2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
194 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
195 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
196 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
197 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
198 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
199 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
200 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
201 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
202 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
204 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
205 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
206 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
207 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
209 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
210 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
212 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
213 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
214 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
215 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
216 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
217 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
219 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
220 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
221 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
222 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
223 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
224 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
226 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
227 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
228 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
230 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
232 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
234 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
236 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
238 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
239 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
240 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
241 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
243 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
244 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
246 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
248 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
249 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
251 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 extern cvar_t v_glslgamma_2d;
259 extern qboolean v_flipped_state;
261 r_framebufferstate_t r_fb;
263 /// shadow volume bsp struct with automatically growing nodes buffer
266 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
268 rtexture_t *r_texture_blanknormalmap;
269 rtexture_t *r_texture_white;
270 rtexture_t *r_texture_grey128;
271 rtexture_t *r_texture_black;
272 rtexture_t *r_texture_notexture;
273 rtexture_t *r_texture_whitecube;
274 rtexture_t *r_texture_normalizationcube;
275 rtexture_t *r_texture_fogattenuation;
276 rtexture_t *r_texture_fogheighttexture;
277 rtexture_t *r_texture_gammaramps;
278 unsigned int r_texture_gammaramps_serial;
279 //rtexture_t *r_texture_fogintensity;
280 rtexture_t *r_texture_reflectcube;
282 // TODO: hash lookups?
283 typedef struct cubemapinfo_s
290 int r_texture_numcubemaps;
291 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
293 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
294 unsigned int r_numqueries;
295 unsigned int r_maxqueries;
297 typedef struct r_qwskincache_s
299 char name[MAX_QPATH];
300 skinframe_t *skinframe;
304 static r_qwskincache_t *r_qwskincache;
305 static int r_qwskincache_size;
307 /// vertex coordinates for a quad that covers the screen exactly
308 extern const float r_screenvertex3f[12];
309 const float r_screenvertex3f[12] =
317 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
320 for (i = 0;i < verts;i++)
331 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
334 for (i = 0;i < verts;i++)
344 // FIXME: move this to client?
347 if (gamemode == GAME_NEHAHRA)
349 Cvar_Set(&cvars_all, "gl_fogenable", "0");
350 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
351 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
352 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
353 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
355 r_refdef.fog_density = 0;
356 r_refdef.fog_red = 0;
357 r_refdef.fog_green = 0;
358 r_refdef.fog_blue = 0;
359 r_refdef.fog_alpha = 1;
360 r_refdef.fog_start = 0;
361 r_refdef.fog_end = 16384;
362 r_refdef.fog_height = 1<<30;
363 r_refdef.fog_fadedepth = 128;
364 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
367 static void R_BuildBlankTextures(void)
369 unsigned char data[4];
370 data[2] = 128; // normal X
371 data[1] = 128; // normal Y
372 data[0] = 255; // normal Z
373 data[3] = 255; // height
374 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
379 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 static void R_BuildNoTexture(void)
395 unsigned char pix[16][16][4];
396 // this makes a light grey/dark grey checkerboard texture
397 for (y = 0;y < 16;y++)
399 for (x = 0;x < 16;x++)
401 if ((y < 8) ^ (x < 8))
417 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
420 static void R_BuildWhiteCube(void)
422 unsigned char data[6*1*1*4];
423 memset(data, 255, sizeof(data));
424 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
427 static void R_BuildNormalizationCube(void)
431 vec_t s, t, intensity;
434 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
435 for (side = 0;side < 6;side++)
437 for (y = 0;y < NORMSIZE;y++)
439 for (x = 0;x < NORMSIZE;x++)
441 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
442 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
477 intensity = 127.0f / sqrt(DotProduct(v, v));
478 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
479 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
480 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
481 data[((side*64+y)*64+x)*4+3] = 255;
485 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
489 static void R_BuildFogTexture(void)
493 unsigned char data1[FOGWIDTH][4];
494 //unsigned char data2[FOGWIDTH][4];
497 r_refdef.fogmasktable_start = r_refdef.fog_start;
498 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
499 r_refdef.fogmasktable_range = r_refdef.fogrange;
500 r_refdef.fogmasktable_density = r_refdef.fog_density;
502 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
503 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
505 d = (x * r - r_refdef.fogmasktable_start);
506 if(developer_extra.integer)
507 Con_DPrintf("%f ", d);
509 if (r_fog_exp2.integer)
510 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
512 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
513 if(developer_extra.integer)
514 Con_DPrintf(" : %f ", alpha);
515 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
516 if(developer_extra.integer)
517 Con_DPrintf(" = %f\n", alpha);
518 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
521 for (x = 0;x < FOGWIDTH;x++)
523 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
528 //data2[x][0] = 255 - b;
529 //data2[x][1] = 255 - b;
530 //data2[x][2] = 255 - b;
533 if (r_texture_fogattenuation)
535 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
536 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
540 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
541 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
545 static void R_BuildFogHeightTexture(void)
547 unsigned char *inpixels;
555 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
556 if (r_refdef.fogheighttexturename[0])
557 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
560 r_refdef.fog_height_tablesize = 0;
561 if (r_texture_fogheighttexture)
562 R_FreeTexture(r_texture_fogheighttexture);
563 r_texture_fogheighttexture = NULL;
564 if (r_refdef.fog_height_table2d)
565 Mem_Free(r_refdef.fog_height_table2d);
566 r_refdef.fog_height_table2d = NULL;
567 if (r_refdef.fog_height_table1d)
568 Mem_Free(r_refdef.fog_height_table1d);
569 r_refdef.fog_height_table1d = NULL;
573 r_refdef.fog_height_tablesize = size;
574 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
575 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
576 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
578 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
579 // average fog color table accounting for every fog layer between a point
580 // and the camera. (Note: attenuation is handled separately!)
581 for (y = 0;y < size;y++)
583 for (x = 0;x < size;x++)
589 for (j = x;j <= y;j++)
591 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597 for (j = x;j >= y;j--)
599 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
604 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
605 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
610 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
613 //=======================================================================================================================================================
615 static const char *builtinshaderstrings[] =
617 #include "shader_glsl.h"
621 //=======================================================================================================================================================
623 typedef struct shaderpermutationinfo_s
628 shaderpermutationinfo_t;
630 typedef struct shadermodeinfo_s
632 const char *sourcebasename;
633 const char *extension;
634 const char **builtinshaderstrings;
643 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
644 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
646 {"#define USEDIFFUSE\n", " diffuse"},
647 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
648 {"#define USEVIEWTINT\n", " viewtint"},
649 {"#define USECOLORMAPPING\n", " colormapping"},
650 {"#define USESATURATION\n", " saturation"},
651 {"#define USEFOGINSIDE\n", " foginside"},
652 {"#define USEFOGOUTSIDE\n", " fogoutside"},
653 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
654 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
655 {"#define USEGAMMARAMPS\n", " gammaramps"},
656 {"#define USECUBEFILTER\n", " cubefilter"},
657 {"#define USEGLOW\n", " glow"},
658 {"#define USEBLOOM\n", " bloom"},
659 {"#define USESPECULAR\n", " specular"},
660 {"#define USEPOSTPROCESSING\n", " postprocessing"},
661 {"#define USEREFLECTION\n", " reflection"},
662 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
663 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
664 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
665 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
666 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
667 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
668 {"#define USEALPHAKILL\n", " alphakill"},
669 {"#define USEREFLECTCUBE\n", " reflectcube"},
670 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
671 {"#define USEBOUNCEGRID\n", " bouncegrid"},
672 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
673 {"#define USETRIPPY\n", " trippy"},
674 {"#define USEDEPTHRGB\n", " depthrgb"},
675 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
676 {"#define USESKELETAL\n", " skeletal"},
677 {"#define USEOCCLUDE\n", " occlude"}
680 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
681 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
683 // SHADERLANGUAGE_GLSL
685 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
708 struct r_glsl_permutation_s *hashnext;
710 dpuint64 permutation;
712 /// indicates if we have tried compiling this permutation already
714 /// 0 if compilation failed
716 // texture units assigned to each detected uniform
717 int tex_Texture_First;
718 int tex_Texture_Second;
719 int tex_Texture_GammaRamps;
720 int tex_Texture_Normal;
721 int tex_Texture_Color;
722 int tex_Texture_Gloss;
723 int tex_Texture_Glow;
724 int tex_Texture_SecondaryNormal;
725 int tex_Texture_SecondaryColor;
726 int tex_Texture_SecondaryGloss;
727 int tex_Texture_SecondaryGlow;
728 int tex_Texture_Pants;
729 int tex_Texture_Shirt;
730 int tex_Texture_FogHeightTexture;
731 int tex_Texture_FogMask;
732 int tex_Texture_Lightmap;
733 int tex_Texture_Deluxemap;
734 int tex_Texture_Attenuation;
735 int tex_Texture_Cube;
736 int tex_Texture_Refraction;
737 int tex_Texture_Reflection;
738 int tex_Texture_ShadowMap2D;
739 int tex_Texture_CubeProjection;
740 int tex_Texture_ScreenNormalMap;
741 int tex_Texture_ScreenDiffuse;
742 int tex_Texture_ScreenSpecular;
743 int tex_Texture_ReflectMask;
744 int tex_Texture_ReflectCube;
745 int tex_Texture_BounceGrid;
746 /// locations of detected uniforms in program object, or -1 if not found
747 int loc_Texture_First;
748 int loc_Texture_Second;
749 int loc_Texture_GammaRamps;
750 int loc_Texture_Normal;
751 int loc_Texture_Color;
752 int loc_Texture_Gloss;
753 int loc_Texture_Glow;
754 int loc_Texture_SecondaryNormal;
755 int loc_Texture_SecondaryColor;
756 int loc_Texture_SecondaryGloss;
757 int loc_Texture_SecondaryGlow;
758 int loc_Texture_Pants;
759 int loc_Texture_Shirt;
760 int loc_Texture_FogHeightTexture;
761 int loc_Texture_FogMask;
762 int loc_Texture_Lightmap;
763 int loc_Texture_Deluxemap;
764 int loc_Texture_Attenuation;
765 int loc_Texture_Cube;
766 int loc_Texture_Refraction;
767 int loc_Texture_Reflection;
768 int loc_Texture_ShadowMap2D;
769 int loc_Texture_CubeProjection;
770 int loc_Texture_ScreenNormalMap;
771 int loc_Texture_ScreenDiffuse;
772 int loc_Texture_ScreenSpecular;
773 int loc_Texture_ReflectMask;
774 int loc_Texture_ReflectCube;
775 int loc_Texture_BounceGrid;
777 int loc_BloomBlur_Parameters;
779 int loc_Color_Ambient;
780 int loc_Color_Diffuse;
781 int loc_Color_Specular;
785 int loc_DeferredColor_Ambient;
786 int loc_DeferredColor_Diffuse;
787 int loc_DeferredColor_Specular;
788 int loc_DeferredMod_Diffuse;
789 int loc_DeferredMod_Specular;
790 int loc_DistortScaleRefractReflect;
793 int loc_FogHeightFade;
795 int loc_FogPlaneViewDist;
796 int loc_FogRangeRecip;
799 int loc_LightPosition;
800 int loc_OffsetMapping_ScaleSteps;
801 int loc_OffsetMapping_LodDistance;
802 int loc_OffsetMapping_Bias;
804 int loc_ReflectColor;
805 int loc_ReflectFactor;
806 int loc_ReflectOffset;
807 int loc_RefractColor;
809 int loc_ScreenCenterRefractReflect;
810 int loc_ScreenScaleRefractReflect;
811 int loc_ScreenToDepth;
812 int loc_ShadowMap_Parameters;
813 int loc_ShadowMap_TextureScale;
814 int loc_SpecularPower;
815 int loc_Skeletal_Transform12;
820 int loc_ViewTintColor;
822 int loc_ModelToLight;
824 int loc_BackgroundTexMatrix;
825 int loc_ModelViewProjectionMatrix;
826 int loc_ModelViewMatrix;
827 int loc_PixelToScreenTexCoord;
828 int loc_ModelToReflectCube;
829 int loc_ShadowMapMatrix;
830 int loc_BloomColorSubtract;
831 int loc_NormalmapScrollBlend;
832 int loc_BounceGridMatrix;
833 int loc_BounceGridIntensity;
834 /// uniform block bindings
835 int ubibind_Skeletal_Transform12_UniformBlock;
836 /// uniform block indices
837 int ubiloc_Skeletal_Transform12_UniformBlock;
839 r_glsl_permutation_t;
841 #define SHADERPERMUTATION_HASHSIZE 256
844 // non-degradable "lightweight" shader parameters to keep the permutations simpler
845 // these can NOT degrade! only use for simple stuff
848 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
849 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
850 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
851 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
854 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
855 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
856 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
857 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
858 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
859 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
860 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
861 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
863 #define SHADERSTATICPARMS_COUNT 14
865 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
866 static int shaderstaticparms_count = 0;
868 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
869 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
871 extern qboolean r_shadow_shadowmapsampler;
872 extern int r_shadow_shadowmappcf;
873 qboolean R_CompileShader_CheckStaticParms(void)
875 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
876 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
877 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
880 if (r_glsl_saturation_redcompensate.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
882 if (r_glsl_vertextextureblend_usebothalphas.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
884 if (r_shadow_glossexact.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
886 if (r_glsl_postprocess.integer)
888 if (r_glsl_postprocess_uservec1_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
890 if (r_glsl_postprocess_uservec2_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
892 if (r_glsl_postprocess_uservec3_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
894 if (r_glsl_postprocess_uservec4_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
899 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
902 if (r_shadow_shadowmapsampler)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
904 if (r_shadow_shadowmappcf > 1)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
906 else if (r_shadow_shadowmappcf)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
