility
2275 for (i = 0;i < r_refdef.scene.numentities;i++)
2277 ent = r_refdef.scene.entities[i];
2278 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2281 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2283 for (i = 0;i < r_refdef.scene.numentities;i++)
2285 ent = r_refdef.scene.entities[i];
2286 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2288 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2289 ent->last_trace_visibility = realtime;
2290 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291 r_refdef.viewcache.entityvisible[i] = 0;
2298 // no worldmodel or it can't check visibility
2299 for (i = 0;i < r_refdef.scene.numentities;i++)
2301 ent = r_refdef.scene.entities[i];
2302 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2311 entity_render_t *ent;
2313 if (!r_drawentities.integer)
2317 for (i = 0;i < r_refdef.scene.numentities;i++)
2319 if (!r_refdef.viewcache.entityvisible[i])
2321 ent = r_refdef.scene.entities[i];
2322 if (!ent->model || !ent->model->DrawSky)
2324 ent->model->DrawSky(ent);
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2334 entity_render_t *ent;
2336 if (!r_drawentities.integer)
2339 for (i = 0;i < r_refdef.scene.numentities;i++)
2341 if (!r_refdef.viewcache.entityvisible[i])
2343 ent = r_refdef.scene.entities[i];
2344 r_refdef.stats.entities++;
2345 if (ent->model && ent->model->Draw != NULL)
2346 ent->model->Draw(ent);
2352 static void R_DrawModelsDepth(void)
2355 entity_render_t *ent;
2357 if (!r_drawentities.integer)
2360 for (i = 0;i < r_refdef.scene.numentities;i++)
2362 if (!r_refdef.viewcache.entityvisible[i])
2364 ent = r_refdef.scene.entities[i];
2365 if (ent->model && ent->model->DrawDepth != NULL)
2366 ent->model->DrawDepth(ent);
2370 static void R_DrawModelsDebug(void)
2373 entity_render_t *ent;
2375 if (!r_drawentities.integer)
2378 for (i = 0;i < r_refdef.scene.numentities;i++)
2380 if (!r_refdef.viewcache.entityvisible[i])
2382 ent = r_refdef.scene.entities[i];
2383 if (ent->model && ent->model->DrawDebug != NULL)
2384 ent->model->DrawDebug(ent);
2388 static void R_DrawModelsAddWaterPlanes(void)
2391 entity_render_t *ent;
2393 if (!r_drawentities.integer)
2396 for (i = 0;i < r_refdef.scene.numentities;i++)
2398 if (!r_refdef.viewcache.entityvisible[i])
2400 ent = r_refdef.scene.entities[i];
2401 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402 ent->model->DrawAddWaterPlanes(ent);
2406 static void R_View_SetFrustum(void)
2409 double slopex, slopey;
2410 vec3_t forward, left, up, origin;
2412 // we can't trust r_refdef.view.forward and friends in reflected scenes
2413 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2416 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2431 zNear = r_refdef.nearclip;
2432 nudge = 1.0 - 1.0 / (1<<23);
2433 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2446 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449 r_refdef.view.frustum[0].dist = m[15] - m[12];
2451 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454 r_refdef.view.frustum[1].dist = m[15] + m[12];
2456 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459 r_refdef.view.frustum[2].dist = m[15] - m[13];
2461 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464 r_refdef.view.frustum[3].dist = m[15] + m[13];
2466 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469 r_refdef.view.frustum[4].dist = m[15] - m[14];
2471 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474 r_refdef.view.frustum[5].dist = m[15] + m[14];
2477 if (r_refdef.view.useperspective)
2479 slopex = 1.0 / r_refdef.view.frustum_x;
2480 slopey = 1.0 / r_refdef.view.frustum_y;
2481 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2482 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2483 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2484 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2485 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2487 // Leaving those out was a mistake, those were in the old code, and they
2488 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489 // I couldn't reproduce it after adding those normalizations. --blub
2490 VectorNormalize(r_refdef.view.frustum[0].normal);
2491 VectorNormalize(r_refdef.view.frustum[1].normal);
2492 VectorNormalize(r_refdef.view.frustum[2].normal);
2493 VectorNormalize(r_refdef.view.frustum[3].normal);
2495 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2497 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2498 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2499 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2501 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2509 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2514 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2520 r_refdef.view.numfrustumplanes = 5;
2522 if (r_refdef.view.useclipplane)
2524 r_refdef.view.numfrustumplanes = 6;
2525 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2528 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529 PlaneClassify(r_refdef.view.frustum + i);
2531 // LordHavoc: note to all quake engine coders, Quake had a special case
2532 // for 90 degrees which assumed a square view (wrong), so I removed it,
2533 // Quake2 has it disabled as well.
2535 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2537 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538 //PlaneClassify(&frustum[0]);
2540 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2542 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543 //PlaneClassify(&frustum[1]);
2545 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2547 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548 //PlaneClassify(&frustum[2]);
2550 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2552 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553 //PlaneClassify(&frustum[3]);
2556 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2557 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558 //PlaneClassify(&frustum[4]);
2561 void R_View_Update(void)
2563 R_View_SetFrustum();
2564 R_View_WorldVisibility(r_refdef.view.useclipplane);
2565 R_View_UpdateEntityVisible();
2568 void R_SetupView(qboolean allowwaterclippingplane)
2570 if (!r_refdef.view.useperspective)
2571 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2572 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2575 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2577 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2579 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2581 // LordHavoc: couldn't figure out how to make this approach the
2582 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585 dist = r_refdef.view.clipplane.dist;
2586 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2590 void R_ResetViewRendering2D(void)
2592 if (gl_support_fragment_shader)
2594 qglUseProgramObjectARB(0);CHECKGLERROR
2599 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603 GL_Color(1, 1, 1, 1);
2604 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605 GL_BlendFunc(GL_ONE, GL_ZERO);
2606 GL_AlphaTest(false);
2607 GL_ScissorTest(false);
2608 GL_DepthMask(false);
2609 GL_DepthRange(0, 1);
2610 GL_DepthTest(false);
2611 R_Mesh_Matrix(&identitymatrix);
2612 R_Mesh_ResetTextureState();
2613 GL_PolygonOffset(0, 0);
2614 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617 qglStencilMask(~0);CHECKGLERROR
2618 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2623 void R_ResetViewRendering3D(void)
2625 if (gl_support_fragment_shader)
2627 qglUseProgramObjectARB(0);CHECKGLERROR
2632 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2635 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636 GL_Color(1, 1, 1, 1);
2637 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638 GL_BlendFunc(GL_ONE, GL_ZERO);
2639 GL_AlphaTest(false);
2640 GL_ScissorTest(true);
2642 GL_DepthRange(0, 1);
2644 R_Mesh_Matrix(&identitymatrix);
2645 R_Mesh_ResetTextureState();
2646 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650 qglStencilMask(~0);CHECKGLERROR
2651 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653 GL_CullFace(r_refdef.view.cullface_back);
2657 R_Bloom_SetupShader(
2659 "// written by Forest 'LordHavoc' Hale\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2686 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 " // transform vertex to camera space, using ftransform to match non-VS\n"
2690 " gl_Position = ftransform();\n"
2693 "#endif // VERTEX_SHADER\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2704 " myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 " for (x = -BLUR_X;x <= BLUR_X;x++)
2706 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2711 " gl_FragColor = vec4(color);\n"
2714 "#endif // FRAGMENT_SHADER\n"
2717 void R_RenderScene(qboolean addwaterplanes);
2719 static void R_Water_StartFrame(void)
2722 int waterwidth, waterheight, texturewidth, textureheight;
2723 r_waterstate_waterplane_t *p;
2725 // set waterwidth and waterheight to the water resolution that will be
2726 // used (often less than the screen resolution for faster rendering)
2727 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2730 // calculate desired texture sizes
2731 // can't use water if the card does not support the texture size
2732 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733 texturewidth = textureheight = waterwidth = waterheight = 0;
2734 else if (gl_support_arb_texture_non_power_of_two)
2736 texturewidth = waterwidth;
2737 textureheight = waterheight;
2741 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2742 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2745 // allocate textures as needed
2746 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2748 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2751 if (p->texture_refraction)
2752 R_FreeTexture(p->texture_refraction);
2753 p->texture_refraction = NULL;
2754 if (p->texture_reflection)
2755 R_FreeTexture(p->texture_reflection);
2756 p->texture_reflection = NULL;
2758 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759 r_waterstate.waterwidth = waterwidth;
2760 r_waterstate.waterheight = waterheight;
2761 r_waterstate.texturewidth = texturewidth;
2762 r_waterstate.textureheight = textureheight;
2765 if (r_waterstate.waterwidth)
2767 r_waterstate.enabled = true;
2769 // set up variables that will be used in shader setup
2770 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2776 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777 r_waterstate.numwaterplanes = 0;
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2782 int triangleindex, planeindex;
2787 r_waterstate_waterplane_t *p;
2788 // just use the first triangle with a valid normal for any decisions
2789 VectorClear(normal);
2790 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2792 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796 if (VectorLength2(normal) >= 0.001)
2800 // find a matching plane if there is one
2801 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2804 if (planeindex >= r_waterstate.maxwaterplanes)
2805 return; // nothing we can do, out of planes
2807 // if this triangle does not fit any known plane rendered this frame, add one
2808 if (planeindex >= r_waterstate.numwaterplanes)
2810 // store the new plane
2811 r_waterstate.numwaterplanes++;
2812 VectorCopy(normal, p->plane.normal);
2813 VectorNormalize(p->plane.normal);
2814 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815 PlaneClassify(&p->plane);
2816 // flip the plane if it does not face the viewer
2817 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2819 VectorNegate(p->plane.normal, p->plane.normal);
2820 p->plane.dist *= -1;
2821 PlaneClassify(&p->plane);
2823 // clear materialflags and pvs
2824 p->materialflags = 0;
2825 p->pvsvalid = false;
2827 // merge this surface's materialflags into the waterplane
2828 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829 // merge this surface's PVS into the waterplane
2830 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2834 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2839 static void R_Water_ProcessPlanes(void)
2841 r_refdef_view_t originalview;
2843 r_waterstate_waterplane_t *p;
2845 originalview = r_refdef.view;
2847 // make sure enough textures are allocated