908 if (r_celshading.integer)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
910 if (r_celoutlines.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
913 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
916 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
917 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
918 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
920 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
921 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
923 shaderstaticparms_count = 0;
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
942 /// information about each possible shader permutation
943 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
944 /// currently selected permutation
945 r_glsl_permutation_t *r_glsl_permutation;
946 /// storage for permutations linked in the hash table
947 memexpandablearray_t r_glsl_permutationarray;
949 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
951 //unsigned int hashdepth = 0;
952 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
953 r_glsl_permutation_t *p;
954 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
956 if (p->mode == mode && p->permutation == permutation)
958 //if (hashdepth > 10)
959 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
964 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
966 p->permutation = permutation;
967 p->hashnext = r_glsl_permutationhash[mode][hashindex];
968 r_glsl_permutationhash[mode][hashindex] = p;
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
974 static char *R_ShaderStrCat(const char **strings)
977 const char **p = strings;
980 for (p = strings;(t = *p);p++)
983 s = string = (char *)Mem_Alloc(r_main_mempool, len);
985 for (p = strings;(t = *p);p++)
995 static char *R_ShaderStrCat(const char **strings);
996 static void R_InitShaderModeInfo(void)
999 shadermodeinfo_t *modeinfo;
1000 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1001 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1003 for (i = 0; i < SHADERMODE_COUNT; i++)
1005 char filename[MAX_QPATH];
1006 modeinfo = &shadermodeinfo[language][i];
1007 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1008 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1009 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1010 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1015 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1018 // if the mode has no filename we have to return the builtin string
1019 if (builtinonly || !modeinfo->filename)
1020 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1021 // note that FS_LoadFile appends a 0 byte to make it a valid string
1022 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1025 if (printfromdisknotice)
1026 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1027 return shaderstring;
1029 // fall back to builtinstring
1030 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1033 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1038 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1040 char permutationname[256];
1041 int vertstrings_count = 0;
1042 int geomstrings_count = 0;
1043 int fragstrings_count = 0;
1044 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1045 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1046 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1053 permutationname[0] = 0;
1054 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1056 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1058 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1059 if(vid.support.glshaderversion >= 140)
1061 vertstrings_list[vertstrings_count++] = "#version 140\n";
1062 geomstrings_list[geomstrings_count++] = "#version 140\n";
1063 fragstrings_list[fragstrings_count++] = "#version 140\n";
1064 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1065 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1066 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1068 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1069 else if(vid.support.glshaderversion >= 130)
1071 vertstrings_list[vertstrings_count++] = "#version 130\n";
1072 geomstrings_list[geomstrings_count++] = "#version 130\n";
1073 fragstrings_list[fragstrings_count++] = "#version 130\n";
1074 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1075 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1076 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1078 // if we can do #version 120, we should (this adds the invariant keyword)
1079 else if(vid.support.glshaderversion >= 120)
1081 vertstrings_list[vertstrings_count++] = "#version 120\n";
1082 geomstrings_list[geomstrings_count++] = "#version 120\n";
1083 fragstrings_list[fragstrings_count++] = "#version 120\n";
1084 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1085 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1086 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1088 // GLES also adds several things from GLSL120
1089 switch(vid.renderpath)
1091 case RENDERPATH_GLES2:
1092 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1093 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1094 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1100 // the first pretext is which type of shader to compile as
1101 // (later these will all be bound together as a program object)
1102 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1103 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1104 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1106 // the second pretext is the mode (for example a light source)
1107 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1108 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1109 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1110 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1112 // now add all the permutation pretexts
1113 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1115 if (permutation & (1ll<<i))
1117 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1118 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1119 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1120 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1124 // keep line numbers correct
1125 vertstrings_list[vertstrings_count++] = "\n";
1126 geomstrings_list[geomstrings_count++] = "\n";
1127 fragstrings_list[fragstrings_count++] = "\n";
1132 R_CompileShader_AddStaticParms(mode, permutation);
1133 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1134 vertstrings_count += shaderstaticparms_count;
1135 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1136 geomstrings_count += shaderstaticparms_count;
1137 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1138 fragstrings_count += shaderstaticparms_count;
1140 // now append the shader text itself
1141 vertstrings_list[vertstrings_count++] = sourcestring;
1142 geomstrings_list[geomstrings_count++] = sourcestring;
1143 fragstrings_list[fragstrings_count++] = sourcestring;
1145 // we don't currently use geometry shaders for anything, so just empty the list
1146 geomstrings_count = 0;
1148 // compile the shader program
1149 if (vertstrings_count + geomstrings_count + fragstrings_count)
1150 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1154 qglUseProgram(p->program);CHECKGLERROR
1155 // look up all the uniform variable names we care about, so we don't
1156 // have to look them up every time we set them
1161 GLint activeuniformindex = 0;
1162 GLint numactiveuniforms = 0;
1163 char uniformname[128];
1164 GLsizei uniformnamelength = 0;
1165 GLint uniformsize = 0;
1166 GLenum uniformtype = 0;
1167 memset(uniformname, 0, sizeof(uniformname));
1168 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1169 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1170 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1172 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1173 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1178 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1179 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1180 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1181 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1182 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1183 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1184 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1185 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1186 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1187 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1188 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1189 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1190 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1191 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1192 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1193 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1194 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1195 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1196 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1197 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1198 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1199 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1200 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1201 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1202 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1203 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1204 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1205 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1206 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1207 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1208 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1209 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1210 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1211 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1212 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1213 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1214 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1215 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1216 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1217 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1218 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1219 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1220 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1221 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1222 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1223 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1224 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1225 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1226 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1227 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1228 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1229 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1230 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1231 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1232 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1233 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1234 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1235 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1236 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1237 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1238 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1239 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1240 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1241 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1242 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1243 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1244 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1245 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1246 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1247 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1248 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1249 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1250 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1251 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1252 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1253 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1254 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1255 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1256 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1257 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1258 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1259 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1260 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1261 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1262 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1263 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1264 // initialize the samplers to refer to the texture units we use
1265 p->tex_Texture_First = -1;
1266 p->tex_Texture_Second = -1;
1267 p->tex_Texture_GammaRamps = -1;
1268 p->tex_Texture_Normal = -1;
1269 p->tex_Texture_Color = -1;
1270 p->tex_Texture_Gloss = -1;
1271 p->tex_Texture_Glow = -1;
1272 p->tex_Texture_SecondaryNormal = -1;
1273 p->tex_Texture_SecondaryColor = -1;
1274 p->tex_Texture_SecondaryGloss = -1;
1275 p->tex_Texture_SecondaryGlow = -1;
1276 p->tex_Texture_Pants = -1;
1277 p->tex_Texture_Shirt = -1;
1278 p->tex_Texture_FogHeightTexture = -1;
1279 p->tex_Texture_FogMask = -1;
1280 p->tex_Texture_Lightmap = -1;
1281 p->tex_Texture_Deluxemap = -1;
1282 p->tex_Texture_Attenuation = -1;
1283 p->tex_Texture_Cube = -1;
1284 p->tex_Texture_Refraction = -1;
1285 p->tex_Texture_Reflection = -1;
1286 p->tex_Texture_ShadowMap2D = -1;
1287 p->tex_Texture_CubeProjection = -1;
1288 p->tex_Texture_ScreenNormalMap = -1;
1289 p->tex_Texture_ScreenDiffuse = -1;
1290 p->tex_Texture_ScreenSpecular = -1;
1291 p->tex_Texture_ReflectMask = -1;
1292 p->tex_Texture_ReflectCube = -1;
1293 p->tex_Texture_BounceGrid = -1;
1294 // bind the texture samplers in use
1296 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1297 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1298 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1299 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1300 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1301 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1302 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1303 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1304 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1305 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1306 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1307 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1308 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1309 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1310 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1311 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1312 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1313 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1314 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1315 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1316 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1317 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1318 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1319 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1320 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1321 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1322 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1323 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1324 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1325 // get the uniform block indices so we can bind them
1326 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1327 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1328 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1330 // clear the uniform block bindings
1331 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1332 // bind the uniform blocks in use
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1337 // we're done compiling and setting up the shader, at least until it is used
1339 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1342 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1346 Mem_Free(sourcestring);
1349 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1351 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1352 if (r_glsl_permutation != perm)
1354 r_glsl_permutation = perm;
1355 if (!r_glsl_permutation->program)
1357 if (!r_glsl_permutation->compiled)
1359 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1360 R_GLSL_CompilePermutation(perm, mode, permutation);
1362 if (!r_glsl_permutation->program)
1364 // remove features until we find a valid permutation
1366 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1368 // reduce i more quickly whenever it would not remove any bits
1369 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1370 if (!(permutation & j))
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 if (!r_glsl_permutation->compiled)
1375 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (r_glsl_permutation->program)
1379 if (i >= SHADERPERMUTATION_COUNT)
1381 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1382 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1383 qglUseProgram(0);CHECKGLERROR
1384 return; // no bit left to clear, entire mode is broken