2848 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2850 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2852 if (!p->texture_refraction)
2853 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2854 if (!p->texture_refraction)
2858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2860 if (!p->texture_reflection)
2861 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2862 if (!p->texture_reflection)
2868 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2870 r_refdef.view.showdebug = false;
2871 r_refdef.view.width = r_waterstate.waterwidth;
2872 r_refdef.view.height = r_waterstate.waterheight;
2873 r_refdef.view.useclipplane = true;
2874 r_waterstate.renderingscene = true;
2876 // render the normal view scene and copy into texture
2877 // (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)
2878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2880 r_refdef.view.clipplane = p->plane;
2881 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883 PlaneClassify(&r_refdef.view.clipplane);
2885 R_RenderScene(false);
2887 // copy view into the screen texture
2888 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889 GL_ActiveTexture(0);
2891 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2894 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2896 // render reflected scene and copy into texture
2897 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
2899 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
2900 r_refdef.view.clipplane = p->plane;
2901 // reverse the cullface settings for this render
2902 r_refdef.view.cullface_front = GL_FRONT;
2903 r_refdef.view.cullface_back = GL_BACK;
2904 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2906 r_refdef.view.usecustompvs = true;
2908 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2910 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2913 R_ResetViewRendering3D();
2914 R_ClearScreen(r_refdef.fogenabled);
2915 if (r_timereport_active)
2916 R_TimeReport("viewclear");
2918 R_RenderScene(false);
2920 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2921 GL_ActiveTexture(0);
2923 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2925 R_ResetViewRendering3D();
2926 R_ClearScreen(r_refdef.fogenabled);
2927 if (r_timereport_active)
2928 R_TimeReport("viewclear");
2931 r_refdef.view = originalview;
2932 r_refdef.view.clear = true;
2933 r_waterstate.renderingscene = false;
2937 r_refdef.view = originalview;
2938 r_waterstate.renderingscene = false;
2939 Cvar_SetValueQuick(&r_water, 0);
2940 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2944 void R_Bloom_StartFrame(void)
2946 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2948 // set bloomwidth and bloomheight to the bloom resolution that will be
2949 // used (often less than the screen resolution for faster rendering)
2950 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2951 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2952 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2954 // calculate desired texture sizes
2955 if (gl_support_arb_texture_non_power_of_two)
2957 screentexturewidth = r_refdef.view.width;
2958 screentextureheight = r_refdef.view.height;
2959 bloomtexturewidth = r_bloomstate.bloomwidth;
2960 bloomtextureheight = r_bloomstate.bloomheight;
2964 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2965 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2966 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2967 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2972 screentexturewidth = screentextureheight = 0;
2974 else if (r_bloom.integer)
2979 screentexturewidth = screentextureheight = 0;
2980 bloomtexturewidth = bloomtextureheight = 0;
2983 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2985 // can't use bloom if the parameters are too weird
2986 // can't use bloom if the card does not support the texture size
2987 if (r_bloomstate.texture_screen)
2988 R_FreeTexture(r_bloomstate.texture_screen);
2989 if (r_bloomstate.texture_bloom)
2990 R_FreeTexture(r_bloomstate.texture_bloom);
2991 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2995 r_bloomstate.enabled = true;
2996 r_bloomstate.hdr = r_hdr.integer != 0;
2998 // allocate textures as needed
2999 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3001 if (r_bloomstate.texture_screen)
3002 R_FreeTexture(r_bloomstate.texture_screen);
3003 r_bloomstate.texture_screen = NULL;
3004 r_bloomstate.screentexturewidth = screentexturewidth;
3005 r_bloomstate.screentextureheight = screentextureheight;
3006 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3007 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3009 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3011 if (r_bloomstate.texture_bloom)
3012 R_FreeTexture(r_bloomstate.texture_bloom);
3013 r_bloomstate.texture_bloom = NULL;
3014 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3015 r_bloomstate.bloomtextureheight = bloomtextureheight;
3016 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3017 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3020 // set up a texcoord array for the full resolution screen image
3021 // (we have to keep this around to copy back during final render)
3022 r_bloomstate.screentexcoord2f[0] = 0;
3023 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3026 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3027 r_bloomstate.screentexcoord2f[5] = 0;
3028 r_bloomstate.screentexcoord2f[6] = 0;
3029 r_bloomstate.screentexcoord2f[7] = 0;
3031 // set up a texcoord array for the reduced resolution bloom image
3032 // (which will be additive blended over the screen image)
3033 r_bloomstate.bloomtexcoord2f[0] = 0;
3034 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3037 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3038 r_bloomstate.bloomtexcoord2f[5] = 0;
3039 r_bloomstate.bloomtexcoord2f[6] = 0;
3040 r_bloomstate.bloomtexcoord2f[7] = 0;
3043 void R_Bloom_CopyScreenTexture(float colorscale)
3045 r_refdef.stats.bloom++;
3047 R_ResetViewRendering2D();
3048 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3049 R_Mesh_ColorPointer(NULL, 0, 0);
3050 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3051 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3053 // copy view into the screen texture
3054 GL_ActiveTexture(0);
3056 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3057 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3059 // now scale it down to the bloom texture size
3061 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3062 GL_BlendFunc(GL_ONE, GL_ZERO);
3063 GL_Color(colorscale, colorscale, colorscale, 1);
3064 // TODO: optimize with multitexture or GLSL
3065 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3068 // we now have a bloom image in the framebuffer
3069 // copy it into the bloom image texture for later processing
3070 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3071 GL_ActiveTexture(0);
3073 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3074 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3077 void R_Bloom_CopyHDRTexture(void)
3079 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3080 GL_ActiveTexture(0);
3082 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3083 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3086 void R_Bloom_MakeTexture(void)
3089 float xoffset, yoffset, r, brighten;
3091 r_refdef.stats.bloom++;
3093 R_ResetViewRendering2D();
3094 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3095 R_Mesh_ColorPointer(NULL, 0, 0);
3097 // we have a bloom image in the framebuffer
3099 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3101 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3104 r = bound(0, r_bloom_colorexponent.value / x, 1);
3105 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3106 GL_Color(r, r, r, 1);
3107 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3108 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3109 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3112 // copy the vertically blurred bloom view to a texture
3113 GL_ActiveTexture(0);
3115 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3116 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3119 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3120 brighten = r_bloom_brighten.value;
3122 brighten *= r_hdr_range.value;
3123 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3126 for (dir = 0;dir < 2;dir++)
3128 // blend on at multiple vertical offsets to achieve a vertical blur
3129 // TODO: do offset blends using GLSL
3130 GL_BlendFunc(GL_ONE, GL_ZERO);
3131 for (x = -range;x <= range;x++)
3133 if (!dir){xoffset = 0;yoffset = x;}
3134 else {xoffset = x;yoffset = 0;}
3135 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3136 yoffset /= (float)r_bloomstate.bloomtextureheight;
3137 // compute a texcoord array with the specified x and y offset
3138 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3139 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3144 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3145 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3146 // this r value looks like a 'dot' particle, fading sharply to
3147 // black at the edges
3148 // (probably not realistic but looks good enough)
3149 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3150 //r = (dir ? 1.0f : brighten)/(range*2+1);
3151 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3152 GL_Color(r, r, r, 1);
3153 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3154 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3155 GL_BlendFunc(GL_ONE, GL_ONE);
3158 // copy the vertically blurred bloom view to a texture
3159 GL_ActiveTexture(0);
3161 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3162 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3165 // apply subtract last
3166 // (just like it would be in a GLSL shader)
3167 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3169 GL_BlendFunc(GL_ONE, GL_ZERO);
3170 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3171 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3172 GL_Color(1, 1, 1, 1);
3173 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3176 GL_BlendFunc(GL_ONE, GL_ONE);
3177 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3178 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3179 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3180 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3181 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3182 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3185 // copy the darkened bloom view to a texture
3186 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3187 GL_ActiveTexture(0);
3189 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3190 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3194 void R_HDR_RenderBloomTexture(void)
3196 int oldwidth, oldheight;
3197 float oldcolorscale;
3199 oldcolorscale = r_refdef.view.colorscale;
3200 oldwidth = r_refdef.view.width;
3201 oldheight = r_refdef.view.height;
3202 r_refdef.view.width = r_bloomstate.bloomwidth;
3203 r_refdef.view.height = r_bloomstate.bloomheight;
3205 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3206 // TODO: add exposure compensation features
3207 // TODO: add fp16 framebuffer support
3209 r_refdef.view.showdebug = false;
3210 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3212 R_ClearScreen(r_refdef.fogenabled);
3213 if (r_timereport_active)
3214 R_TimeReport("HDRclear");
3216 r_waterstate.numwaterplanes = 0;
3217 R_RenderScene(r_waterstate.enabled);
3218 r_refdef.view.showdebug = true;
3220 R_ResetViewRendering2D();
3222 R_Bloom_CopyHDRTexture();
3223 R_Bloom_MakeTexture();
3225 // restore the view settings
3226 r_refdef.view.width = oldwidth;
3227 r_refdef.view.height = oldheight;
3228 r_refdef.view.colorscale = oldcolorscale;
3230 R_ResetViewRendering3D();
3232 R_ClearScreen(r_refdef.fogenabled);
3233 if (r_timereport_active)
3234 R_TimeReport("viewclear");
3237 static void R_BlendView(void)
3239 if (r_bloomstate.enabled && r_bloomstate.hdr)
3241 // render high dynamic range bloom effect
3242 // the bloom texture was made earlier this render, so we just need to
3243 // blend it onto the screen...