1389 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1391 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1392 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1393 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1397 void R_GLSL_Restart_f(cmd_state_t *cmd)
1399 unsigned int i, limit;
1400 switch(vid.renderpath)
1402 case RENDERPATH_GL32:
1403 case RENDERPATH_GLES2:
1405 r_glsl_permutation_t *p;
1406 r_glsl_permutation = NULL;
1407 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1408 for (i = 0;i < limit;i++)
1410 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1412 GL_Backend_FreeProgram(p->program);
1413 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1416 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1422 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1424 int i, language, mode, dupe;
1426 shadermodeinfo_t *modeinfo;
1429 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1431 modeinfo = shadermodeinfo[language];
1432 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1434 // don't dump the same file multiple times (most or all shaders come from the same file)
1435 for (dupe = mode - 1;dupe >= 0;dupe--)
1436 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1440 text = modeinfo[mode].builtinstring;
1443 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1446 FS_Print(file, "/* The engine may define the following macros:\n");
1447 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1448 for (i = 0;i < SHADERMODE_COUNT;i++)
1449 FS_Print(file, modeinfo[i].pretext);
1450 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1451 FS_Print(file, shaderpermutationinfo[i].pretext);
1452 FS_Print(file, "*/\n");
1453 FS_Print(file, text);
1455 Con_Printf("%s written\n", modeinfo[mode].filename);
1458 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1463 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1465 dpuint64 permutation = 0;
1466 if (r_trippy.integer && !notrippy)
1467 permutation |= SHADERPERMUTATION_TRIPPY;
1468 permutation |= SHADERPERMUTATION_VIEWTINT;
1470 permutation |= SHADERPERMUTATION_DIFFUSE;
1471 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1472 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1473 if (suppresstexalpha)
1474 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1475 if (vid.allowalphatocoverage)
1476 GL_AlphaToCoverage(false);
1477 switch (vid.renderpath)
1479 case RENDERPATH_GL32:
1480 case RENDERPATH_GLES2:
1481 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1482 if (r_glsl_permutation->tex_Texture_First >= 0)
1483 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1484 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1485 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1490 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1492 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1495 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1497 dpuint64 permutation = 0;
1498 if (r_trippy.integer && !notrippy)
1499 permutation |= SHADERPERMUTATION_TRIPPY;
1501 permutation |= SHADERPERMUTATION_DEPTHRGB;
1503 permutation |= SHADERPERMUTATION_SKELETAL;
1505 if (vid.allowalphatocoverage)
1506 GL_AlphaToCoverage(false);
1507 switch (vid.renderpath)
1509 case RENDERPATH_GL32:
1510 case RENDERPATH_GLES2:
1511 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1512 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1513 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1519 #define BLENDFUNC_ALLOWS_COLORMOD 1
1520 #define BLENDFUNC_ALLOWS_FOG 2
1521 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1522 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1523 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1524 static int R_BlendFuncFlags(int src, int dst)
1528 // a blendfunc allows colormod if:
1529 // a) it can never keep the destination pixel invariant, or
1530 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1531 // this is to prevent unintended side effects from colormod
1533 // a blendfunc allows fog if:
1534 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1535 // this is to prevent unintended side effects from fog
1537 // these checks are the output of fogeval.pl
1539 r |= BLENDFUNC_ALLOWS_COLORMOD;
1540 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1541 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1548 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1549 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1554 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1555 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1558 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1560 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1567 // select a permutation of the lighting shader appropriate to this
1568 // combination of texture, entity, light source, and fogging, only use the
1569 // minimum features necessary to avoid wasting rendering time in the
1570 // fragment shader on features that are not being used
1571 dpuint64 permutation = 0;
1572 unsigned int mode = 0;
1574 texture_t *t = rsurface.texture;
1576 matrix4x4_t tempmatrix;
1577 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1578 if (r_trippy.integer && !notrippy)
1579 permutation |= SHADERPERMUTATION_TRIPPY;
1580 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1581 permutation |= SHADERPERMUTATION_ALPHAKILL;
1582 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1583 permutation |= SHADERPERMUTATION_OCCLUDE;
1584 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1585 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1586 if (rsurfacepass == RSURFPASS_BACKGROUND)
1588 // distorted background
1589 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1591 mode = SHADERMODE_WATER;
1592 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1593 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1594 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1596 // this is the right thing to do for wateralpha
1597 GL_BlendFunc(GL_ONE, GL_ZERO);
1598 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1602 // this is the right thing to do for entity alpha
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1609 mode = SHADERMODE_REFRACTION;
1610 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1611 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1612 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 mode = SHADERMODE_GENERIC;
1618 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1619 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1622 if (vid.allowalphatocoverage)
1623 GL_AlphaToCoverage(false);
1625 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1627 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1629 switch(t->offsetmapping)
1631 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1632 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1633 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1634 case OFFSETMAPPING_OFF: break;
1637 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639 // normalmap (deferred prepass), may use alpha test on diffuse
1640 mode = SHADERMODE_DEFERREDGEOMETRY;
1641 GL_BlendFunc(GL_ONE, GL_ZERO);
1642 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1643 if (vid.allowalphatocoverage)
1644 GL_AlphaToCoverage(false);
1646 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1648 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1650 switch(t->offsetmapping)
1652 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1653 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1654 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1655 case OFFSETMAPPING_OFF: break;
1658 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1659 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1660 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1661 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1663 mode = SHADERMODE_LIGHTSOURCE;
1664 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1665 permutation |= SHADERPERMUTATION_CUBEFILTER;
1666 if (VectorLength2(rtlightdiffuse) > 0)
1667 permutation |= SHADERPERMUTATION_DIFFUSE;
1668 if (VectorLength2(rtlightspecular) > 0)
1669 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1670 if (r_refdef.fogenabled)
1671 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1672 if (t->colormapping)
1673 permutation |= SHADERPERMUTATION_COLORMAPPING;
1674 if (r_shadow_usingshadowmap2d)
1676 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1677 if(r_shadow_shadowmapvsdct)
1678 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1680 if (r_shadow_shadowmap2ddepthbuffer)
1681 permutation |= SHADERPERMUTATION_DEPTHRGB;
1683 if (t->reflectmasktexture)
1684 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1685 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1686 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1687 if (vid.allowalphatocoverage)
1688 GL_AlphaToCoverage(false);
1690 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1692 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1694 switch(t->offsetmapping)
1696 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1697 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1698 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1699 case OFFSETMAPPING_OFF: break;
1702 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1703 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1704 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1705 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1706 // directional model lighting
1707 mode = SHADERMODE_LIGHTDIRECTION;
1708 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1709 permutation |= SHADERPERMUTATION_GLOW;
1710 if (VectorLength2(t->render_modellight_diffuse))
1711 permutation |= SHADERPERMUTATION_DIFFUSE;
1712 if (VectorLength2(t->render_modellight_specular) > 0)
1713 permutation |= SHADERPERMUTATION_SPECULAR;
1714 if (r_refdef.fogenabled)
1715 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1716 if (t->colormapping)
1717 permutation |= SHADERPERMUTATION_COLORMAPPING;
1718 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1720 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1721 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1723 if (r_shadow_shadowmap2ddepthbuffer)
1724 permutation |= SHADERPERMUTATION_DEPTHRGB;
1726 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1727 permutation |= SHADERPERMUTATION_REFLECTION;
1728 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1729 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1730 if (t->reflectmasktexture)
1731 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1732 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1734 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1735 if (r_shadow_bouncegrid_state.directional)
1736 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1738 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1739 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1740 // when using alphatocoverage, we don't need alphakill
1741 if (vid.allowalphatocoverage)
1743 if (r_transparent_alphatocoverage.integer)
1745 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1746 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1749 GL_AlphaToCoverage(false);
1754 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1756 switch(t->offsetmapping)
1758 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1759 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1760 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1761 case OFFSETMAPPING_OFF: break;
1764 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1765 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1766 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1767 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1769 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1770 permutation |= SHADERPERMUTATION_GLOW;
1771 if (r_refdef.fogenabled)
1772 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1773 if (t->colormapping)
1774 permutation |= SHADERPERMUTATION_COLORMAPPING;
1775 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1777 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1778 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1780 if (r_shadow_shadowmap2ddepthbuffer)
1781 permutation |= SHADERPERMUTATION_DEPTHRGB;
1783 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1784 permutation |= SHADERPERMUTATION_REFLECTION;
1785 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1786 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1787 if (t->reflectmasktexture)
1788 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1789 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1791 // deluxemapping (light direction texture)
1792 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1793 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1795 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1796 permutation |= SHADERPERMUTATION_DIFFUSE;
1797 if (VectorLength2(t->render_lightmap_specular) > 0)
1798 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1800 else if (r_glsl_deluxemapping.integer >= 2)
1802 // fake deluxemapping (uniform light direction in tangentspace)
1803 if (rsurface.uselightmaptexture)
1804 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1806 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1807 permutation |= SHADERPERMUTATION_DIFFUSE;
1808 if (VectorLength2(t->render_lightmap_specular) > 0)
1809 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1811 else if (rsurface.uselightmaptexture)
1813 // ordinary lightmapping (q1bsp, q3bsp)
1814 mode = SHADERMODE_LIGHTMAP;
1818 // ordinary vertex coloring (q3bsp)
1819 mode = SHADERMODE_VERTEXCOLOR;
1821 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1823 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1824 if (r_shadow_bouncegrid_state.directional)
1825 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1827 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1828 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1829 // when using alphatocoverage, we don't need alphakill
1830 if (vid.allowalphatocoverage)
1832 if (r_transparent_alphatocoverage.integer)
1834 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1835 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1838 GL_AlphaToCoverage(false);
1841 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1842 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1843 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1844 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1845 switch(vid.renderpath)
1847 case RENDERPATH_GL32:
1848 case RENDERPATH_GLES2:
1849 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1850 RSurf_UploadBuffersForBatch();
1851 // this has to be after RSurf_PrepareVerticesForBatch
1852 if (rsurface.batchskeletaltransform3x4buffer)
1853 permutation |= SHADERPERMUTATION_SKELETAL;
1854 R_SetupShader_SetPermutationGLSL(mode, permutation);
1855 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1856 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1858 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1859 if (mode == SHADERMODE_LIGHTSOURCE)
1861 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1862 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1863 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1864 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1865 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1866 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1868 // additive passes are only darkened by fog, not tinted
1869 if (r_glsl_permutation->loc_FogColor >= 0)
1870 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1871 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1875 if (mode == SHADERMODE_FLATCOLOR)
1877 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1879 else if (mode == SHADERMODE_LIGHTDIRECTION)
1881 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1882 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1883 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1884 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1885 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1886 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1887 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1891 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1892 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1893 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1894 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1895 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1897 // additive passes are only darkened by fog, not tinted
1898 if (r_glsl_permutation->loc_FogColor >= 0)
1900 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1901 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1903 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1905 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1906 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1907 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1908 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1909 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1910 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1911 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1912 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1913 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1915 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1916 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1917 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1918 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1920 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1921 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1925 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1926 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1929 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1930 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1931 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1932 if (r_glsl_permutation->loc_Color_Pants >= 0)