3244 R_ResetViewRendering2D();
3245 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3246 R_Mesh_ColorPointer(NULL, 0, 0);
3247 GL_Color(1, 1, 1, 1);
3248 GL_BlendFunc(GL_ONE, GL_ONE);
3249 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3251 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3252 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3254 else if (r_bloomstate.enabled)
3256 // render simple bloom effect
3257 // copy the screen and shrink it and darken it for the bloom process
3258 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3259 // make the bloom texture
3260 R_Bloom_MakeTexture();
3261 // put the original screen image back in place and blend the bloom
3263 R_ResetViewRendering2D();
3264 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3265 R_Mesh_ColorPointer(NULL, 0, 0);
3266 GL_Color(1, 1, 1, 1);
3267 GL_BlendFunc(GL_ONE, GL_ZERO);
3268 // do both in one pass if possible
3269 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3270 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3271 if (r_textureunits.integer >= 2 && gl_combine.integer)
3273 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3274 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3275 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3279 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3281 // now blend on the bloom texture
3282 GL_BlendFunc(GL_ONE, GL_ONE);
3283 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3284 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3286 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3287 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3289 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3291 // apply a color tint to the whole view
3292 R_ResetViewRendering2D();
3293 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3294 R_Mesh_ColorPointer(NULL, 0, 0);
3295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3296 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3297 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3301 void R_RenderScene(qboolean addwaterplanes);
3303 matrix4x4_t r_waterscrollmatrix;
3305 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3307 if (r_refdef.fog_density)
3309 r_refdef.fogcolor[0] = r_refdef.fog_red;
3310 r_refdef.fogcolor[1] = r_refdef.fog_green;
3311 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3315 VectorCopy(r_refdef.fogcolor, fogvec);
3316 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3318 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3319 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3320 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3321 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3323 // color.rgb *= ContrastBoost * SceneBrightness;
3324 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3325 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3326 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3327 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3332 void R_UpdateVariables(void)
3336 r_refdef.farclip = 4096;
3337 if (r_refdef.scene.worldmodel)
3338 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3339 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3341 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3342 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3343 r_refdef.polygonfactor = 0;
3344 r_refdef.polygonoffset = 0;
3345 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3346 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3348 r_refdef.rtworld = r_shadow_realtime_world.integer;
3349 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3350 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3351 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3352 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3353 if (r_showsurfaces.integer)
3355 r_refdef.rtworld = false;
3356 r_refdef.rtworldshadows = false;
3357 r_refdef.rtdlight = false;
3358 r_refdef.rtdlightshadows = false;
3359 r_refdef.lightmapintensity = 0;
3362 if (gamemode == GAME_NEHAHRA)
3364 if (gl_fogenable.integer)
3366 r_refdef.oldgl_fogenable = true;
3367 r_refdef.fog_density = gl_fogdensity.value;
3368 r_refdef.fog_red = gl_fogred.value;
3369 r_refdef.fog_green = gl_foggreen.value;
3370 r_refdef.fog_blue = gl_fogblue.value;
3371 r_refdef.fog_alpha = 1;
3372 r_refdef.fog_start = 0;
3373 r_refdef.fog_end = gl_skyclip.value;
3375 else if (r_refdef.oldgl_fogenable)
3377 r_refdef.oldgl_fogenable = false;
3378 r_refdef.fog_density = 0;
3379 r_refdef.fog_red = 0;
3380 r_refdef.fog_green = 0;
3381 r_refdef.fog_blue = 0;
3382 r_refdef.fog_alpha = 0;
3383 r_refdef.fog_start = 0;
3384 r_refdef.fog_end = 0;
3388 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3389 r_refdef.fog_start = max(0, r_refdef.fog_start);
3390 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3392 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3394 if (r_refdef.fog_density)
3396 r_refdef.fogenabled = true;
3397 // this is the point where the fog reaches 0.9986 alpha, which we
3398 // consider a good enough cutoff point for the texture
3399 // (0.9986 * 256 == 255.6)
3400 if (r_fog_exp2.integer)
3401 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3403 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3404 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3405 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3406 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3407 // fog color was already set
3408 // update the fog texture
3409 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)
3410 R_BuildFogTexture();
3413 r_refdef.fogenabled = false;
3416 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3417 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3423 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3424 if( scenetype != r_currentscenetype ) {
3425 // store the old scenetype
3426 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3427 r_currentscenetype = scenetype;
3428 // move in the new scene
3429 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3438 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3440 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3441 if( scenetype == r_currentscenetype ) {
3442 return &r_refdef.scene;
3444 return &r_scenes_store[ scenetype ];
3453 void R_RenderView(void)
3455 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3456 return; //Host_Error ("R_RenderView: NULL worldmodel");
3458 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3460 // break apart the view matrix into vectors for various purposes
3461 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3462 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3463 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3464 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3465 // make an inverted copy of the view matrix for tracking sprites
3466 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3468 R_Shadow_UpdateWorldLightSelection();
3470 R_Bloom_StartFrame();
3471 R_Water_StartFrame();
3474 if (r_timereport_active)
3475 R_TimeReport("viewsetup");
3477 R_ResetViewRendering3D();
3479 if (r_refdef.view.clear || r_refdef.fogenabled)
3481 R_ClearScreen(r_refdef.fogenabled);
3482 if (r_timereport_active)
3483 R_TimeReport("viewclear");
3485 r_refdef.view.clear = true;
3487 r_refdef.view.showdebug = true;
3489 // this produces a bloom texture to be used in R_BlendView() later
3491 R_HDR_RenderBloomTexture();
3493 r_waterstate.numwaterplanes = 0;
3494 R_RenderScene(r_waterstate.enabled);
3497 if (r_timereport_active)
3498 R_TimeReport("blendview");
3500 GL_Scissor(0, 0, vid.width, vid.height);
3501 GL_ScissorTest(false);
3505 extern void R_DrawLightningBeams (void);
3506 extern void VM_CL_AddPolygonsToMeshQueue (void);
3507 extern void R_DrawPortals (void);
3508 extern cvar_t cl_locs_show;
3509 static void R_DrawLocs(void);
3510 static void R_DrawEntityBBoxes(void);
3511 void R_RenderScene(qboolean addwaterplanes)
3513 r_refdef.stats.renders++;
3519 R_ResetViewRendering3D();
3522 if (r_timereport_active)
3523 R_TimeReport("watervis");
3525 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3527 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3528 if (r_timereport_active)
3529 R_TimeReport("waterworld");
3532 // don't let sound skip if going slow
3533 if (r_refdef.scene.extraupdate)
3536 R_DrawModelsAddWaterPlanes();
3537 if (r_timereport_active)
3538 R_TimeReport("watermodels");
3540 R_Water_ProcessPlanes();
3541 if (r_timereport_active)
3542 R_TimeReport("waterscenes");
3545 R_ResetViewRendering3D();
3547 // don't let sound skip if going slow
3548 if (r_refdef.scene.extraupdate)
3551 R_MeshQueue_BeginScene();
3556 if (r_timereport_active)
3557 R_TimeReport("visibility");
3559 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);
3561 if (cl.csqc_vidvars.drawworld)
3563 // don't let sound skip if going slow
3564 if (r_refdef.scene.extraupdate)
3567 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3569 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3570 if (r_timereport_active)
3571 R_TimeReport("worldsky");
3574 if (R_DrawBrushModelsSky() && r_timereport_active)
3575 R_TimeReport("bmodelsky");
3578 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3580 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3581 if (r_timereport_active)
3582 R_TimeReport("worlddepth");
3584 if (r_depthfirst.integer >= 2)
3586 R_DrawModelsDepth();
3587 if (r_timereport_active)
3588 R_TimeReport("modeldepth");
3591 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3593 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3594 if (r_timereport_active)
3595 R_TimeReport("world");
3598 // don't let sound skip if going slow
3599 if (r_refdef.scene.extraupdate)
3603 if (r_timereport_active)
3604 R_TimeReport("models");
3606 // don't let sound skip if going slow
3607 if (r_refdef.scene.extraupdate)
3610 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3612 R_DrawModelShadows();
3614 R_ResetViewRendering3D();
3616 // don't let sound skip if going slow
3617 if (r_refdef.scene.extraupdate)
3621 R_ShadowVolumeLighting(false);
3622 if (r_timereport_active)
3623 R_TimeReport("rtlights");
3625 // don't let sound skip if going slow
3626 if (r_refdef.scene.extraupdate)
3629 if (cl.csqc_vidvars.drawworld)
3631 R_DrawLightningBeams();
3632 if (r_timereport_active)
3633 R_TimeReport("lightning");
3636 if (r_timereport_active)
3637 R_TimeReport("decals");
3640 if (r_timereport_active)
3641 R_TimeReport("particles");
3644 if (r_timereport_active)
3645 R_TimeReport("explosions");
3648 if (gl_support_fragment_shader)
3650 qglUseProgramObjectARB(0);CHECKGLERROR
3652 VM_CL_AddPolygonsToMeshQueue();
3654 if (r_refdef.view.showdebug)
3656 if (cl_locs_show.integer)
3659 if (r_timereport_active)
3660 R_TimeReport("showlocs");
3663 if (r_drawportals.integer)
3666 if (r_timereport_active)
3667 R_TimeReport("portals");
3670 if (r_showbboxes.value > 0)
3672 R_DrawEntityBBoxes();
3673 if (r_timereport_active)
3674 R_TimeReport("bboxes");
3678 if (gl_support_fragment_shader)
3680 qglUseProgramObjectARB(0);CHECKGLERROR
3682 R_MeshQueue_RenderTransparent();
3683 if (r_timereport_active)
3684 R_TimeReport("drawtrans");
3686 if (gl_support_fragment_shader)
3688 qglUseProgramObjectARB(0);CHECKGLERROR
3691 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))
3693 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3694 if (r_timereport_active)
3695 R_TimeReport("worlddebug");
3696 R_DrawModelsDebug();
3697 if (r_timereport_active)
3698 R_TimeReport("modeldebug");
3701 if (gl_support_fragment_shader)
3703 qglUseProgramObjectARB(0);CHECKGLERROR
3706 if (cl.csqc_vidvars.drawworld)
3709 if (r_timereport_active)
3710 R_TimeReport("coronas");
3713 // don't let sound skip if going slow
3714 if (r_refdef.scene.extraupdate)
3717 R_ResetViewRendering2D();
3720 static const int bboxelements[36] =
3730 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3733 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3735 GL_DepthMask(false);
3736 GL_DepthRange(0, 1);
3737 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3738 R_Mesh_Matrix(&identitymatrix);
3739 R_Mesh_ResetTextureState();
3741 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3742 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3743 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3744 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3745 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3746 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3747 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3748 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3749 R_FillColors(color4f, 8, cr, cg, cb, ca);
3750 if (r_refdef.fogenabled)
3752 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3754 f1 = FogPoint_World(v);
3756 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3757 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3758 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3761 R_Mesh_VertexPointer(vertex3f, 0, 0);
3762 R_Mesh_ColorPointer(color4f, 0, 0);
3763 R_Mesh_ResetTextureState();
3764 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3767 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3771 prvm_edict_t *edict;
3772 // this function draws bounding boxes of server entities
3776 for (i = 0;i < numsurfaces;i++)
3778 edict = PRVM_EDICT_NUM(surfacelist[i]);
3779 switch ((int)edict->fields.server->solid)
3781 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3782 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3783 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3784 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3785 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3786 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3788 color[3] *= r_showbboxes.value;
3789 color[3] = bound(0, color[3], 1);
3790 GL_DepthTest(!r_showdisabledepthtest.integer);
3791 GL_CullFace(r_refdef.view.cullface_front);
3792 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3797 static void R_DrawEntityBBoxes(void)
3800 prvm_edict_t *edict;
3802 // this function draws bounding boxes of server entities
3806 for (i = 0;i < prog->num_edicts;i++)
3808 edict = PRVM_EDICT_NUM(i);
3809 if (edict->priv.server->free)
3811 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3812 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3817 int nomodelelements[24] =
3829 float nomodelvertex3f[6*3] =
3839 float nomodelcolor4f[6*4] =
3841 0.0f, 0.0f, 0.5f, 1.0f,
3842 0.0f, 0.0f, 0.5f, 1.0f,
3843 0.0f, 0.5f, 0.0f, 1.0f,
3844 0.0f, 0.5f, 0.0f, 1.0f,
3845 0.5f, 0.0f, 0.0f, 1.0f,
3846 0.5f, 0.0f, 0.0f, 1.0f
3849 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3854 // this is only called once per entity so numsurfaces is always 1, and
3855 // surfacelist is always {0}, so this code does not handle batches
3856 R_Mesh_Matrix(&ent->matrix);
3858 if (ent->flags & EF_ADDITIVE)
3860 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3861 GL_DepthMask(false);
3863 else if (ent->alpha < 1)
3865 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3866 GL_DepthMask(false);
3870 GL_BlendFunc(GL_ONE, GL_ZERO);
3873 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3874 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3875 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3876 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3877 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3878 if (r_refdef.fogenabled)
3881 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3882 R_Mesh_ColorPointer(color4f, 0, 0);
3883 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3884 f1 = FogPoint_World(org);
3886 for (i = 0, c = color4f;i < 6;i++, c += 4)
3888 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3889 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3890 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3894 else if (ent->alpha != 1)
3896 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3897 R_Mesh_ColorPointer(color4f, 0, 0);
3898 for (i = 0, c = color4f;i < 6;i++, c += 4)
3902 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3903 R_Mesh_ResetTextureState();
3904 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3907 void R_DrawNoModel(entity_render_t *ent)
3910 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3911 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3912 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3914 // R_DrawNoModelCallback(ent, 0);
3917 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3919 vec3_t right1, right2, diff, normal;
3921 VectorSubtract (org2, org1, normal);
3923 // calculate 'right' vector for start
3924 VectorSubtract (r_refdef.view.origin, org1, diff);
3925 CrossProduct (normal, diff, right1);
3926 VectorNormalize (right1);
3928 // calculate 'right' vector for end
3929 VectorSubtract (r_refdef.view.origin, org2, diff);
3930 CrossProduct (normal, diff, right2);
3931 VectorNormalize (right2);
3933 vert[ 0] = org1[0] + width * right1[0];
3934 vert[ 1] = org1[1] + width * right1[1];
3935 vert[ 2] = org1[2] + width * right1[2];
3936 vert[ 3] = org1[0] - width * right1[0];
3937 vert[ 4] = org1[1] - width * right1[1];
3938 vert[ 5] = org1[2] - width * right1[2];
3939 vert[ 6] = org2[0] - width * right2[0];
3940 vert[ 7] = org2[1] - width * right2[1];
3941 vert[ 8] = org2[2] - width * right2[2];
3942 vert[ 9] = org2[0] + width * right2[0];
3943 vert[10] = org2[1] + width * right2[1];
3944 vert[11] = org2[2] + width * right2[2];
3947 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3949 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3954 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3955 fog = FogPoint_World(origin);
3957 R_Mesh_Matrix(&identitymatrix);
3958 GL_BlendFunc(blendfunc1, blendfunc2);
3964 GL_CullFace(r_refdef.view.cullface_front);
3967 GL_CullFace(r_refdef.view.cullface_back);
3968 GL_CullFace(GL_NONE);
3970 GL_DepthMask(false);
3971 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3972 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3973 GL_DepthTest(!depthdisable);
3975 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3976 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3977 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3978 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3979 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3980 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3981 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3982 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3983 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3984 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3985 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3986 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3988 R_Mesh_VertexPointer(vertex3f, 0, 0);
3989 R_Mesh_ColorPointer(NULL, 0, 0);
3990 R_Mesh_ResetTextureState();
3991 R_Mesh_TexBind(0, R_GetTexture(texture));
3992 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3993 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3994 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3995 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3997 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3999 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4000 GL_BlendFunc(blendfunc1, GL_ONE);
4002 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4003 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4007 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4012 VectorSet(v, x, y, z);
4013 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4014 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4016 if (i == mesh->numvertices)
4018 if (mesh->numvertices < mesh->maxvertices)
4020 VectorCopy(v, vertex3f);
4021 mesh->numvertices++;
4023 return mesh->numvertices;
4029 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4033 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4034 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4035 e = mesh->element3i + mesh->numtriangles * 3;
4036 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4038 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4039 if (mesh->numtriangles < mesh->maxtriangles)
4044 mesh->numtriangles++;
4046 element[1] = element[2];
4050 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4054 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4055 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4056 e = mesh->element3i + mesh->numtriangles * 3;
4057 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4059 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4060 if (mesh->numtriangles < mesh->maxtriangles)
4065 mesh->numtriangles++;
4067 element[1] = element[2];
4071 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4072 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4074 int planenum, planenum2;
4077 mplane_t *plane, *plane2;
4079 double temppoints[2][256*3];
4080 // figure out how large a bounding box we need to properly compute this brush
4082 for (w = 0;w < numplanes;w++)
4083 maxdist = max(maxdist, planes[w].dist);
4084 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4085 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4086 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4090 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4091 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4093 if (planenum2 == planenum)
4095 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);
4098 if (tempnumpoints < 3)
4100 // generate elements forming a triangle fan for this polygon
4101 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4105 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
4107 texturelayer_t *layer;
4108 layer = t->currentlayers + t->currentnumlayers++;
4110 layer->depthmask = depthmask;
4111 layer->blendfunc1 = blendfunc1;
4112 layer->blendfunc2 = blendfunc2;
4113 layer->texture = texture;
4114 layer->texmatrix = *matrix;
4115 layer->color[0] = r * r_refdef.view.colorscale;
4116 layer->color[1] = g * r_refdef.view.colorscale;
4117 layer->color[2] = b * r_refdef.view.colorscale;
4118 layer->color[3] = a;
4121 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4124 index = parms[2] + r_refdef.scene.time * parms[3];
4125 index -= floor(index);
4129 case Q3WAVEFUNC_NONE:
4130 case Q3WAVEFUNC_NOISE:
4131 case Q3WAVEFUNC_COUNT:
4134 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4135 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4136 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4137 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4138 case Q3WAVEFUNC_TRIANGLE:
4140 f = index - floor(index);
4151 return (float)(parms[0] + parms[1] * f);
4154 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4157 model_t *model = ent->model;
4160 q3shaderinfo_layer_tcmod_t *tcmod;
4162 // switch to an alternate material if this is a q1bsp animated material
4164 texture_t *texture = t;
4165 int s = ent->skinnum;
4166 if ((unsigned int)s >= (unsigned int)model->numskins)
4168 if (model->skinscenes)
4170 if (model->skinscenes[s].framecount > 1)
4171 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4173 s = model->skinscenes[s].firstframe;
4176 t = t + s * model->num_surfaces;
4179 // use an alternate animation if the entity's frame is not 0,
4180 // and only if the texture has an alternate animation
4181 if (ent->frame2 != 0 && t->anim_total[1])
4182 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4184 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4186 texture->currentframe = t;
4189 // update currentskinframe to be a qw skin or animation frame
4190 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4192 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4194 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4195 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4196 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4198 t->currentskinframe = r_qwskincache_skinframe[i];
4199 if (t->currentskinframe == NULL)
4200 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4202 else if (t->numskinframes >= 2)
4203 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4204 if (t->backgroundnumskinframes >= 2)
4205 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4207 t->currentmaterialflags = t->basematerialflags;
4208 t->currentalpha = ent->alpha;
4209 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4211 t->currentalpha *= r_wateralpha.value;
4213 * FIXME what is this supposed to do?
4214 // if rendering refraction/reflection, disable transparency
4215 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4216 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4219 if(!r_waterstate.enabled)
4220 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4221 if (!(ent->flags & RENDER_LIGHT))
4222 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4223 else if (rsurface.modeltexcoordlightmap2f == NULL)
4225 // pick a model lighting mode
4226 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4227 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4229 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4231 if (ent->effects & EF_ADDITIVE)
4232 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4233 else if (t->currentalpha < 1)
4234 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4235 if (ent->effects & EF_DOUBLESIDED)
4236 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4237 if (ent->effects & EF_NODEPTHTEST)
4238 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4239 if (ent->flags & RENDER_VIEWMODEL)
4240 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4241 if (t->backgroundnumskinframes)
4242 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4243 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4245 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4246 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4249 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4251 // there is no tcmod
4252 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4253 t->currenttexmatrix = r_waterscrollmatrix;
4255 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4258 switch(tcmod->tcmod)
4262 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4263 matrix = r_waterscrollmatrix;
4265 matrix = identitymatrix;
4267 case Q3TCMOD_ENTITYTRANSLATE:
4268 // this is used in Q3 to allow the gamecode to control texcoord
4269 // scrolling on the entity, which is not supported in darkplaces yet.
4270 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4272 case Q3TCMOD_ROTATE:
4273 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4274 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4275 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4278 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4280 case Q3TCMOD_SCROLL:
4281 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4283 case Q3TCMOD_STRETCH:
4284 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4285 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4287 case Q3TCMOD_TRANSFORM:
4288 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4289 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4290 VectorSet(tcmat + 6, 0 , 0 , 1);
4291 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4292 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4294 case Q3TCMOD_TURBULENT:
4295 // this is handled in the RSurf_PrepareVertices function
4296 matrix = identitymatrix;
4299 // either replace or concatenate the transformation
4301 t->currenttexmatrix = matrix;
4304 matrix4x4_t temp = t->currenttexmatrix;
4305 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4309 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4310 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4311 t->glosstexture = r_texture_black;
4312 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4313 t->backgroundglosstexture = r_texture_black;
4314 t->specularpower = r_shadow_glossexponent.value;
4315 // TODO: store reference values for these in the texture?
4316 t->specularscale = 0;
4317 if (r_shadow_gloss.integer > 0)
4319 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4321 if (r_shadow_glossintensity.value > 0)
4323 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4324 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4325 t->specularscale = r_shadow_glossintensity.value;
4328 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4330 t->glosstexture = r_texture_white;
4331 t->backgroundglosstexture = r_texture_white;
4332 t->specularscale = r_shadow_gloss2intensity.value;
4336 // lightmaps mode looks bad with dlights using actual texturing, so turn
4337 // off the colormap and glossmap, but leave the normalmap on as it still
4338 // accurately represents the shading involved
4339 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4341 t->basetexture = r_texture_white;
4342 t->specularscale = 0;
4345 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4346 VectorClear(t->dlightcolor);
4347 t->currentnumlayers = 0;
4348 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4350 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4352 int blendfunc1, blendfunc2, depthmask;
4353 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4355 blendfunc1 = GL_SRC_ALPHA;
4356 blendfunc2 = GL_ONE;
4358 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4360 blendfunc1 = GL_SRC_ALPHA;
4361 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4363 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4365 blendfunc1 = t->customblendfunc[0];
4366 blendfunc2 = t->customblendfunc[1];
4370 blendfunc1 = GL_ONE;
4371 blendfunc2 = GL_ZERO;
4373 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4374 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4376 rtexture_t *currentbasetexture;
4378 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4379 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4380 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4381 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4383 // fullbright is not affected by r_refdef.lightmapintensity
4384 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4385 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4386 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4387 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4388 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4392 vec3_t ambientcolor;
4394 // set the color tint used for lights affecting this surface
4395 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4397 // q3bsp has no lightmap updates, so the lightstylevalue that
4398 // would normally be baked into the lightmap must be
4399 // applied to the color
4400 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4401 if (ent->model->type == mod_brushq3)
4402 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4403 colorscale *= r_refdef.lightmapintensity;
4404 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4405 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4406 // basic lit geometry
4407 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4408 // add pants/shirt if needed
4409 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4410 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4411 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4412 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4413 // now add ambient passes if needed
4414 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4416 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4417 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4418 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4419 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4420 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4423 if (t->currentskinframe->glow != NULL)
4424 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4425 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4427 // if this is opaque use alpha blend which will darken the earlier
4430 // if this is an alpha blended material, all the earlier passes
4431 // were darkened by fog already, so we only need to add the fog
4432 // color ontop through the fog mask texture
4434 // if this is an additive blended material, all the earlier passes
4435 // were darkened by fog already, and we should not add fog color
4436 // (because the background was not darkened, there is no fog color
4437 // that was lost behind it).