1934 if (t->pantstexture)
1935 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1937 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1939 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1941 if (t->shirttexture)
1942 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1944 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1946 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
1947 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1948 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1949 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1950 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1951 r_glsl_offsetmapping_scale.value*t->offsetscale,
1952 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1953 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1954 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1956 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1957 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1958 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
1959 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1960 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1961 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1963 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1964 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1965 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1966 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1967 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1968 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1969 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1970 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1971 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1972 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1973 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1974 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1975 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1976 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1977 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1978 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1979 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1980 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
1981 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
1982 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
1983 if (rsurfacepass == RSURFPASS_BACKGROUND)
1985 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
1986 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
1987 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1991 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1993 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
1994 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
1995 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
1996 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
1998 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
1999 if (rsurface.rtlight)
2001 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2002 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2005 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2011 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2013 // select a permutation of the lighting shader appropriate to this
2014 // combination of texture, entity, light source, and fogging, only use the
2015 // minimum features necessary to avoid wasting rendering time in the
2016 // fragment shader on features that are not being used
2017 dpuint64 permutation = 0;
2018 unsigned int mode = 0;
2019 const float *lightcolorbase = rtlight->currentcolor;
2020 float ambientscale = rtlight->ambientscale;
2021 float diffusescale = rtlight->diffusescale;
2022 float specularscale = rtlight->specularscale;
2023 // this is the location of the light in view space
2024 vec3_t viewlightorigin;
2025 // this transforms from view space (camera) to light space (cubemap)
2026 matrix4x4_t viewtolight;
2027 matrix4x4_t lighttoview;
2028 float viewtolight16f[16];
2030 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2031 if (rtlight->currentcubemap != r_texture_whitecube)
2032 permutation |= SHADERPERMUTATION_CUBEFILTER;
2033 if (diffusescale > 0)
2034 permutation |= SHADERPERMUTATION_DIFFUSE;
2035 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2036 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2037 if (r_shadow_usingshadowmap2d)
2039 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2040 if (r_shadow_shadowmapvsdct)
2041 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2043 if (r_shadow_shadowmap2ddepthbuffer)
2044 permutation |= SHADERPERMUTATION_DEPTHRGB;
2046 if (vid.allowalphatocoverage)
2047 GL_AlphaToCoverage(false);
2048 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2049 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2050 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2051 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2052 switch(vid.renderpath)
2054 case RENDERPATH_GL32:
2055 case RENDERPATH_GLES2:
2056 R_SetupShader_SetPermutationGLSL(mode, permutation);
2057 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2058 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2059 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2060 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2061 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2062 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2063 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2064 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2065 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2066 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2068 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2069 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2070 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2071 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2072 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2077 #define SKINFRAME_HASH 1024
2081 unsigned int loadsequence; // incremented each level change
2082 memexpandablearray_t array;
2083 skinframe_t *hash[SKINFRAME_HASH];
2086 r_skinframe_t r_skinframe;
2088 void R_SkinFrame_PrepareForPurge(void)
2090 r_skinframe.loadsequence++;
2091 // wrap it without hitting zero
2092 if (r_skinframe.loadsequence >= 200)
2093 r_skinframe.loadsequence = 1;
2096 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2100 // mark the skinframe as used for the purging code
2101 skinframe->loadsequence = r_skinframe.loadsequence;
2104 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2108 if (s->merged == s->base)
2110 R_PurgeTexture(s->stain); s->stain = NULL;
2111 R_PurgeTexture(s->merged); s->merged = NULL;
2112 R_PurgeTexture(s->base); s->base = NULL;
2113 R_PurgeTexture(s->pants); s->pants = NULL;
2114 R_PurgeTexture(s->shirt); s->shirt = NULL;
2115 R_PurgeTexture(s->nmap); s->nmap = NULL;
2116 R_PurgeTexture(s->gloss); s->gloss = NULL;
2117 R_PurgeTexture(s->glow); s->glow = NULL;
2118 R_PurgeTexture(s->fog); s->fog = NULL;
2119 R_PurgeTexture(s->reflect); s->reflect = NULL;
2120 s->loadsequence = 0;
2123 void R_SkinFrame_Purge(void)
2127 for (i = 0;i < SKINFRAME_HASH;i++)
2129 for (s = r_skinframe.hash[i];s;s = s->next)
2131 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2132 R_SkinFrame_PurgeSkinFrame(s);
2137 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2139 char basename[MAX_QPATH];
2141 Image_StripImageExtension(name, basename, sizeof(basename));
2143 if( last == NULL ) {
2145 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2146 item = r_skinframe.hash[hashindex];
2151 // linearly search through the hash bucket
2152 for( ; item ; item = item->next ) {
2153 if( !strcmp( item->basename, basename ) ) {
2160 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2163 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2165 char basename[MAX_QPATH];
2167 Image_StripImageExtension(name, basename, sizeof(basename));
2169 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2170 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2171 if (!strcmp(item->basename, basename) &&
2172 item->textureflags == compareflags &&
2173 item->comparewidth == comparewidth &&
2174 item->compareheight == compareheight &&
2175 item->comparecrc == comparecrc)
2182 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2183 memset(item, 0, sizeof(*item));
2184 strlcpy(item->basename, basename, sizeof(item->basename));
2185 item->textureflags = compareflags;
2186 item->comparewidth = comparewidth;
2187 item->compareheight = compareheight;
2188 item->comparecrc = comparecrc;
2189 item->next = r_skinframe.hash[hashindex];
2190 r_skinframe.hash[hashindex] = item;
2192 else if (textureflags & TEXF_FORCE_RELOAD)
2193 R_SkinFrame_PurgeSkinFrame(item);
2195 R_SkinFrame_MarkUsed(item);
2199 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2201 unsigned long long avgcolor[5], wsum; \
2209 for(pix = 0; pix < cnt; ++pix) \
2212 for(comp = 0; comp < 3; ++comp) \
2214 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2217 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2219 for(comp = 0; comp < 3; ++comp) \
2220 avgcolor[comp] += getpixel * w; \
2223 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2224 avgcolor[4] += getpixel; \
2226 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2228 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2229 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2230 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2231 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2234 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2236 skinframe_t *skinframe;
2238 if (cls.state == ca_dedicated)
2241 // return an existing skinframe if already loaded
2242 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2243 if (skinframe && skinframe->base)
2246 // if the skinframe doesn't exist this will create it
2247 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2250 extern cvar_t gl_picmip;
2251 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2254 unsigned char *pixels;
2255 unsigned char *bumppixels;
2256 unsigned char *basepixels = NULL;
2257 int basepixels_width = 0;
2258 int basepixels_height = 0;
2259 rtexture_t *ddsbase = NULL;
2260 qboolean ddshasalpha = false;
2261 float ddsavgcolor[4];
2262 char basename[MAX_QPATH];
2263 int miplevel = R_PicmipForFlags(textureflags);
2264 int savemiplevel = miplevel;
2268 if (cls.state == ca_dedicated)
2271 Image_StripImageExtension(name, basename, sizeof(basename));
2273 // check for DDS texture file first
2274 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2276 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2277 if (basepixels == NULL && fallbacknotexture)
2278 basepixels = Image_GenerateNoTexture();
2279 if (basepixels == NULL)
2283 // FIXME handle miplevel
2285 if (developer_loading.integer)
2286 Con_Printf("loading skin \"%s\"\n", name);
2288 // we've got some pixels to store, so really allocate this new texture now
2290 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2291 textureflags &= ~TEXF_FORCE_RELOAD;
2292 skinframe->stain = NULL;
2293 skinframe->merged = NULL;
2294 skinframe->base = NULL;
2295 skinframe->pants = NULL;
2296 skinframe->shirt = NULL;
2297 skinframe->nmap = NULL;
2298 skinframe->gloss = NULL;
2299 skinframe->glow = NULL;
2300 skinframe->fog = NULL;
2301 skinframe->reflect = NULL;
2302 skinframe->hasalpha = false;
2303 // we could store the q2animname here too
2307 skinframe->base = ddsbase;
2308 skinframe->hasalpha = ddshasalpha;
2309 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2310 if (r_loadfog && skinframe->hasalpha)
2311 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2312 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2316 basepixels_width = image_width;
2317 basepixels_height = image_height;
2318 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2319 if (textureflags & TEXF_ALPHA)
2321 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2323 if (basepixels[j] < 255)
2325 skinframe->hasalpha = true;
2329 if (r_loadfog && skinframe->hasalpha)
2331 // has transparent pixels
2332 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2333 for (j = 0;j < image_width * image_height * 4;j += 4)
2338 pixels[j+3] = basepixels[j+3];
2340 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2344 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2346 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2347 if (r_savedds && skinframe->base)
2348 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2349 if (r_savedds && skinframe->fog)
2350 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2356 mymiplevel = savemiplevel;
2357 if (r_loadnormalmap)
2358 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2359 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2361 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2362 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2363 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2364 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2367 // _norm is the name used by tenebrae and has been adopted as standard
2368 if (r_loadnormalmap && skinframe->nmap == NULL)
2370 mymiplevel = savemiplevel;
2371 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2373 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2377 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2379 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2380 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2381 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2383 Mem_Free(bumppixels);
2385 else if (r_shadow_bumpscale_basetexture.value > 0)
2387 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2388 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2389 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2393 if (r_savedds && skinframe->nmap)
2394 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2398 // _luma is supported only for tenebrae compatibility
2399 // _glow is the preferred name
2400 mymiplevel = savemiplevel;
2401 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2403 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2405 if (r_savedds && skinframe->glow)
2406 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2408 Mem_Free(pixels);pixels = NULL;
2411 mymiplevel = savemiplevel;
2412 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2414 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2416 if (r_savedds && skinframe->gloss)
2417 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2423 mymiplevel = savemiplevel;
2424 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2426 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2428 if (r_savedds && skinframe->pants)
2429 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2435 mymiplevel = savemiplevel;
2436 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2438 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2440 if (r_savedds && skinframe->shirt)
2441 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2447 mymiplevel = savemiplevel;
2448 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2450 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2452 if (r_savedds && skinframe->reflect)
2453 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2460 Mem_Free(basepixels);
2465 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2468 skinframe_t *skinframe;
2471 if (cls.state == ca_dedicated)
2474 // if already loaded just return it, otherwise make a new skinframe
2475 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2476 if (skinframe->base)
2478 textureflags &= ~TEXF_FORCE_RELOAD;
2480 skinframe->stain = NULL;
2481 skinframe->merged = NULL;
2482 skinframe->base = NULL;
2483 skinframe->pants = NULL;
2484 skinframe->shirt = NULL;
2485 skinframe->nmap = NULL;
2486 skinframe->gloss = NULL;
2487 skinframe->glow = NULL;
2488 skinframe->fog = NULL;
2489 skinframe->reflect = NULL;
2490 skinframe->hasalpha = false;
2492 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2496 if (developer_loading.integer)
2497 Con_Printf("loading 32bit skin \"%s\"\n", name);
2499 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2501 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2502 unsigned char *b = a + width * height * 4;
2503 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2504 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2507 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2508 if (textureflags & TEXF_ALPHA)
2510 for (i = 3;i < width * height * 4;i += 4)
2512 if (skindata[i] < 255)
2514 skinframe->hasalpha = true;
2518 if (r_loadfog && skinframe->hasalpha)
2520 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2521 memcpy(fogpixels, skindata, width * height * 4);
2522 for (i = 0;i < width * height * 4;i += 4)
2523 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2524 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2525 Mem_Free(fogpixels);
2529 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2530 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2535 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2539 skinframe_t *skinframe;