4438 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4445 void R_UpdateAllTextureInfo(entity_render_t *ent)
4449 for (i = 0;i < ent->model->num_texturesperskin;i++)
4450 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4453 rsurfacestate_t rsurface;
4455 void R_Mesh_ResizeArrays(int newvertices)
4458 if (rsurface.array_size >= newvertices)
4460 if (rsurface.array_modelvertex3f)
4461 Mem_Free(rsurface.array_modelvertex3f);
4462 rsurface.array_size = (newvertices + 1023) & ~1023;
4463 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4464 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4465 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4466 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4467 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4468 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4469 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4470 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4471 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4472 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4473 rsurface.array_color4f = base + rsurface.array_size * 27;
4474 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4477 void RSurf_CleanUp(void)
4480 if (rsurface.mode == RSURFMODE_GLSL)
4482 qglUseProgramObjectARB(0);CHECKGLERROR
4484 GL_AlphaTest(false);
4485 rsurface.mode = RSURFMODE_NONE;
4486 rsurface.uselightmaptexture = false;
4487 rsurface.texture = NULL;
4490 void RSurf_ActiveWorldEntity(void)
4492 model_t *model = r_refdef.scene.worldmodel;
4494 if (rsurface.array_size < model->surfmesh.num_vertices)
4495 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4496 rsurface.matrix = identitymatrix;
4497 rsurface.inversematrix = identitymatrix;
4498 R_Mesh_Matrix(&identitymatrix);
4499 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4500 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4501 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4502 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4503 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4504 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4505 rsurface.frameblend[0].frame = 0;
4506 rsurface.frameblend[0].lerp = 1;
4507 rsurface.frameblend[1].frame = 0;
4508 rsurface.frameblend[1].lerp = 0;
4509 rsurface.frameblend[2].frame = 0;
4510 rsurface.frameblend[2].lerp = 0;
4511 rsurface.frameblend[3].frame = 0;
4512 rsurface.frameblend[3].lerp = 0;
4513 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4514 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4515 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4516 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4517 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4518 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4519 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4520 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4521 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4522 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4523 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4524 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4525 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4526 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4527 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4528 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4529 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4530 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4531 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4532 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4533 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4534 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4535 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4536 rsurface.modelelement3i = model->surfmesh.data_element3i;
4537 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4538 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4539 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4540 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4541 rsurface.modelsurfaces = model->data_surfaces;
4542 rsurface.generatedvertex = false;
4543 rsurface.vertex3f = rsurface.modelvertex3f;
4544 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4545 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4546 rsurface.svector3f = rsurface.modelsvector3f;
4547 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4548 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4549 rsurface.tvector3f = rsurface.modeltvector3f;
4550 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4551 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4552 rsurface.normal3f = rsurface.modelnormal3f;
4553 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4554 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4555 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4558 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4560 model_t *model = ent->model;
4562 if (rsurface.array_size < model->surfmesh.num_vertices)
4563 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4564 rsurface.matrix = ent->matrix;
4565 rsurface.inversematrix = ent->inversematrix;
4566 R_Mesh_Matrix(&rsurface.matrix);
4567 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4568 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4569 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4570 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4571 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4572 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4573 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4574 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4575 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4576 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4577 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4578 rsurface.frameblend[0] = ent->frameblend[0];
4579 rsurface.frameblend[1] = ent->frameblend[1];
4580 rsurface.frameblend[2] = ent->frameblend[2];
4581 rsurface.frameblend[3] = ent->frameblend[3];
4582 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4583 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4584 if (ent->model->brush.submodel)
4586 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4587 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4589 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4593 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4594 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4595 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4596 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4597 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4599 else if (wantnormals)
4601 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4602 rsurface.modelsvector3f = NULL;
4603 rsurface.modeltvector3f = NULL;
4604 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4605 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4609 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4610 rsurface.modelsvector3f = NULL;
4611 rsurface.modeltvector3f = NULL;
4612 rsurface.modelnormal3f = NULL;
4613 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4615 rsurface.modelvertex3f_bufferobject = 0;
4616 rsurface.modelvertex3f_bufferoffset = 0;
4617 rsurface.modelsvector3f_bufferobject = 0;
4618 rsurface.modelsvector3f_bufferoffset = 0;
4619 rsurface.modeltvector3f_bufferobject = 0;
4620 rsurface.modeltvector3f_bufferoffset = 0;
4621 rsurface.modelnormal3f_bufferobject = 0;
4622 rsurface.modelnormal3f_bufferoffset = 0;
4623 rsurface.generatedvertex = true;
4627 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4628 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4629 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4630 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4631 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4632 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4633 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4634 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4635 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4636 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4637 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4638 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4639 rsurface.generatedvertex = false;
4641 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4642 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4643 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4644 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4645 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4646 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4647 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4648 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4649 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4650 rsurface.modelelement3i = model->surfmesh.data_element3i;
4651 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4652 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4653 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4654 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4655 rsurface.modelsurfaces = model->data_surfaces;
4656 rsurface.vertex3f = rsurface.modelvertex3f;
4657 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4658 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4659 rsurface.svector3f = rsurface.modelsvector3f;
4660 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4661 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4662 rsurface.tvector3f = rsurface.modeltvector3f;
4663 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4664 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4665 rsurface.normal3f = rsurface.modelnormal3f;
4666 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4667 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4668 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4671 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4672 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4675 int texturesurfaceindex;
4680 const float *v1, *in_tc;
4682 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4684 q3shaderinfo_deform_t *deform;
4685 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4686 if (rsurface.generatedvertex)
4688 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4689 generatenormals = true;
4690 for (i = 0;i < Q3MAXDEFORMS;i++)
4692 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4694 generatetangents = true;
4695 generatenormals = true;
4697 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4698 generatenormals = true;
4700 if (generatenormals && !rsurface.modelnormal3f)
4702 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4703 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4704 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4705 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4707 if (generatetangents && !rsurface.modelsvector3f)
4709 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4710 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4711 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4712 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4713 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4714 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4715 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4718 rsurface.vertex3f = rsurface.modelvertex3f;
4719 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4720 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4721 rsurface.svector3f = rsurface.modelsvector3f;
4722 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4723 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4724 rsurface.tvector3f = rsurface.modeltvector3f;
4725 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4726 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4727 rsurface.normal3f = rsurface.modelnormal3f;
4728 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4729 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4730 // if vertices are deformed (sprite flares and things in maps, possibly
4731 // water waves, bulges and other deformations), generate them into
4732 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4733 // (may be static model data or generated data for an animated model, or
4734 // the previous deform pass)
4735 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4737 switch (deform->deform)
4740 case Q3DEFORM_PROJECTIONSHADOW:
4741 case Q3DEFORM_TEXT0:
4742 case Q3DEFORM_TEXT1:
4743 case Q3DEFORM_TEXT2:
4744 case Q3DEFORM_TEXT3:
4745 case Q3DEFORM_TEXT4:
4746 case Q3DEFORM_TEXT5:
4747 case Q3DEFORM_TEXT6:
4748 case Q3DEFORM_TEXT7:
4751 case Q3DEFORM_AUTOSPRITE:
4752 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4753 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4754 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4755 VectorNormalize(newforward);
4756 VectorNormalize(newright);
4757 VectorNormalize(newup);
4758 // make deformed versions of only the model vertices used by the specified surfaces
4759 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4761 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4762 // a single autosprite surface can contain multiple sprites...
4763 for (j = 0;j < surface->num_vertices - 3;j += 4)
4765 VectorClear(center);
4766 for (i = 0;i < 4;i++)
4767 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4768 VectorScale(center, 0.25f, center);
4769 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4770 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4771 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4772 for (i = 0;i < 4;i++)
4774 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4775 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4778 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4779 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4781 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4782 rsurface.vertex3f_bufferobject = 0;
4783 rsurface.vertex3f_bufferoffset = 0;
4784 rsurface.svector3f = rsurface.array_deformedsvector3f;
4785 rsurface.svector3f_bufferobject = 0;
4786 rsurface.svector3f_bufferoffset = 0;
4787 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4788 rsurface.tvector3f_bufferobject = 0;
4789 rsurface.tvector3f_bufferoffset = 0;
4790 rsurface.normal3f = rsurface.array_deformednormal3f;
4791 rsurface.normal3f_bufferobject = 0;
4792 rsurface.normal3f_bufferoffset = 0;
4794 case Q3DEFORM_AUTOSPRITE2:
4795 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4796 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4797 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4798 VectorNormalize(newforward);
4799 VectorNormalize(newright);
4800 VectorNormalize(newup);
4801 // make deformed versions of only the model vertices used by the specified surfaces
4802 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4804 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4805 const float *v1, *v2;
4815 memset(shortest, 0, sizeof(shortest));
4816 // a single autosprite surface can contain multiple sprites...
4817 for (j = 0;j < surface->num_vertices - 3;j += 4)
4819 VectorClear(center);
4820 for (i = 0;i < 4;i++)
4821 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4822 VectorScale(center, 0.25f, center);
4823 // find the two shortest edges, then use them to define the
4824 // axis vectors for rotating around the central axis
4825 for (i = 0;i < 6;i++)
4827 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4828 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4830 Debug_PolygonBegin(NULL, 0);
4831 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4832 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4833 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4836 l = VectorDistance2(v1, v2);
4837 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4839 l += (1.0f / 1024.0f);
4840 if (shortest[0].length2 > l || i == 0)
4842 shortest[1] = shortest[0];
4843 shortest[0].length2 = l;
4844 shortest[0].v1 = v1;
4845 shortest[0].v2 = v2;
4847 else if (shortest[1].length2 > l || i == 1)
4849 shortest[1].length2 = l;
4850 shortest[1].v1 = v1;
4851 shortest[1].v2 = v2;
4854 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4855 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4857 Debug_PolygonBegin(NULL, 0);
4858 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4859 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4860 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4863 // this calculates the right vector from the shortest edge
4864 // and the up vector from the edge midpoints
4865 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4866 VectorNormalize(right);
4867 VectorSubtract(end, start, up);
4868 VectorNormalize(up);
4869 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4870 //VectorSubtract(rsurface.modelorg, center, forward);
4871 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4872 VectorNegate(forward, forward);
4873 VectorReflect(forward, 0, up, forward);
4874 VectorNormalize(forward);
4875 CrossProduct(up, forward, newright);
4876 VectorNormalize(newright);
4878 Debug_PolygonBegin(NULL, 0);
4879 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4880 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4881 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4885 Debug_PolygonBegin(NULL, 0);
4886 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4887 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4888 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4891 // rotate the quad around the up axis vector, this is made
4892 // especially easy by the fact we know the quad is flat,
4893 // so we only have to subtract the center position and
4894 // measure distance along the right vector, and then
4895 // multiply that by the newright vector and add back the
4897 // we also need to subtract the old position to undo the
4898 // displacement from the center, which we do with a
4899 // DotProduct, the subtraction/addition of center is also
4900 // optimized into DotProducts here
4901 l = DotProduct(right, center);
4902 for (i = 0;i < 4;i++)
4904 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4905 f = DotProduct(right, v1) - l;
4906 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4909 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4910 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4912 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4913 rsurface.vertex3f_bufferobject = 0;
4914 rsurface.vertex3f_bufferoffset = 0;
4915 rsurface.svector3f = rsurface.array_deformedsvector3f;
4916 rsurface.svector3f_bufferobject = 0;
4917 rsurface.svector3f_bufferoffset = 0;
4918 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4919 rsurface.tvector3f_bufferobject = 0;
4920 rsurface.tvector3f_bufferoffset = 0;
4921 rsurface.normal3f = rsurface.array_deformednormal3f;
4922 rsurface.normal3f_bufferobject = 0;
4923 rsurface.normal3f_bufferoffset = 0;
4925 case Q3DEFORM_NORMAL:
4926 // deform the normals to make reflections wavey
4927 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4929 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4930 for (j = 0;j < surface->num_vertices;j++)
4933 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4934 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4935 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4936 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4937 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4938 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4939 VectorNormalize(normal);
4941 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4943 rsurface.svector3f = rsurface.array_deformedsvector3f;
4944 rsurface.svector3f_bufferobject = 0;
4945 rsurface.svector3f_bufferoffset = 0;
4946 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4947 rsurface.tvector3f_bufferobject = 0;
4948 rsurface.tvector3f_bufferoffset = 0;
4949 rsurface.normal3f = rsurface.array_deformednormal3f;
4950 rsurface.normal3f_bufferobject = 0;
4951 rsurface.normal3f_bufferoffset = 0;
4954 // deform vertex array to make wavey water and flags and such
4955 waveparms[0] = deform->waveparms[0];
4956 waveparms[1] = deform->waveparms[1];
4957 waveparms[2] = deform->waveparms[2];
4958 waveparms[3] = deform->waveparms[3];
4959 // this is how a divisor of vertex influence on deformation
4960 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4961 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4962 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4964 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4965 for (j = 0;j < surface->num_vertices;j++)
4967 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4968 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4969 // if the wavefunc depends on time, evaluate it per-vertex
4972 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4973 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4975 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4978 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4979 rsurface.vertex3f_bufferobject = 0;
4980 rsurface.vertex3f_bufferoffset = 0;
4982 case Q3DEFORM_BULGE:
4983 // deform vertex array to make the surface have moving bulges
4984 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4986 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4987 for (j = 0;j < surface->num_vertices;j++)
4989 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4990 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4993 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4994 rsurface.vertex3f_bufferobject = 0;
4995 rsurface.vertex3f_bufferoffset = 0;
4998 // deform vertex array
4999 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5000 VectorScale(deform->parms, scale, waveparms);
5001 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5003 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5004 for (j = 0;j < surface->num_vertices;j++)
5005 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5007 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5008 rsurface.vertex3f_bufferobject = 0;
5009 rsurface.vertex3f_bufferoffset = 0;
5013 // generate texcoords based on the chosen texcoord source
5014 switch(rsurface.texture->tcgen.tcgen)
5017 case Q3TCGEN_TEXTURE:
5018 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5019 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5020 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5022 case Q3TCGEN_LIGHTMAP:
5023 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5024 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5025 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5027 case Q3TCGEN_VECTOR:
5028 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5030 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5031 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5033 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5034 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5037 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5038 rsurface.texcoordtexture2f_bufferobject = 0;
5039 rsurface.texcoordtexture2f_bufferoffset = 0;
5041 case Q3TCGEN_ENVIRONMENT:
5042 // make environment reflections using a spheremap
5043 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5045 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5046 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5047 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5048 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5049 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5051 float l, d, eyedir[3];
5052 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5053 l = 0.5f / VectorLength(eyedir);
5054 d = DotProduct(normal, eyedir)*2;
5055 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5056 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5059 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5060 rsurface.texcoordtexture2f_bufferobject = 0;
5061 rsurface.texcoordtexture2f_bufferoffset = 0;
5064 // the only tcmod that needs software vertex processing is turbulent, so
5065 // check for it here and apply the changes if needed
5066 // and we only support that as the first one
5067 // (handling a mixture of turbulent and other tcmods would be problematic
5068 // without punting it entirely to a software path)
5069 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5071 amplitude = rsurface.texture->tcmods[0].parms[1];
5072 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5073 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5075 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5076 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5078 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5079 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5082 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5083 rsurface.texcoordtexture2f_bufferobject = 0;
5084 rsurface.texcoordtexture2f_bufferoffset = 0;
5086 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5087 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5088 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5089 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5092 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5095 const msurface_t *surface = texturesurfacelist[0];
5096 const msurface_t *surface2;
5101 // TODO: lock all array ranges before render, rather than on each surface
5102 if (texturenumsurfaces == 1)
5104 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5105 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5107 else if (r_batchmode.integer == 2)
5109 #define MAXBATCHTRIANGLES 4096
5110 int batchtriangles = 0;
5111 int batchelements[MAXBATCHTRIANGLES*3];
5112 for (i = 0;i < texturenumsurfaces;i = j)
5114 surface = texturesurfacelist[i];
5116 if (surface->num_triangles > MAXBATCHTRIANGLES)
5118 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5121 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5122 batchtriangles = surface->num_triangles;
5123 firstvertex = surface->num_firstvertex;
5124 endvertex = surface->num_firstvertex + surface->num_vertices;
5125 for (;j < texturenumsurfaces;j++)
5127 surface2 = texturesurfacelist[j];
5128 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5130 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5131 batchtriangles += surface2->num_triangles;
5132 firstvertex = min(firstvertex, surface2->num_firstvertex);
5133 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5135 surface2 = texturesurfacelist[j-1];
5136 numvertices = endvertex - firstvertex;
5137 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5140 else if (r_batchmode.integer == 1)
5142 for (i = 0;i < texturenumsurfaces;i = j)
5144 surface = texturesurfacelist[i];
5145 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5146 if (texturesurfacelist[j] != surface2)
5148 surface2 = texturesurfacelist[j-1];
5149 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5150 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5151 GL_LockArrays(surface->num_firstvertex, numvertices);
5152 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5157 for (i = 0;i < texturenumsurfaces;i++)
5159 surface = texturesurfacelist[i];
5160 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5161 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5166 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5168 int i, planeindex, vertexindex;
5172 r_waterstate_waterplane_t *p, *bestp;
5173 msurface_t *surface;
5174 if (r_waterstate.renderingscene)
5176 for (i = 0;i < texturenumsurfaces;i++)
5178 surface = texturesurfacelist[i];
5179 if (lightmaptexunit >= 0)
5180 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5181 if (deluxemaptexunit >= 0)
5182 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5183 // pick the closest matching water plane
5186 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5189 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5191 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5192 d += fabs(PlaneDiff(vert, &p->plane));
5194 if (bestd > d || !bestp)
5202 if (refractiontexunit >= 0)
5203 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5204 if (reflectiontexunit >= 0)
5205 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5209 if (refractiontexunit >= 0)
5210 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5211 if (reflectiontexunit >= 0)
5212 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5214 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5215 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5219 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5223 const msurface_t *surface = texturesurfacelist[0];
5224 const msurface_t *surface2;
5229 // TODO: lock all array ranges before render, rather than on each surface
5230 if (texturenumsurfaces == 1)
5232 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5233 if (deluxemaptexunit >= 0)
5234 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5235 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5236 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5238 else if (r_batchmode.integer == 2)
5240 #define MAXBATCHTRIANGLES 4096
5241 int batchtriangles = 0;
5242 int batchelements[MAXBATCHTRIANGLES*3];
5243 for (i = 0;i < texturenumsurfaces;i = j)
5245 surface = texturesurfacelist[i];
5246 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5247 if (deluxemaptexunit >= 0)
5248 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5250 if (surface->num_triangles > MAXBATCHTRIANGLES)
5252 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5255 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5256 batchtriangles = surface->num_triangles;
5257 firstvertex = surface->num_firstvertex;
5258 endvertex = surface->num_firstvertex + surface->num_vertices;
5259 for (;j < texturenumsurfaces;j++)
5261 surface2 = texturesurfacelist[j];
5262 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5264 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5265 batchtriangles += surface2->num_triangles;
5266 firstvertex = min(firstvertex, surface2->num_firstvertex);
5267 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5269 surface2 = texturesurfacelist[j-1];
5270 numvertices = endvertex - firstvertex;
5271 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5274 else if (r_batchmode.integer == 1)
5277 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5278 for (i = 0;i < texturenumsurfaces;i = j)
5280 surface = texturesurfacelist[i];
5281 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5282 if (texturesurfacelist[j] != surface2)
5284 Con_Printf(" %i", j - i);
5287 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5289 for (i = 0;i < texturenumsurfaces;i = j)
5291 surface = texturesurfacelist[i];
5292 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5293 if (deluxemaptexunit >= 0)
5294 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5295 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5296 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5299 Con_Printf(" %i", j - i);
5301 surface2 = texturesurfacelist[j-1];
5302 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5303 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5304 GL_LockArrays(surface->num_firstvertex, numvertices);
5305 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5313 for (i = 0;i < texturenumsurfaces;i++)
5315 surface = texturesurfacelist[i];
5316 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5317 if (deluxemaptexunit >= 0)
5318 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5319 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5320 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5325 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5328 int texturesurfaceindex;
5329 if (r_showsurfaces.integer == 2)
5331 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5333 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5334 for (j = 0;j < surface->num_triangles;j++)
5336 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5337 GL_Color(f, f, f, 1);
5338 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5344 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5346 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5347 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5348 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5349 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5350 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5355 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5357 int texturesurfaceindex;
5361 if (rsurface.lightmapcolor4f)
5363 // generate color arrays for the surfaces in this list
5364 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5366 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5367 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5369 f = FogPoint_Model(v);
5379 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5381 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5382 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5384 f = FogPoint_Model(v);
5392 rsurface.lightmapcolor4f = rsurface.array_color4f;
5393 rsurface.lightmapcolor4f_bufferobject = 0;
5394 rsurface.lightmapcolor4f_bufferoffset = 0;
5397 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5399 int texturesurfaceindex;
5402 if (!rsurface.lightmapcolor4f)
5404 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5406 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5407 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5415 rsurface.lightmapcolor4f = rsurface.array_color4f;
5416 rsurface.lightmapcolor4f_bufferobject = 0;
5417 rsurface.lightmapcolor4f_bufferoffset = 0;
5420 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5423 rsurface.lightmapcolor4f = NULL;
5424 rsurface.lightmapcolor4f_bufferobject = 0;
5425 rsurface.lightmapcolor4f_bufferoffset = 0;
5426 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5427 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5428 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5429 GL_Color(r, g, b, a);
5430 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5433 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5435 // TODO: optimize applyfog && applycolor case
5436 // just apply fog if necessary, and tint the fog color array if necessary
5437 rsurface.lightmapcolor4f = NULL;
5438 rsurface.lightmapcolor4f_bufferobject = 0;
5439 rsurface.lightmapcolor4f_bufferoffset = 0;
5440 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5441 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5442 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5443 GL_Color(r, g, b, a);
5444 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5447 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5449 int texturesurfaceindex;
5453 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5455 // generate color arrays for the surfaces in this list
5456 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5458 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5459 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5461 if (surface->lightmapinfo->samples)
5463 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5464 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5465 VectorScale(lm, scale, c);
5466 if (surface->lightmapinfo->styles[1] != 255)
5468 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5470 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5471 VectorMA(c, scale, lm, c);
5472 if (surface->lightmapinfo->styles[2] != 255)
5475 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5476 VectorMA(c, scale, lm, c);
5477 if (surface->lightmapinfo->styles[3] != 255)
5480 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5481 VectorMA(c, scale, lm, c);
5491 rsurface.lightmapcolor4f = rsurface.array_color4f;
5492 rsurface.lightmapcolor4f_bufferobject = 0;
5493 rsurface.lightmapcolor4f_bufferoffset = 0;
5497 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5498 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5499 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5501 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5502 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5503 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5504 GL_Color(r, g, b, a);
5505 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5508 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5510 int texturesurfaceindex;
5514 vec3_t ambientcolor;
5515 vec3_t diffusecolor;
5519 VectorCopy(rsurface.modellight_lightdir, lightdir);
5520 f = 0.5f * r_refdef.lightmapintensity;
5521 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5522 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5523 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5524 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5525 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5526 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5527 if (VectorLength2(diffusecolor) > 0)
5529 // generate color arrays for the surfaces in this list
5530 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5532 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5533 int numverts = surface->num_vertices;
5534 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5535 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5536 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5537 // q3-style directional shading
5538 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5540 if ((f = DotProduct(c2, lightdir)) > 0)
5541 VectorMA(ambientcolor, f, diffusecolor, c);
5543 VectorCopy(ambientcolor, c);
5552 rsurface.lightmapcolor4f = rsurface.array_color4f;
5553 rsurface.lightmapcolor4f_bufferobject = 0;
5554 rsurface.lightmapcolor4f_bufferoffset = 0;
5558 r = ambientcolor[0];
5559 g = ambientcolor[1];
5560 b = ambientcolor[2];
5561 rsurface.lightmapcolor4f = NULL;
5562 rsurface.lightmapcolor4f_bufferobject = 0;
5563 rsurface.lightmapcolor4f_bufferoffset = 0;
5565 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5566 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5567 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5568 GL_Color(r, g, b, a);
5569 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5572 void RSurf_SetupDepthAndCulling(void)
5574 // submodels are biased to avoid z-fighting with world surfaces that they
5575 // may be exactly overlapping (avoids z-fighting artifacts on certain
5576 // doors and things in Quake maps)
5577 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5578 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5579 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5580 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5583 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5585 RSurf_SetupDepthAndCulling();
5586 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5588 rsurface.mode = RSURFMODE_SHOWSURFACES;
5590 GL_BlendFunc(GL_ONE, GL_ZERO);
5591 R_Mesh_ColorPointer(NULL, 0, 0);
5592 R_Mesh_ResetTextureState();
5594 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5595 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5598 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5600 // transparent sky would be ridiculous
5601 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5603 if (rsurface.mode != RSURFMODE_SKY)
5605 if (rsurface.mode == RSURFMODE_GLSL)
5607 qglUseProgramObjectARB(0);CHECKGLERROR
5609 rsurface.mode = RSURFMODE_SKY;
5613 skyrendernow = false;
5614 // we have to force off the water clipping plane while rendering sky
5618 // restore entity matrix
5619 R_Mesh_Matrix(&rsurface.matrix);
5621 RSurf_SetupDepthAndCulling();
5623 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5624 // skymasking on them, and Quake3 never did sky masking (unlike
5625 // software Quake and software Quake2), so disable the sky masking
5626 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5627 // and skymasking also looks very bad when noclipping outside the
5628 // level, so don't use it then either.