2541 if (cls.state == ca_dedicated)
2544 // if already loaded just return it, otherwise make a new skinframe
2545 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2546 if (skinframe->base)
2548 //textureflags &= ~TEXF_FORCE_RELOAD;
2550 skinframe->stain = NULL;
2551 skinframe->merged = NULL;
2552 skinframe->base = NULL;
2553 skinframe->pants = NULL;
2554 skinframe->shirt = NULL;
2555 skinframe->nmap = NULL;
2556 skinframe->gloss = NULL;
2557 skinframe->glow = NULL;
2558 skinframe->fog = NULL;
2559 skinframe->reflect = NULL;
2560 skinframe->hasalpha = false;
2562 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2566 if (developer_loading.integer)
2567 Con_Printf("loading quake skin \"%s\"\n", name);
2569 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2570 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2571 memcpy(skinframe->qpixels, skindata, width*height);
2572 skinframe->qwidth = width;
2573 skinframe->qheight = height;
2576 for (i = 0;i < width * height;i++)
2577 featuresmask |= palette_featureflags[skindata[i]];
2579 skinframe->hasalpha = false;
2582 skinframe->hasalpha = true;
2583 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2584 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2585 skinframe->qgeneratemerged = true;
2586 skinframe->qgeneratebase = skinframe->qhascolormapping;
2587 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2589 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2590 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2595 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2599 unsigned char *skindata;
2602 if (!skinframe->qpixels)
2605 if (!skinframe->qhascolormapping)
2606 colormapped = false;
2610 if (!skinframe->qgeneratebase)
2615 if (!skinframe->qgeneratemerged)
2619 width = skinframe->qwidth;
2620 height = skinframe->qheight;
2621 skindata = skinframe->qpixels;
2623 if (skinframe->qgeneratenmap)
2625 unsigned char *a, *b;
2626 skinframe->qgeneratenmap = false;
2627 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2628 b = a + width * height * 4;
2629 // use either a custom palette or the quake palette
2630 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2631 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2632 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2636 if (skinframe->qgenerateglow)
2638 skinframe->qgenerateglow = false;
2639 if (skinframe->hasalpha) // fence textures
2640 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2642 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2647 skinframe->qgeneratebase = false;
2648 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2649 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2650 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2654 skinframe->qgeneratemerged = false;
2655 if (skinframe->hasalpha) // fence textures
2656 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2658 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2661 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2663 Mem_Free(skinframe->qpixels);
2664 skinframe->qpixels = NULL;
2668 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2671 skinframe_t *skinframe;
2674 if (cls.state == ca_dedicated)
2677 // if already loaded just return it, otherwise make a new skinframe
2678 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2679 if (skinframe->base)
2681 textureflags &= ~TEXF_FORCE_RELOAD;
2683 skinframe->stain = NULL;
2684 skinframe->merged = NULL;
2685 skinframe->base = NULL;
2686 skinframe->pants = NULL;
2687 skinframe->shirt = NULL;
2688 skinframe->nmap = NULL;
2689 skinframe->gloss = NULL;
2690 skinframe->glow = NULL;
2691 skinframe->fog = NULL;
2692 skinframe->reflect = NULL;
2693 skinframe->hasalpha = false;
2695 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2699 if (developer_loading.integer)
2700 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2702 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2703 if ((textureflags & TEXF_ALPHA) && alphapalette)
2705 for (i = 0;i < width * height;i++)
2707 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2709 skinframe->hasalpha = true;
2713 if (r_loadfog && skinframe->hasalpha)
2714 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2717 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2718 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2723 skinframe_t *R_SkinFrame_LoadMissing(void)
2725 skinframe_t *skinframe;
2727 if (cls.state == ca_dedicated)
2730 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2731 skinframe->stain = NULL;
2732 skinframe->merged = NULL;
2733 skinframe->base = NULL;
2734 skinframe->pants = NULL;
2735 skinframe->shirt = NULL;
2736 skinframe->nmap = NULL;
2737 skinframe->gloss = NULL;
2738 skinframe->glow = NULL;
2739 skinframe->fog = NULL;
2740 skinframe->reflect = NULL;
2741 skinframe->hasalpha = false;
2743 skinframe->avgcolor[0] = rand() / RAND_MAX;
2744 skinframe->avgcolor[1] = rand() / RAND_MAX;
2745 skinframe->avgcolor[2] = rand() / RAND_MAX;
2746 skinframe->avgcolor[3] = 1;
2751 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2754 static unsigned char pix[16][16][4];
2756 if (cls.state == ca_dedicated)
2759 // this makes a light grey/dark grey checkerboard texture
2762 for (y = 0; y < 16; y++)
2764 for (x = 0; x < 16; x++)
2766 if ((y < 8) ^ (x < 8))
2784 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2787 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2789 skinframe_t *skinframe;
2790 if (cls.state == ca_dedicated)
2792 // if already loaded just return it, otherwise make a new skinframe
2793 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2794 if (skinframe->base)
2796 textureflags &= ~TEXF_FORCE_RELOAD;
2797 skinframe->stain = NULL;
2798 skinframe->merged = NULL;
2799 skinframe->base = NULL;
2800 skinframe->pants = NULL;
2801 skinframe->shirt = NULL;
2802 skinframe->nmap = NULL;
2803 skinframe->gloss = NULL;
2804 skinframe->glow = NULL;
2805 skinframe->fog = NULL;
2806 skinframe->reflect = NULL;
2807 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2808 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2811 if (developer_loading.integer)
2812 Con_Printf("loading 32bit skin \"%s\"\n", name);
2813 skinframe->base = skinframe->merged = tex;
2814 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2818 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2819 typedef struct suffixinfo_s
2822 qboolean flipx, flipy, flipdiagonal;
2825 static suffixinfo_t suffix[3][6] =
2828 {"px", false, false, false},
2829 {"nx", false, false, false},
2830 {"py", false, false, false},
2831 {"ny", false, false, false},
2832 {"pz", false, false, false},
2833 {"nz", false, false, false}
2836 {"posx", false, false, false},
2837 {"negx", false, false, false},
2838 {"posy", false, false, false},
2839 {"negy", false, false, false},
2840 {"posz", false, false, false},
2841 {"negz", false, false, false}
2844 {"rt", true, false, true},
2845 {"lf", false, true, true},
2846 {"ft", true, true, false},
2847 {"bk", false, false, false},
2848 {"up", true, false, true},
2849 {"dn", true, false, true}
2853 static int componentorder[4] = {0, 1, 2, 3};
2855 static rtexture_t *R_LoadCubemap(const char *basename)
2857 int i, j, cubemapsize;
2858 unsigned char *cubemappixels, *image_buffer;
2859 rtexture_t *cubemaptexture;
2861 // must start 0 so the first loadimagepixels has no requested width/height
2863 cubemappixels = NULL;
2864 cubemaptexture = NULL;
2865 // keep trying different suffix groups (posx, px, rt) until one loads
2866 for (j = 0;j < 3 && !cubemappixels;j++)
2868 // load the 6 images in the suffix group
2869 for (i = 0;i < 6;i++)
2871 // generate an image name based on the base and and suffix
2872 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2874 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2876 // an image loaded, make sure width and height are equal
2877 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2879 // if this is the first image to load successfully, allocate the cubemap memory
2880 if (!cubemappixels && image_width >= 1)
2882 cubemapsize = image_width;
2883 // note this clears to black, so unavailable sides are black
2884 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2886 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2888 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2891 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2893 Mem_Free(image_buffer);
2897 // if a cubemap loaded, upload it
2900 if (developer_loading.integer)
2901 Con_Printf("loading cubemap \"%s\"\n", basename);
2903 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2904 Mem_Free(cubemappixels);
2908 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2909 if (developer_loading.integer)
2911 Con_Printf("(tried tried images ");
2912 for (j = 0;j < 3;j++)
2913 for (i = 0;i < 6;i++)
2914 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2915 Con_Print(" and was unable to find any of them).\n");
2918 return cubemaptexture;
2921 rtexture_t *R_GetCubemap(const char *basename)
2924 for (i = 0;i < r_texture_numcubemaps;i++)
2925 if (r_texture_cubemaps[i] != NULL)
2926 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2927 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2928 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2929 return r_texture_whitecube;
2930 r_texture_numcubemaps++;
2931 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2932 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2933 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2934 return r_texture_cubemaps[i]->texture;
2937 static void R_Main_FreeViewCache(void)
2939 if (r_refdef.viewcache.entityvisible)
2940 Mem_Free(r_refdef.viewcache.entityvisible);
2941 if (r_refdef.viewcache.world_pvsbits)
2942 Mem_Free(r_refdef.viewcache.world_pvsbits);
2943 if (r_refdef.viewcache.world_leafvisible)
2944 Mem_Free(r_refdef.viewcache.world_leafvisible);
2945 if (r_refdef.viewcache.world_surfacevisible)
2946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2947 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2950 static void R_Main_ResizeViewCache(void)
2952 int numentities = r_refdef.scene.numentities;
2953 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2954 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2955 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2956 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2957 if (r_refdef.viewcache.maxentities < numentities)
2959 r_refdef.viewcache.maxentities = numentities;
2960 if (r_refdef.viewcache.entityvisible)
2961 Mem_Free(r_refdef.viewcache.entityvisible);
2962 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2964 if (r_refdef.viewcache.world_numclusters != numclusters)
2966 r_refdef.viewcache.world_numclusters = numclusters;
2967 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2968 if (r_refdef.viewcache.world_pvsbits)
2969 Mem_Free(r_refdef.viewcache.world_pvsbits);
2970 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2972 if (r_refdef.viewcache.world_numleafs != numleafs)
2974 r_refdef.viewcache.world_numleafs = numleafs;
2975 if (r_refdef.viewcache.world_leafvisible)
2976 Mem_Free(r_refdef.viewcache.world_leafvisible);
2977 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2979 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2981 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2982 if (r_refdef.viewcache.world_surfacevisible)
2983 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2984 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2988 extern rtexture_t *loadingscreentexture;
2989 static void gl_main_start(void)
2991 loadingscreentexture = NULL;
2992 r_texture_blanknormalmap = NULL;
2993 r_texture_white = NULL;
2994 r_texture_grey128 = NULL;
2995 r_texture_black = NULL;
2996 r_texture_whitecube = NULL;
2997 r_texture_normalizationcube = NULL;
2998 r_texture_fogattenuation = NULL;
2999 r_texture_fogheighttexture = NULL;
3000 r_texture_gammaramps = NULL;
3001 r_texture_numcubemaps = 0;
3002 r_uniformbufferalignment = 32;
3004 r_loaddds = r_texture_dds_load.integer != 0;
3005 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3007 switch(vid.renderpath)
3009 case RENDERPATH_GL32:
3010 case RENDERPATH_GLES2:
3011 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3012 Cvar_SetValueQuick(&gl_combine, 1);
3013 Cvar_SetValueQuick(&r_glsl, 1);
3014 r_loadnormalmap = true;
3017 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3018 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3024 R_FrameData_Reset();
3025 R_BufferData_Reset();
3029 memset(r_queries, 0, sizeof(r_queries));
3031 r_qwskincache = NULL;
3032 r_qwskincache_size = 0;
3034 // due to caching of texture_t references, the collision cache must be reset
3035 Collision_Cache_Reset(true);
3037 // set up r_skinframe loading system for textures
3038 memset(&r_skinframe, 0, sizeof(r_skinframe));
3039 r_skinframe.loadsequence = 1;
3040 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3042 r_main_texturepool = R_AllocTexturePool();
3043 R_BuildBlankTextures();
3046 R_BuildNormalizationCube();
3047 r_texture_fogattenuation = NULL;
3048 r_texture_fogheighttexture = NULL;
3049 r_texture_gammaramps = NULL;
3050 //r_texture_fogintensity = NULL;
3051 memset(&r_fb, 0, sizeof(r_fb));
3052 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3053 r_glsl_permutation = NULL;
3054 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3055 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3056 memset(&r_svbsp, 0, sizeof (r_svbsp));
3058 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3059 r_texture_numcubemaps = 0;
3061 r_refdef.fogmasktable_density = 0;
3064 // For Steelstorm Android
3065 // FIXME CACHE the program and reload
3066 // FIXME see possible combinations for SS:BR android
3067 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3068 R_SetupShader_SetPermutationGLSL(0, 12);
3069 R_SetupShader_SetPermutationGLSL(0, 13);
3070 R_SetupShader_SetPermutationGLSL(0, 8388621);
3071 R_SetupShader_SetPermutationGLSL(3, 0);
3072 R_SetupShader_SetPermutationGLSL(3, 2048);
3073 R_SetupShader_SetPermutationGLSL(5, 0);
3074 R_SetupShader_SetPermutationGLSL(5, 2);
3075 R_SetupShader_SetPermutationGLSL(5, 2048);
3076 R_SetupShader_SetPermutationGLSL(5, 8388608);
3077 R_SetupShader_SetPermutationGLSL(11, 1);
3078 R_SetupShader_SetPermutationGLSL(11, 2049);
3079 R_SetupShader_SetPermutationGLSL(11, 8193);
3080 R_SetupShader_SetPermutationGLSL(11, 10241);
3081 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3085 static void gl_main_shutdown(void)
3087 R_RenderTarget_FreeUnused(true);
3088 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3090 R_FrameData_Reset();
3091 R_BufferData_Reset();
3093 R_Main_FreeViewCache();
3095 switch(vid.renderpath)
3097 case RENDERPATH_GL32:
3098 case RENDERPATH_GLES2:
3099 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3101 qglDeleteQueries(r_maxqueries, r_queries);
3108 memset(r_queries, 0, sizeof(r_queries));
3110 r_qwskincache = NULL;
3111 r_qwskincache_size = 0;
3113 // clear out the r_skinframe state
3114 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3115 memset(&r_skinframe, 0, sizeof(r_skinframe));
3118 Mem_Free(r_svbsp.nodes);
3119 memset(&r_svbsp, 0, sizeof (r_svbsp));
3120 R_FreeTexturePool(&r_main_texturepool);
3121 loadingscreentexture = NULL;
3122 r_texture_blanknormalmap = NULL;
3123 r_texture_white = NULL;
3124 r_texture_grey128 = NULL;
3125 r_texture_black = NULL;
3126 r_texture_whitecube = NULL;
3127 r_texture_normalizationcube = NULL;
3128 r_texture_fogattenuation = NULL;
3129 r_texture_fogheighttexture = NULL;
3130 r_texture_gammaramps = NULL;
3131 r_texture_numcubemaps = 0;
3132 //r_texture_fogintensity = NULL;
3133 memset(&r_fb, 0, sizeof(r_fb));
3134 R_GLSL_Restart_f(&cmd_client);
3136 r_glsl_permutation = NULL;
3137 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3138 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3141 static void gl_main_newmap(void)
3143 // FIXME: move this code to client
3144 char *entities, entname[MAX_QPATH];
3146 Mem_Free(r_qwskincache);
3147 r_qwskincache = NULL;
3148 r_qwskincache_size = 0;
3151 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3152 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3154 CL_ParseEntityLump(entities);
3158 if (cl.worldmodel->brush.entities)
3159 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3161 R_Main_FreeViewCache();
3163 R_FrameData_Reset();
3164 R_BufferData_Reset();
3167 void GL_Main_Init(void)
3170 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3171 R_InitShaderModeInfo();
3173 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3174 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3175 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3176 if (gamemode == GAME_NEHAHRA)
3178 Cvar_RegisterVariable (&gl_fogenable);
3179 Cvar_RegisterVariable (&gl_fogdensity);
3180 Cvar_RegisterVariable (&gl_fogred);
3181 Cvar_RegisterVariable (&gl_foggreen);
3182 Cvar_RegisterVariable (&gl_fogblue);
3183 Cvar_RegisterVariable (&gl_fogstart);
3184 Cvar_RegisterVariable (&gl_fogend);
3185 Cvar_RegisterVariable (&gl_skyclip);
3187 Cvar_RegisterVariable(&r_motionblur);
3188 Cvar_RegisterVariable(&r_damageblur);
3189 Cvar_RegisterVariable(&r_motionblur_averaging);
3190 Cvar_RegisterVariable(&r_motionblur_randomize);
3191 Cvar_RegisterVariable(&r_motionblur_minblur);
3192 Cvar_RegisterVariable(&r_motionblur_maxblur);
3193 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3194 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3195 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3196 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3197 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3198 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3199 Cvar_RegisterVariable(&r_depthfirst);
3200 Cvar_RegisterVariable(&r_useinfinitefarclip);
3201 Cvar_RegisterVariable(&r_farclip_base);
3202 Cvar_RegisterVariable(&r_farclip_world);
3203 Cvar_RegisterVariable(&r_nearclip);
3204 Cvar_RegisterVariable(&r_deformvertexes);
3205 Cvar_RegisterVariable(&r_transparent);
3206 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3207 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3208 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3209 Cvar_RegisterVariable(&r_showoverdraw);
3210 Cvar_RegisterVariable(&r_showbboxes);
3211 Cvar_RegisterVariable(&r_showbboxes_client);
3212 Cvar_RegisterVariable(&r_showsurfaces);
3213 Cvar_RegisterVariable(&r_showtris);
3214 Cvar_RegisterVariable(&r_shownormals);
3215 Cvar_RegisterVariable(&r_showlighting);
3216 Cvar_RegisterVariable(&r_showcollisionbrushes);
3217 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3218 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3219 Cvar_RegisterVariable(&r_showdisabledepthtest);
3220 Cvar_RegisterVariable(&r_showspriteedges);
3221 Cvar_RegisterVariable(&r_showparticleedges);
3222 Cvar_RegisterVariable(&r_drawportals);
3223 Cvar_RegisterVariable(&r_drawentities);
3224 Cvar_RegisterVariable(&r_draw2d);
3225 Cvar_RegisterVariable(&r_drawworld);
3226 Cvar_RegisterVariable(&r_cullentities_trace);
3227 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3228 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3229 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3230 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3231 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3232 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3233 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3234 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3235 Cvar_RegisterVariable(&r_sortentities);
3236 Cvar_RegisterVariable(&r_drawviewmodel);
3237 Cvar_RegisterVariable(&r_drawexteriormodel);
3238 Cvar_RegisterVariable(&r_speeds);
3239 Cvar_RegisterVariable(&r_fullbrights);
3240 Cvar_RegisterVariable(&r_wateralpha);
3241 Cvar_RegisterVariable(&r_dynamic);
3242 Cvar_RegisterVariable(&r_fullbright_directed);
3243 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3244 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3245 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3246 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3247 Cvar_RegisterVariable(&r_fullbright);
3248 Cvar_RegisterVariable(&r_shadows);
3249 Cvar_RegisterVariable(&r_shadows_darken);
3250 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3251 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3252 Cvar_RegisterVariable(&r_shadows_throwdistance);
3253 Cvar_RegisterVariable(&r_shadows_throwdirection);
3254 Cvar_RegisterVariable(&r_shadows_focus);
3255 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3256 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3257 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3258 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3259 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3260 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3261 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3262 Cvar_RegisterVariable(&r_fog_exp2);
3263 Cvar_RegisterVariable(&r_fog_clear);
3264 Cvar_RegisterVariable(&r_drawfog);
3265 Cvar_RegisterVariable(&r_transparentdepthmasking);
3266 Cvar_RegisterVariable(&r_transparent_sortmindist);
3267 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3268 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3269 Cvar_RegisterVariable(&r_texture_dds_load);
3270 Cvar_RegisterVariable(&r_texture_dds_save);
3271 Cvar_RegisterVariable(&r_textureunits);
3272 Cvar_RegisterVariable(&gl_combine);
3273 Cvar_RegisterVariable(&r_usedepthtextures);
3274 Cvar_RegisterVariable(&r_viewfbo);
3275 Cvar_RegisterVariable(&r_rendertarget_debug);
3276 Cvar_RegisterVariable(&r_viewscale);
3277 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3278 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3279 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3280 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3281 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3282 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3283 Cvar_RegisterVariable(&r_glsl);
3284 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3285 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3286 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3287 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3288 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3289 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3290 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3291 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3292 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3293 Cvar_RegisterVariable(&r_glsl_postprocess);
3294 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3295 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3296 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3297 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3298 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3301 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3302 Cvar_RegisterVariable(&r_celshading);
3303 Cvar_RegisterVariable(&r_celoutlines);
3305 Cvar_RegisterVariable(&r_water);
3306 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3307 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3308 Cvar_RegisterVariable(&r_water_clippingplanebias);
3309 Cvar_RegisterVariable(&r_water_refractdistort);
3310 Cvar_RegisterVariable(&r_water_reflectdistort);
3311 Cvar_RegisterVariable(&r_water_scissormode);
3312 Cvar_RegisterVariable(&r_water_lowquality);
3313 Cvar_RegisterVariable(&r_water_hideplayer);
3315 Cvar_RegisterVariable(&r_lerpsprites);
3316 Cvar_RegisterVariable(&r_lerpmodels);
3317 Cvar_RegisterVariable(&r_lerplightstyles);
3318 Cvar_RegisterVariable(&r_waterscroll);
3319 Cvar_RegisterVariable(&r_bloom);
3320 Cvar_RegisterVariable(&r_bloom_colorscale);
3321 Cvar_RegisterVariable(&r_bloom_brighten);
3322 Cvar_RegisterVariable(&r_bloom_blur);
3323 Cvar_RegisterVariable(&r_bloom_resolution);
3324 Cvar_RegisterVariable(&r_bloom_colorexponent);
3325 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3326 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3327 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3328 Cvar_RegisterVariable(&r_hdr_glowintensity);
3329 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3330 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3331 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3332 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3333 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3334 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3335 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3336 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3337 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3338 Cvar_RegisterVariable(&developer_texturelogging);
3339 Cvar_RegisterVariable(&gl_lightmaps);
3340 Cvar_RegisterVariable(&r_test);
3341 Cvar_RegisterVariable(&r_batch_multidraw);
3342 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3343 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3344 Cvar_RegisterVariable(&r_glsl_skeletal);
3345 Cvar_RegisterVariable(&r_glsl_saturation);
3346 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3347 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3348 Cvar_RegisterVariable(&r_framedatasize);
3349 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3350 Cvar_RegisterVariable(&r_buffermegs[i]);
3351 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3352 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3353 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3354 #ifdef DP_MOBILETOUCH
3355 // GLES devices have terrible depth precision in general, so...
3356 Cvar_SetValueQuick(&r_nearclip, 4);
3357 Cvar_SetValueQuick(&r_farclip_base, 4096);
3358 Cvar_SetValueQuick(&r_farclip_world, 0);
3359 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3361 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3364 void Render_Init(void)
3377 R_LightningBeams_Init();
3381 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3385 if (r_trippy.integer)
3387 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3389 p = r_refdef.view.frustum + i;
3394 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3398 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3402 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3406 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3410 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3414 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3418 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3422 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3430 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3434 if (r_trippy.integer)
3436 for (i = 0;i < numplanes;i++)
3443 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3447 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3451 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3455 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3459 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3463 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3467 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3471 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3479 //==================================================================================
3481 // LadyHavoc: this stores temporary data used within the same frame
3483 typedef struct r_framedata_mem_s
3485 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3486 size_t size; // how much usable space
3487 size_t current; // how much space in use
3488 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3489 size_t wantedsize; // how much space was allocated
3490 unsigned char *data; // start of real data (16byte aligned)
3494 static r_framedata_mem_t *r_framedata_mem;
3496 void R_FrameData_Reset(void)
3498 while (r_framedata_mem)
3500 r_framedata_mem_t *next = r_framedata_mem->purge;
3501 Mem_Free(r_framedata_mem);
3502 r_framedata_mem = next;
3506 static void R_FrameData_Resize(qboolean mustgrow)
3509 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3510 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3511 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3513 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3514 newmem->wantedsize = wantedsize;
3515 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3516 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3517 newmem->current = 0;
3519 newmem->purge = r_framedata_mem;
3520 r_framedata_mem = newmem;
3524 void R_FrameData_NewFrame(void)
3526 R_FrameData_Resize(false);
3527 if (!r_framedata_mem)
3529 // if we ran out of space on the last frame, free the old memory now
3530 while (r_framedata_mem->purge)
3532 // repeatedly remove the second item in the list, leaving only head
3533 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3534 Mem_Free(r_framedata_mem->purge);
3535 r_framedata_mem->purge = next;
3537 // reset the current mem pointer
3538 r_framedata_mem->current = 0;
3539 r_framedata_mem->mark = 0;
3542 void *R_FrameData_Alloc(size_t size)
3547 // align to 16 byte boundary - the data pointer is already aligned, so we
3548 // only need to ensure the size of every allocation is also aligned
3549 size = (size + 15) & ~15;
3551 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3553 // emergency - we ran out of space, allocate more memory
3554 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3555 newvalue = r_framedatasize.value * 2.0f;
3556 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3557 if (sizeof(size_t) >= 8)
3558 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3560 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3561 // this might not be a growing it, but we'll allocate another buffer every time
3562 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3563 R_FrameData_Resize(true);
3566 data = r_framedata_mem->data + r_framedata_mem->current;
3567 r_framedata_mem->current += size;
3569 // count the usage for stats
3570 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3571 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3573 return (void *)data;
3576 void *R_FrameData_Store(size_t size, void *data)
3578 void *d = R_FrameData_Alloc(size);
3580 memcpy(d, data, size);
3584 void R_FrameData_SetMark(void)
3586 if (!r_framedata_mem)
3588 r_framedata_mem->mark = r_framedata_mem->current;
3591 void R_FrameData_ReturnToMark(void)
3593 if (!r_framedata_mem)
3595 r_framedata_mem->current = r_framedata_mem->mark;
3598 //==================================================================================
3600 // avoid reusing the same buffer objects on consecutive frames
3601 #define R_BUFFERDATA_CYCLE 3
3603 typedef struct r_bufferdata_buffer_s
3605 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3606 size_t size; // how much usable space
3607 size_t current; // how much space in use
3608 r_meshbuffer_t *buffer; // the buffer itself
3610 r_bufferdata_buffer_t;
3612 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3613 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3615 /// frees all dynamic buffers
3616 void R_BufferData_Reset(void)
3619 r_bufferdata_buffer_t **p, *mem;
3620 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3622 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3625 p = &r_bufferdata_buffer[cycle][type];
3631 R_Mesh_DestroyMeshBuffer(mem->buffer);
3638 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3639 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3641 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3643 float newvalue = r_buffermegs[type].value;
3645 // increase the cvar if we have to (but only if we already have a mem)
3646 if (mustgrow && mem)
3648 newvalue = bound(0.25f, newvalue, 256.0f);
3649 while (newvalue * 1024*1024 < minsize)
3652 // clamp the cvar to valid range
3653 newvalue = bound(0.25f, newvalue, 256.0f);
3654 if (r_buffermegs[type].value != newvalue)
3655 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3657 // calculate size in bytes
3658 size = (size_t)(newvalue * 1024*1024);
3659 size = bound(131072, size, 256*1024*1024);
3661 // allocate a new buffer if the size is different (purge old one later)
3662 // or if we were told we must grow the buffer
3663 if (!mem || mem->size != size || mustgrow)
3665 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3668 if (type == R_BUFFERDATA_VERTEX)
3669 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3670 else if (type == R_BUFFERDATA_INDEX16)
3671 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3672 else if (type == R_BUFFERDATA_INDEX32)
3673 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3674 else if (type == R_BUFFERDATA_UNIFORM)
3675 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3676 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3677 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3681 void R_BufferData_NewFrame(void)
3684 r_bufferdata_buffer_t **p, *mem;
3685 // cycle to the next frame's buffers
3686 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3687 // if we ran out of space on the last time we used these buffers, free the old memory now
3688 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3690 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3692 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3693 // free all but the head buffer, this is how we recycle obsolete
3694 // buffers after they are no longer in use
3695 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3701 R_Mesh_DestroyMeshBuffer(mem->buffer);
3704 // reset the current offset
3705 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3710 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3712 r_bufferdata_buffer_t *mem;
3716 *returnbufferoffset = 0;
3718 // align size to a byte boundary appropriate for the buffer type, this
3719 // makes all allocations have aligned start offsets
3720 if (type == R_BUFFERDATA_UNIFORM)
3721 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3723 padsize = (datasize + 15) & ~15;
3725 // if we ran out of space in this buffer we must allocate a new one
3726 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3727 R_BufferData_Resize(type, true, padsize);
3729 // if the resize did not give us enough memory, fail
3730 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3731 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3733 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3734 offset = (int)mem->current;
3735 mem->current += padsize;
3737 // upload the data to the buffer at the chosen offset
3739 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3740 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3742 // count the usage for stats
3743 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3744 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3746 // return the buffer offset
3747 *returnbufferoffset = offset;
3752 //==================================================================================
3754 // LadyHavoc: animcache originally written by Echon, rewritten since then
3757 * Animation cache prevents re-generating mesh data for an animated model
3758 * multiple times in one frame for lighting, shadowing, reflections, etc.