5629 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5631 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5632 R_Mesh_ColorPointer(NULL, 0, 0);
5633 R_Mesh_ResetTextureState();
5634 if (skyrendermasked)
5636 // depth-only (masking)
5637 GL_ColorMask(0,0,0,0);
5638 // just to make sure that braindead drivers don't draw
5639 // anything despite that colormask...
5640 GL_BlendFunc(GL_ZERO, GL_ONE);
5645 GL_BlendFunc(GL_ONE, GL_ZERO);
5647 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5648 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5649 if (skyrendermasked)
5650 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5654 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5656 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5659 if (rsurface.mode != RSURFMODE_GLSL)
5661 rsurface.mode = RSURFMODE_GLSL;
5662 R_Mesh_ResetTextureState();
5663 GL_Color(1, 1, 1, 1);
5666 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5667 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5668 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5669 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5670 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5671 if (rsurface.texture->backgroundcurrentskinframe)
5673 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5674 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5675 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5676 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5678 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5679 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5680 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5681 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5682 R_Mesh_ColorPointer(NULL, 0, 0);
5684 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5686 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5688 // render background
5689 GL_BlendFunc(GL_ONE, GL_ZERO);
5691 GL_AlphaTest(false);
5693 GL_Color(1, 1, 1, 1);
5694 R_Mesh_ColorPointer(NULL, 0, 0);
5696 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5697 if (r_glsl_permutation)
5699 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5700 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5701 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5702 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5703 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5704 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5705 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5708 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5709 GL_DepthMask(false);
5710 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5711 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5712 R_Mesh_ColorPointer(NULL, 0, 0);
5714 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5715 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5716 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5719 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5720 if (!r_glsl_permutation)
5723 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5724 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5725 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5726 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5727 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5728 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5730 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5732 GL_BlendFunc(GL_ONE, GL_ZERO);
5734 GL_AlphaTest(false);
5737 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5739 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5740 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5742 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5746 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5747 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5749 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5753 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5755 // OpenGL 1.3 path - anything not completely ancient
5756 int texturesurfaceindex;
5757 qboolean applycolor;
5761 const texturelayer_t *layer;
5762 if (rsurface.mode != RSURFMODE_MULTIPASS)
5763 rsurface.mode = RSURFMODE_MULTIPASS;
5764 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5766 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5769 int layertexrgbscale;
5770 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5772 if (layerindex == 0)
5776 GL_AlphaTest(false);
5777 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5780 GL_DepthMask(layer->depthmask);
5781 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5782 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5784 layertexrgbscale = 4;
5785 VectorScale(layer->color, 0.25f, layercolor);
5787 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5789 layertexrgbscale = 2;
5790 VectorScale(layer->color, 0.5f, layercolor);
5794 layertexrgbscale = 1;
5795 VectorScale(layer->color, 1.0f, layercolor);
5797 layercolor[3] = layer->color[3];
5798 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5799 R_Mesh_ColorPointer(NULL, 0, 0);
5800 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5801 switch (layer->type)
5803 case TEXTURELAYERTYPE_LITTEXTURE:
5804 memset(&m, 0, sizeof(m));
5805 m.tex[0] = R_GetTexture(r_texture_white);
5806 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5807 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5808 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5809 m.tex[1] = R_GetTexture(layer->texture);
5810 m.texmatrix[1] = layer->texmatrix;
5811 m.texrgbscale[1] = layertexrgbscale;
5812 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5813 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5814 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5815 R_Mesh_TextureState(&m);
5816 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5817 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5818 else if (rsurface.uselightmaptexture)
5819 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5821 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5823 case TEXTURELAYERTYPE_TEXTURE:
5824 memset(&m, 0, sizeof(m));
5825 m.tex[0] = R_GetTexture(layer->texture);
5826 m.texmatrix[0] = layer->texmatrix;
5827 m.texrgbscale[0] = layertexrgbscale;
5828 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5829 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5830 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5831 R_Mesh_TextureState(&m);
5832 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5834 case TEXTURELAYERTYPE_FOG:
5835 memset(&m, 0, sizeof(m));
5836 m.texrgbscale[0] = layertexrgbscale;
5839 m.tex[0] = R_GetTexture(layer->texture);
5840 m.texmatrix[0] = layer->texmatrix;
5841 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5842 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5843 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5845 R_Mesh_TextureState(&m);
5846 // generate a color array for the fog pass
5847 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5852 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5853 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
5855 f = 1 - FogPoint_Model(v);
5856 c[0] = layercolor[0];
5857 c[1] = layercolor[1];
5858 c[2] = layercolor[2];
5859 c[3] = f * layercolor[3];
5862 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5865 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5867 GL_LockArrays(0, 0);
5870 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5872 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5873 GL_AlphaTest(false);
5877 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5879 // OpenGL 1.1 - crusty old voodoo path
5880 int texturesurfaceindex;
5884 const texturelayer_t *layer;
5885 if (rsurface.mode != RSURFMODE_MULTIPASS)
5886 rsurface.mode = RSURFMODE_MULTIPASS;
5887 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5889 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5891 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5893 if (layerindex == 0)
5897 GL_AlphaTest(false);
5898 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5901 GL_DepthMask(layer->depthmask);
5902 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5903 R_Mesh_ColorPointer(NULL, 0, 0);
5904 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5905 switch (layer->type)
5907 case TEXTURELAYERTYPE_LITTEXTURE:
5908 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5910 // two-pass lit texture with 2x rgbscale
5911 // first the lightmap pass
5912 memset(&m, 0, sizeof(m));
5913 m.tex[0] = R_GetTexture(r_texture_white);
5914 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5915 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5916 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5917 R_Mesh_TextureState(&m);
5918 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5919 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5920 else if (rsurface.uselightmaptexture)
5921 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5923 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5924 GL_LockArrays(0, 0);
5925 // then apply the texture to it
5926 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5927 memset(&m, 0, sizeof(m));
5928 m.tex[0] = R_GetTexture(layer->texture);
5929 m.texmatrix[0] = layer->texmatrix;
5930 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5931 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5932 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5933 R_Mesh_TextureState(&m);
5934 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
5938 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5939 memset(&m, 0, sizeof(m));
5940 m.tex[0] = R_GetTexture(layer->texture);
5941 m.texmatrix[0] = layer->texmatrix;
5942 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5943 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5944 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5945 R_Mesh_TextureState(&m);
5946 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5947 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5949 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5952 case TEXTURELAYERTYPE_TEXTURE:
5953 // singletexture unlit texture with transparency support
5954 memset(&m, 0, sizeof(m));
5955 m.tex[0] = R_GetTexture(layer->texture);
5956 m.texmatrix[0] = layer->texmatrix;
5957 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5958 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5959 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5960 R_Mesh_TextureState(&m);
5961 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5963 case TEXTURELAYERTYPE_FOG:
5964 // singletexture fogging
5965 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5968 memset(&m, 0, sizeof(m));
5969 m.tex[0] = R_GetTexture(layer->texture);
5970 m.texmatrix[0] = layer->texmatrix;
5971 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5972 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5973 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5974 R_Mesh_TextureState(&m);
5977 R_Mesh_ResetTextureState();
5978 // generate a color array for the fog pass
5979 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5983 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5984 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
5986 f = 1 - FogPoint_Model(v);
5987 c[0] = layer->color[0];
5988 c[1] = layer->color[1];
5989 c[2] = layer->color[2];
5990 c[3] = f * layer->color[3];
5993 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5996 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5998 GL_LockArrays(0, 0);
6001 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6003 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6004 GL_AlphaTest(false);
6008 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6010 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
6012 rsurface.rtlight = NULL;
6016 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6018 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6020 if (rsurface.mode != RSURFMODE_MULTIPASS)
6021 rsurface.mode = RSURFMODE_MULTIPASS;
6022 if (r_depthfirst.integer == 3)
6024 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
6025 if (!r_refdef.view.showdebug)
6026 GL_Color(0, 0, 0, 1);
6028 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
6032 GL_ColorMask(0,0,0,0);
6035 RSurf_SetupDepthAndCulling();
6037 GL_BlendFunc(GL_ONE, GL_ZERO);
6039 GL_AlphaTest(false);
6040 R_Mesh_ColorPointer(NULL, 0, 0);
6041 R_Mesh_ResetTextureState();
6042 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6043 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6044 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6046 else if (r_depthfirst.integer == 3)
6048 else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
6050 GL_Color(0, 0, 0, 1);
6051 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6053 else if (r_showsurfaces.integer)
6055 if (rsurface.mode != RSURFMODE_MULTIPASS)
6056 rsurface.mode = RSURFMODE_MULTIPASS;
6057 RSurf_SetupDepthAndCulling();
6059 GL_BlendFunc(GL_ONE, GL_ZERO);
6060 GL_DepthMask(writedepth);
6062 GL_AlphaTest(false);
6063 R_Mesh_ColorPointer(NULL, 0, 0);
6064 R_Mesh_ResetTextureState();
6065 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6066 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6068 else if (gl_lightmaps.integer)
6071 if (rsurface.mode != RSURFMODE_MULTIPASS)
6072 rsurface.mode = RSURFMODE_MULTIPASS;
6073 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6075 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6076 GL_BlendFunc(GL_ONE, GL_ZERO);
6077 GL_DepthMask(writedepth);
6079 GL_AlphaTest(false);
6080 R_Mesh_ColorPointer(NULL, 0, 0);
6081 memset(&m, 0, sizeof(m));
6082 m.tex[0] = R_GetTexture(r_texture_white);
6083 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6084 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6085 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6086 R_Mesh_TextureState(&m);