3761 void R_AnimCache_Free(void)
3765 void R_AnimCache_ClearCache(void)
3768 entity_render_t *ent;
3770 for (i = 0;i < r_refdef.scene.numentities;i++)
3772 ent = r_refdef.scene.entities[i];
3773 ent->animcache_vertex3f = NULL;
3774 ent->animcache_vertex3f_vertexbuffer = NULL;
3775 ent->animcache_vertex3f_bufferoffset = 0;
3776 ent->animcache_normal3f = NULL;
3777 ent->animcache_normal3f_vertexbuffer = NULL;
3778 ent->animcache_normal3f_bufferoffset = 0;
3779 ent->animcache_svector3f = NULL;
3780 ent->animcache_svector3f_vertexbuffer = NULL;
3781 ent->animcache_svector3f_bufferoffset = 0;
3782 ent->animcache_tvector3f = NULL;
3783 ent->animcache_tvector3f_vertexbuffer = NULL;
3784 ent->animcache_tvector3f_bufferoffset = 0;
3785 ent->animcache_skeletaltransform3x4 = NULL;
3786 ent->animcache_skeletaltransform3x4buffer = NULL;
3787 ent->animcache_skeletaltransform3x4offset = 0;
3788 ent->animcache_skeletaltransform3x4size = 0;
3792 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3794 dp_model_t *model = ent->model;
3797 // see if this ent is worth caching
3798 if (!model || !model->Draw || !model->AnimateVertices)
3800 // nothing to cache if it contains no animations and has no skeleton
3801 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3803 // see if it is already cached for gpuskeletal
3804 if (ent->animcache_skeletaltransform3x4)
3806 // see if it is already cached as a mesh
3807 if (ent->animcache_vertex3f)
3809 // check if we need to add normals or tangents
3810 if (ent->animcache_normal3f)
3811 wantnormals = false;
3812 if (ent->animcache_svector3f)
3813 wanttangents = false;
3814 if (!wantnormals && !wanttangents)
3818 // check which kind of cache we need to generate
3819 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3821 // cache the skeleton so the vertex shader can use it
3822 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3823 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3824 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3825 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3826 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3827 // note: this can fail if the buffer is at the grow limit
3828 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3829 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3831 else if (ent->animcache_vertex3f)
3833 // mesh was already cached but we may need to add normals/tangents
3834 // (this only happens with multiple views, reflections, cameras, etc)
3835 if (wantnormals || wanttangents)
3837 numvertices = model->surfmesh.num_vertices;
3839 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3842 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3843 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3845 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3846 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3847 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3848 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3853 // generate mesh cache
3854 numvertices = model->surfmesh.num_vertices;
3855 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3857 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3860 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3861 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3863 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3864 if (wantnormals || wanttangents)
3866 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3867 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3868 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3870 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3871 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3872 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3877 void R_AnimCache_CacheVisibleEntities(void)
3881 // TODO: thread this
3882 // NOTE: R_PrepareRTLights() also caches entities
3884 for (i = 0;i < r_refdef.scene.numentities;i++)
3885 if (r_refdef.viewcache.entityvisible[i])
3886 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3889 //==================================================================================
3891 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3894 vec3_t eyemins, eyemaxs;
3895 vec3_t boxmins, boxmaxs;
3896 vec3_t padmins, padmaxs;
3899 dp_model_t *model = r_refdef.scene.worldmodel;
3900 static vec3_t positions[] = {
3901 { 0.5f, 0.5f, 0.5f },
3902 { 0.0f, 0.0f, 0.0f },
3903 { 0.0f, 0.0f, 1.0f },
3904 { 0.0f, 1.0f, 0.0f },
3905 { 0.0f, 1.0f, 1.0f },
3906 { 1.0f, 0.0f, 0.0f },
3907 { 1.0f, 0.0f, 1.0f },
3908 { 1.0f, 1.0f, 0.0f },
3909 { 1.0f, 1.0f, 1.0f },
3912 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3916 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3917 if (!r_refdef.view.usevieworiginculling)
3920 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3923 // expand the eye box a little
3924 eyemins[0] = eye[0] - eyejitter;
3925 eyemaxs[0] = eye[0] + eyejitter;
3926 eyemins[1] = eye[1] - eyejitter;
3927 eyemaxs[1] = eye[1] + eyejitter;
3928 eyemins[2] = eye[2] - eyejitter;
3929 eyemaxs[2] = eye[2] + eyejitter;
3930 // expand the box a little
3931 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3932 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3933 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3934 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3935 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3936 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3937 // make an even larger box for the acceptable area
3938 padmins[0] = boxmins[0] - pad;
3939 padmaxs[0] = boxmaxs[0] + pad;
3940 padmins[1] = boxmins[1] - pad;
3941 padmaxs[1] = boxmaxs[1] + pad;
3942 padmins[2] = boxmins[2] - pad;
3943 padmaxs[2] = boxmaxs[2] + pad;
3945 // return true if eye overlaps enlarged box
3946 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3949 // try specific positions in the box first - note that these can be cached
3950 if (r_cullentities_trace_entityocclusion.integer)
3952 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3954 VectorCopy(eye, start);
3955 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3956 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3957 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3958 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3959 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3960 // not picky - if the trace ended anywhere in the box we're good
3961 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3965 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3968 // try various random positions
3969 for (i = 0; i < numsamples; i++)
3971 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3972 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3973 if (r_cullentities_trace_entityocclusion.integer)
3975 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3976 // not picky - if the trace ended anywhere in the box we're good
3977 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3980 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3988 static void R_View_UpdateEntityVisible (void)
3993 entity_render_t *ent;
3995 if (r_refdef.envmap || r_fb.water.hideplayer)
3996 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
3997 else if (chase_active.integer || r_fb.water.renderingscene)
3998 renderimask = RENDER_VIEWMODEL;
4000 renderimask = RENDER_EXTERIORMODEL;
4001 if (!r_drawviewmodel.integer)
4002 renderimask |= RENDER_VIEWMODEL;
4003 if (!r_drawexteriormodel.integer)
4004 renderimask |= RENDER_EXTERIORMODEL;
4005 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4006 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4008 // worldmodel can check visibility
4009 for (i = 0;i < r_refdef.scene.numentities;i++)
4011 ent = r_refdef.scene.entities[i];
4012 if (!(ent->flags & renderimask))
4013 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4014 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4015 r_refdef.viewcache.entityvisible[i] = true;
4020 // no worldmodel or it can't check visibility
4021 for (i = 0;i < r_refdef.scene.numentities;i++)
4023 ent = r_refdef.scene.entities[i];
4024 if (!(ent->flags & renderimask))
4025 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4026 r_refdef.viewcache.entityvisible[i] = true;
4029 if (r_cullentities_trace.integer)
4031 for (i = 0;i < r_refdef.scene.numentities;i++)
4033 if (!r_refdef.viewcache.entityvisible[i])
4035 ent = r_refdef.scene.entities[i];
4036 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4038 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4039 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4040 ent->last_trace_visibility = realtime;
4041 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4042 r_refdef.viewcache.entityvisible[i] = 0;
4048 /// only used if skyrendermasked, and normally returns false
4049 static int R_DrawBrushModelsSky (void)
4052 entity_render_t *ent;
4055 for (i = 0;i < r_refdef.scene.numentities;i++)
4057 if (!r_refdef.viewcache.entityvisible[i])
4059 ent = r_refdef.scene.entities[i];
4060 if (!ent->model || !ent->model->DrawSky)
4062 ent->model->DrawSky(ent);
4068 static void R_DrawNoModel(entity_render_t *ent);
4069 static void R_DrawModels(void)
4072 entity_render_t *ent;
4074 for (i = 0;i < r_refdef.scene.numentities;i++)
4076 if (!r_refdef.viewcache.entityvisible[i])
4078 ent = r_refdef.scene.entities[i];
4079 r_refdef.stats[r_stat_entities]++;
4081 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4084 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4085 Con_Printf("R_DrawModels\n");
4086 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4087 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4088 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4091 if (ent->model && ent->model->Draw != NULL)
4092 ent->model->Draw(ent);
4098 static void R_DrawModelsDepth(void)
4101 entity_render_t *ent;
4103 for (i = 0;i < r_refdef.scene.numentities;i++)
4105 if (!r_refdef.viewcache.entityvisible[i])
4107 ent = r_refdef.scene.entities[i];
4108 if (ent->model && ent->model->DrawDepth != NULL)
4109 ent->model->DrawDepth(ent);
4113 static void R_DrawModelsDebug(void)
4116 entity_render_t *ent;
4118 for (i = 0;i < r_refdef.scene.numentities;i++)
4120 if (!r_refdef.viewcache.entityvisible[i])
4122 ent = r_refdef.scene.entities[i];
4123 if (ent->model && ent->model->DrawDebug != NULL)
4124 ent->model->DrawDebug(ent);
4128 static void R_DrawModelsAddWaterPlanes(void)
4131 entity_render_t *ent;
4133 for (i = 0;i < r_refdef.scene.numentities;i++)
4135 if (!r_refdef.viewcache.entityvisible[i])
4137 ent = r_refdef.scene.entities[i];
4138 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4139 ent->model->DrawAddWaterPlanes(ent);
4143 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4145 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4147 if (r_hdr_irisadaptation.integer)
4152 vec3_t diffusenormal;
4154 vec_t brightness = 0.0f;
4159 VectorCopy(r_refdef.view.forward, forward);
4160 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4162 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4163 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4164 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4165 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4166 d = DotProduct(forward, diffusenormal);
4167 brightness += VectorLength(ambient);
4169 brightness += d * VectorLength(diffuse);
4171 brightness *= 1.0f / c;
4172 brightness += 0.00001f; // make sure it's never zero
4173 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4174 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4175 current = r_hdr_irisadaptation_value.value;
4177 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4178 else if (current > goal)
4179 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4180 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4181 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4183 else if (r_hdr_irisadaptation_value.value != 1.0f)
4184 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4187 static void R_View_SetFrustum(const int *scissor)
4190 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4191 vec3_t forward, left, up, origin, v;
4195 // flipped x coordinates (because x points left here)
4196 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4197 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4198 // non-flipped y coordinates
4199 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4200 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4203 // we can't trust r_refdef.view.forward and friends in reflected scenes
4204 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4207 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4208 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4209 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4210 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4211 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4212 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4213 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4214 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4215 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4216 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4217 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4218 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4222 zNear = r_refdef.nearclip;
4223 nudge = 1.0 - 1.0 / (1<<23);
4224 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4225 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4226 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4227 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4228 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4229 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4230 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4231 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4237 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4238 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4239 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4240 r_refdef.view.frustum[0].dist = m[15] - m[12];
4242 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4243 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4244 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4245 r_refdef.view.frustum[1].dist = m[15] + m[12];
4247 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4248 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4249 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4250 r_refdef.view.frustum[2].dist = m[15] - m[13];
4252 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4253 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4254 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4255 r_refdef.view.frustum[3].dist = m[15] + m[13];
4257 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4258 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4259 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4260 r_refdef.view.frustum[4].dist = m[15] - m[14];
4262 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4263 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4264 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4265 r_refdef.view.frustum[5].dist = m[15] + m[14];
4268 if (r_refdef.view.useperspective)
4270 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4271 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4272 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4273 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4274 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4276 // then the normals from the corners relative to origin
4277 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4278 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4279 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4280 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4282 // in a NORMAL view, forward cross left == up
4283 // in a REFLECTED view, forward cross left == down
4284 // so our cross products above need to be adjusted for a left handed coordinate system
4285 CrossProduct(forward, left, v);
4286 if(DotProduct(v, up) < 0)
4288 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4289 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4290 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4291 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4294 // Leaving those out was a mistake, those were in the old code, and they
4295 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4296 // I couldn't reproduce it after adding those normalizations. --blub
4297 VectorNormalize(r_refdef.view.frustum[0].normal);
4298 VectorNormalize(r_refdef.view.frustum[1].normal);
4299 VectorNormalize(r_refdef.view.frustum[2].normal);
4300 VectorNormalize(r_refdef.view.frustum[3].normal);
4302 // make the corners absolute
4303 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4304 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4305 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4306 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4309 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4311 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4312 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4313 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4314 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4315 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4319 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4320 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4321 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4322 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4323 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4324 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4325 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4326 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4327 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4328 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4330 r_refdef.view.numfrustumplanes = 5;
4332 if (r_refdef.view.useclipplane)
4334 r_refdef.view.numfrustumplanes = 6;
4335 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4338 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4339 PlaneClassify(r_refdef.view.frustum + i);
4341 // LadyHavoc: note to all quake engine coders, Quake had a special case
4342 // for 90 degrees which assumed a square view (wrong), so I removed it,
4343 // Quake2 has it disabled as well.