6087 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6088 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6089 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6090 else if (rsurface.uselightmaptexture)
6091 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6093 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6095 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6096 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6097 else if (rsurface.texture->currentnumlayers)
6099 // write depth for anything we skipped on the depth-only pass earlier
6100 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6102 RSurf_SetupDepthAndCulling();
6103 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6104 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6105 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6106 if (r_glsl.integer && gl_support_fragment_shader)
6107 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6108 else if (gl_combine.integer && r_textureunits.integer >= 2)
6109 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6111 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6114 GL_LockArrays(0, 0);
6117 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6120 int texturenumsurfaces, endsurface;
6122 msurface_t *surface;
6123 msurface_t *texturesurfacelist[1024];
6125 // if the model is static it doesn't matter what value we give for
6126 // wantnormals and wanttangents, so this logic uses only rules applicable
6127 // to a model, knowing that they are meaningless otherwise
6128 if (ent == r_refdef.scene.worldentity)
6129 RSurf_ActiveWorldEntity();
6130 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6131 RSurf_ActiveModelEntity(ent, false, false);
6133 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6135 for (i = 0;i < numsurfaces;i = j)
6138 surface = rsurface.modelsurfaces + surfacelist[i];
6139 texture = surface->texture;
6140 R_UpdateTextureInfo(ent, texture);
6141 rsurface.texture = texture->currentframe;
6142 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6143 // scan ahead until we find a different texture
6144 endsurface = min(i + 1024, numsurfaces);
6145 texturenumsurfaces = 0;
6146 texturesurfacelist[texturenumsurfaces++] = surface;
6147 for (;j < endsurface;j++)
6149 surface = rsurface.modelsurfaces + surfacelist[j];
6150 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6152 texturesurfacelist[texturenumsurfaces++] = surface;
6154 // render the range of surfaces
6155 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6161 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6164 vec3_t tempcenter, center;
6166 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6169 for (i = 0;i < numsurfaces;i++)
6170 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6171 R_Water_AddWaterPlane(surfacelist[i]);
6174 // break the surface list down into batches by texture and use of lightmapping
6175 for (i = 0;i < numsurfaces;i = j)
6178 // texture is the base texture pointer, rsurface.texture is the
6179 // current frame/skin the texture is directing us to use (for example
6180 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6181 // use skin 1 instead)
6182 texture = surfacelist[i]->texture;
6183 rsurface.texture = texture->currentframe;
6184 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6185 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6187 // if this texture is not the kind we want, skip ahead to the next one
6188 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6192 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6194 // transparent surfaces get pushed off into the transparent queue
6195 const msurface_t *surface = surfacelist[i];
6198 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6199 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6200 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6201 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6202 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6206 // simply scan ahead until we find a different texture or lightmap state
6207 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6209 // render the range of surfaces
6210 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6215 float locboxvertex3f[6*4*3] =
6217 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6218 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6219 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6220 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6221 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6222 1,0,0, 0,0,0, 0,1,0, 1,1,0
6225 int locboxelement3i[6*2*3] =
6235 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6238 cl_locnode_t *loc = (cl_locnode_t *)ent;
6240 float vertex3f[6*4*3];
6242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6243 GL_DepthMask(false);
6244 GL_DepthRange(0, 1);
6245 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6247 GL_CullFace(GL_NONE);
6248 R_Mesh_Matrix(&identitymatrix);
6250 R_Mesh_VertexPointer(vertex3f, 0, 0);
6251 R_Mesh_ColorPointer(NULL, 0, 0);
6252 R_Mesh_ResetTextureState();
6255 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6256 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6257 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6258 surfacelist[0] < 0 ? 0.5f : 0.125f);
6260 if (VectorCompare(loc->mins, loc->maxs))
6262 VectorSet(size, 2, 2, 2);
6263 VectorMA(loc->mins, -0.5f, size, mins);
6267 VectorCopy(loc->mins, mins);
6268 VectorSubtract(loc->maxs, loc->mins, size);
6271 for (i = 0;i < 6*4*3;)
6272 for (j = 0;j < 3;j++, i++)
6273 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6275 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6278 void R_DrawLocs(void)
6281 cl_locnode_t *loc, *nearestloc;
6283 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6284 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6286 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6287 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6291 void R_DrawDebugModel(entity_render_t *ent)
6293 int i, j, k, l, flagsmask;
6294 const int *elements;
6296 msurface_t *surface;
6297 model_t *model = ent->model;
6300 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6302 R_Mesh_ColorPointer(NULL, 0, 0);
6303 R_Mesh_ResetTextureState();
6304 GL_DepthRange(0, 1);
6305 GL_DepthTest(!r_showdisabledepthtest.integer);
6306 GL_DepthMask(false);
6307 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6309 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6311 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6312 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6314 if (brush->colbrushf && brush->colbrushf->numtriangles)
6316 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6317 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6318 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6321 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6323 if (surface->num_collisiontriangles)
6325 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6326 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6327 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6332 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6334 if (r_showtris.integer || r_shownormals.integer)
6336 if (r_showdisabledepthtest.integer)
6338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6339 GL_DepthMask(false);
6343 GL_BlendFunc(GL_ONE, GL_ZERO);
6346 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6348 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6350 rsurface.texture = surface->texture->currentframe;
6351 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6353 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6354 if (r_showtris.value > 0)
6356 if (!rsurface.texture->currentlayers->depthmask)
6357 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6358 else if (ent == r_refdef.scene.worldentity)
6359 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6361 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6362 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6365 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6367 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6368 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6369 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6370 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6375 if (r_shownormals.value > 0)
6378 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6380 VectorCopy(rsurface.vertex3f + l * 3, v);
6381 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6382 qglVertex3f(v[0], v[1], v[2]);
6383 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6384 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6385 qglVertex3f(v[0], v[1], v[2]);
6390 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6392 VectorCopy(rsurface.vertex3f + l * 3, v);
6393 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6394 qglVertex3f(v[0], v[1], v[2]);
6395 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6396 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6397 qglVertex3f(v[0], v[1], v[2]);
6402 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6404 VectorCopy(rsurface.vertex3f + l * 3, v);
6405 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6406 qglVertex3f(v[0], v[1], v[2]);
6407 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6408 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6409 qglVertex3f(v[0], v[1], v[2]);
6416 rsurface.texture = NULL;
6420 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6421 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6423 int i, j, endj, f, flagsmask;
6424 msurface_t *surface;
6426 model_t *model = r_refdef.scene.worldmodel;
6427 const int maxsurfacelist = 1024;
6428 int numsurfacelist = 0;
6429 msurface_t *surfacelist[1024];
6433 RSurf_ActiveWorldEntity();
6435 // update light styles on this submodel
6436 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6438 model_brush_lightstyleinfo_t *style;
6439 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6441 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6443 msurface_t *surfaces = model->data_surfaces;
6444 int *list = style->surfacelist;
6445 style->value = r_refdef.scene.lightstylevalue[style->style];
6446 for (j = 0;j < style->numsurfaces;j++)
6447 surfaces[list[j]].cached_dlight = true;
6452 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6453 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6457 R_DrawDebugModel(r_refdef.scene.worldentity);
6463 rsurface.uselightmaptexture = false;
6464 rsurface.texture = NULL;
6466 j = model->firstmodelsurface;
6467 endj = j + model->nummodelsurfaces;
6470 // quickly skip over non-visible surfaces
6471 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6473 // quickly iterate over visible surfaces
6474 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6476 // process this surface
6477 surface = model->data_surfaces + j;
6478 // if this surface fits the criteria, add it to the list
6479 if (surface->num_triangles)
6481 // if lightmap parameters changed, rebuild lightmap texture
6482 if (surface->cached_dlight)
6483 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6484 // add face to draw list
6485 surfacelist[numsurfacelist++] = surface;
6486 r_refdef.stats.world_triangles += surface->num_triangles;
6487 if (numsurfacelist >= maxsurfacelist)
6489 r_refdef.stats.world_surfaces += numsurfacelist;
6490 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6496 r_refdef.stats.world_surfaces += numsurfacelist;
6498 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6502 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6504 int i, j, f, flagsmask;
6505 msurface_t *surface, *endsurface;
6507 model_t *model = ent->model;
6508 const int maxsurfacelist = 1024;
6509 int numsurfacelist = 0;
6510 msurface_t *surfacelist[1024];
6514 // if the model is static it doesn't matter what value we give for
6515 // wantnormals and wanttangents, so this logic uses only rules applicable
6516 // to a model, knowing that they are meaningless otherwise
6517 if (ent == r_refdef.scene.worldentity)
6518 RSurf_ActiveWorldEntity();
6519 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6520 RSurf_ActiveModelEntity(ent, false, false);
6522 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6524 // update light styles
6525 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6527 model_brush_lightstyleinfo_t *style;
6528 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6530 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6532 msurface_t *surfaces = model->data_surfaces;
6533 int *list = style->surfacelist;
6534 style->value = r_refdef.scene.lightstylevalue[style->style];
6535 for (j = 0;j < style->numsurfaces;j++)
6536 surfaces[list[j]].cached_dlight = true;
6541 R_UpdateAllTextureInfo(ent);
6542 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6546 R_DrawDebugModel(ent);
6552 rsurface.uselightmaptexture = false;
6553 rsurface.texture = NULL;
6555 surface = model->data_surfaces + model->firstmodelsurface;
6556 endsurface = surface + model->nummodelsurfaces;
6557 for (;surface < endsurface;surface++)
6559 // if this surface fits the criteria, add it to the list
6560 if (surface->num_triangles)
6562 // if lightmap parameters changed, rebuild lightmap texture
6563 if (surface->cached_dlight)
6564 R_BuildLightMap(ent, surface);
6565 // add face to draw list
6566 surfacelist[numsurfacelist++] = surface;
6567 r_refdef.stats.entities_triangles += surface->num_triangles;
6568 if (numsurfacelist >= maxsurfacelist)
6570 r_refdef.stats.entities_surfaces += numsurfacelist;
6571 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6576 r_refdef.stats.entities_surfaces += numsurfacelist;
6578 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);