4345 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4346 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4347 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4348 //PlaneClassify(&frustum[0]);
4350 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4351 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4352 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4353 //PlaneClassify(&frustum[1]);
4355 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4356 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4357 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4358 //PlaneClassify(&frustum[2]);
4360 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4361 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4362 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4363 //PlaneClassify(&frustum[3]);
4366 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4367 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4368 //PlaneClassify(&frustum[4]);
4371 static void R_View_UpdateWithScissor(const int *myscissor)
4373 R_Main_ResizeViewCache();
4374 R_View_SetFrustum(myscissor);
4375 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4376 R_View_UpdateEntityVisible();
4379 static void R_View_Update(void)
4381 R_Main_ResizeViewCache();
4382 R_View_SetFrustum(NULL);
4383 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4384 R_View_UpdateEntityVisible();
4387 float viewscalefpsadjusted = 1.0f;
4389 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4391 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4392 scale = bound(0.03125f, scale, 1.0f);
4393 *outwidth = (int)ceil(width * scale);
4394 *outheight = (int)ceil(height * scale);
4397 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4399 const float *customclipplane = NULL;
4401 int /*rtwidth,*/ rtheight;
4402 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4404 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4405 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4406 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4407 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4408 dist = r_refdef.view.clipplane.dist;
4409 plane[0] = r_refdef.view.clipplane.normal[0];
4410 plane[1] = r_refdef.view.clipplane.normal[1];
4411 plane[2] = r_refdef.view.clipplane.normal[2];
4413 customclipplane = plane;
4416 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4417 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4419 if (!r_refdef.view.useperspective)
4420 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4421 else if (vid.stencil && r_useinfinitefarclip.integer)
4422 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4424 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4425 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4426 R_SetViewport(&r_refdef.view.viewport);
4429 void R_EntityMatrix(const matrix4x4_t *matrix)
4431 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4433 gl_modelmatrixchanged = false;
4434 gl_modelmatrix = *matrix;
4435 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4436 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4437 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4438 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4440 switch(vid.renderpath)
4442 case RENDERPATH_GL32:
4443 case RENDERPATH_GLES2:
4444 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4445 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4451 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4453 r_viewport_t viewport;
4457 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4458 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4459 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4460 R_SetViewport(&viewport);
4461 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4462 GL_Color(1, 1, 1, 1);
4463 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4464 GL_BlendFunc(GL_ONE, GL_ZERO);
4465 GL_ScissorTest(false);
4466 GL_DepthMask(false);
4467 GL_DepthRange(0, 1);
4468 GL_DepthTest(false);
4469 GL_DepthFunc(GL_LEQUAL);
4470 R_EntityMatrix(&identitymatrix);
4471 R_Mesh_ResetTextureState();
4472 GL_PolygonOffset(0, 0);
4473 switch(vid.renderpath)
4475 case RENDERPATH_GL32:
4476 case RENDERPATH_GLES2:
4477 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4480 GL_CullFace(GL_NONE);
4485 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4487 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4490 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4492 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4493 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4494 GL_Color(1, 1, 1, 1);
4495 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4496 GL_BlendFunc(GL_ONE, GL_ZERO);
4497 GL_ScissorTest(true);
4499 GL_DepthRange(0, 1);
4501 GL_DepthFunc(GL_LEQUAL);
4502 R_EntityMatrix(&identitymatrix);
4503 R_Mesh_ResetTextureState();
4504 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4505 switch(vid.renderpath)
4507 case RENDERPATH_GL32:
4508 case RENDERPATH_GLES2:
4509 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4512 GL_CullFace(r_refdef.view.cullface_back);
4517 R_RenderView_UpdateViewVectors
4520 void R_RenderView_UpdateViewVectors(void)
4522 // break apart the view matrix into vectors for various purposes
4523 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4524 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4525 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4526 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4527 // make an inverted copy of the view matrix for tracking sprites
4528 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4531 void R_RenderTarget_FreeUnused(qboolean force)
4533 unsigned int i, j, end;
4534 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4535 for (i = 0; i < end; i++)
4537 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4538 // free resources for rendertargets that have not been used for a while
4539 // (note: this check is run after the frame render, so any targets used
4540 // this frame will not be affected even at low framerates)
4541 if (r && (realtime - r->lastusetime > 0.2 || force))
4544 R_Mesh_DestroyFramebufferObject(r->fbo);
4545 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4546 if (r->colortexture[j])
4547 R_FreeTexture(r->colortexture[j]);
4548 if (r->depthtexture)
4549 R_FreeTexture(r->depthtexture);
4550 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4555 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4557 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4561 y2 = (th - y - h) * ih;
4572 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4574 unsigned int i, j, end;
4575 r_rendertarget_t *r = NULL;
4577 // first try to reuse an existing slot if possible
4578 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4579 for (i = 0; i < end; i++)
4581 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4582 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4587 // no unused exact match found, so we have to make one in the first unused slot
4588 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4589 r->texturewidth = texturewidth;
4590 r->textureheight = textureheight;
4591 r->colortextype[0] = colortextype0;
4592 r->colortextype[1] = colortextype1;
4593 r->colortextype[2] = colortextype2;
4594 r->colortextype[3] = colortextype3;
4595 r->depthtextype = depthtextype;
4596 r->depthisrenderbuffer = depthisrenderbuffer;
4597 for (j = 0; j < 4; j++)
4598 if (r->colortextype[j])
4599 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4600 if (r->depthtextype)
4602 if (r->depthisrenderbuffer)
4603 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4605 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4607 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4609 r_refdef.stats[r_stat_rendertargets_used]++;
4610 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4611 r->lastusetime = realtime;
4612 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4616 static void R_Water_StartFrame(void)
4618 int waterwidth, waterheight;
4620 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4623 // set waterwidth and waterheight to the water resolution that will be
4624 // used (often less than the screen resolution for faster rendering)
4625 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4626 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4627 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4629 if (!r_water.integer || r_showsurfaces.integer)
4630 waterwidth = waterheight = 0;
4632 // set up variables that will be used in shader setup
4633 r_fb.water.waterwidth = waterwidth;
4634 r_fb.water.waterheight = waterheight;
4635 r_fb.water.texturewidth = waterwidth;
4636 r_fb.water.textureheight = waterheight;
4637 r_fb.water.camerawidth = waterwidth;
4638 r_fb.water.cameraheight = waterheight;
4639 r_fb.water.screenscale[0] = 0.5f;
4640 r_fb.water.screenscale[1] = 0.5f;
4641 r_fb.water.screencenter[0] = 0.5f;
4642 r_fb.water.screencenter[1] = 0.5f;
4643 r_fb.water.enabled = waterwidth != 0;
4645 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4646 r_fb.water.numwaterplanes = 0;
4649 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4651 int planeindex, bestplaneindex, vertexindex;
4652 vec3_t mins, maxs, normal, center, v, n;
4653 vec_t planescore, bestplanescore;
4655 r_waterstate_waterplane_t *p;
4656 texture_t *t = R_GetCurrentTexture(surface->texture);
4658 rsurface.texture = t;
4659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4660 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4661 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4663 // average the vertex normals, find the surface bounds (after deformvertexes)
4664 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4665 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4666 VectorCopy(n, normal);
4667 VectorCopy(v, mins);
4668 VectorCopy(v, maxs);
4669 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4671 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4672 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4673 VectorAdd(normal, n, normal);
4674 mins[0] = min(mins[0], v[0]);
4675 mins[1] = min(mins[1], v[1]);
4676 mins[2] = min(mins[2], v[2]);
4677 maxs[0] = max(maxs[0], v[0]);
4678 maxs[1] = max(maxs[1], v[1]);
4679 maxs[2] = max(maxs[2], v[2]);
4681 VectorNormalize(normal);
4682 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4684 VectorCopy(normal, plane.normal);
4685 VectorNormalize(plane.normal);
4686 plane.dist = DotProduct(center, plane.normal);
4687 PlaneClassify(&plane);
4688 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4690 // skip backfaces (except if nocullface is set)
4691 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4693 VectorNegate(plane.normal, plane.normal);
4695 PlaneClassify(&plane);
4699 // find a matching plane if there is one
4700 bestplaneindex = -1;
4701 bestplanescore = 1048576.0f;
4702 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4704 if(p->camera_entity == t->camera_entity)
4706 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4707 if (bestplaneindex < 0 || bestplanescore > planescore)
4709 bestplaneindex = planeindex;
4710 bestplanescore = planescore;
4714 planeindex = bestplaneindex;
4716 // if this surface does not fit any known plane rendered this frame, add one
4717 if (planeindex < 0 || bestplanescore > 0.001f)
4719 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4721 // store the new plane
4722 planeindex = r_fb.water.numwaterplanes++;
4723 p = r_fb.water.waterplanes + planeindex;
4725 // clear materialflags and pvs
4726 p->materialflags = 0;
4727 p->pvsvalid = false;
4728 p->camera_entity = t->camera_entity;
4729 VectorCopy(mins, p->mins);
4730 VectorCopy(maxs, p->maxs);
4734 // We're totally screwed.
4740 // merge mins/maxs when we're adding this surface to the plane
4741 p = r_fb.water.waterplanes + planeindex;
4742 p->mins[0] = min(p->mins[0], mins[0]);
4743 p->mins[1] = min(p->mins[1], mins[1]);
4744 p->mins[2] = min(p->mins[2], mins[2]);
4745 p->maxs[0] = max(p->maxs[0], maxs[0]);
4746 p->maxs[1] = max(p->maxs[1], maxs[1]);
4747 p->maxs[2] = max(p->maxs[2], maxs[2]);
4749 // merge this surface's materialflags into the waterplane
4750 p->materialflags |= t->currentmaterialflags;
4751 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4753 // merge this surface's PVS into the waterplane
4754 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4755 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4757 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4763 extern cvar_t r_drawparticles;
4764 extern cvar_t r_drawdecals;
4766 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4769 r_refdef_view_t originalview;
4770 r_refdef_view_t myview;
4771 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4772 r_waterstate_waterplane_t *p;
4774 r_rendertarget_t *rt;
4776 originalview = r_refdef.view;
4778 // lowquality hack, temporarily shut down some cvars and restore afterwards
4779 qualityreduction = r_water_lowquality.integer;
4780 if (qualityreduction > 0)
4782 if (qualityreduction >= 1)
4784 old_r_shadows = r_shadows.integer;
4785 old_r_worldrtlight = r_shadow_realtime_world.integer;
4786 old_r_dlight = r_shadow_realtime_dlight.integer;
4787 Cvar_SetValueQuick(&r_shadows, 0);
4788 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4789 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4791 if (qualityreduction >= 2)
4793 old_r_dynamic = r_dynamic.integer;
4794 old_r_particles = r_drawparticles.integer;
4795 old_r_decals = r_drawdecals.integer;
4796 Cvar_SetValueQuick(&r_dynamic, 0);
4797 Cvar_SetValueQuick(&r_drawparticles, 0);
4798 Cvar_SetValueQuick(&r_drawdecals, 0);
4802 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4804 p->rt_reflection = NULL;
4805 p->rt_refraction = NULL;
4806 p->rt_camera = NULL;
4810 r_refdef.view = originalview;
4811 r_refdef.view.showdebug = false;
4812 r_refdef.view.width = r_fb.water.waterwidth;
4813 r_refdef.view.height = r_fb.water.waterheight;
4814 r_refdef.view.useclipplane = true;
4815 myview = r_refdef.view;
4816 r_fb.water.renderingscene = true;
4817 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4819 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4822 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4824 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4825 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4827 r_refdef.view = myview;
4828 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4829 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4830 if(r_water_scissormode.integer)
4832 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4833 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4835 p->rt_reflection = NULL;
4836 p->rt_refraction = NULL;
4837 p->rt_camera = NULL;
4842 r_refdef.view.clipplane = p->plane;
4843 // reflected view origin may be in solid, so don't cull with it
4844 r_refdef.view.usevieworiginculling = false;
4845 // reverse the cullface settings for this render
4846 r_refdef.view.cullface_front = GL_FRONT;
4847 r_refdef.view.cullface_back = GL_BACK;
4848 // combined pvs (based on what can be seen from each surface center)
4849 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4851 r_refdef.view.usecustompvs = true;
4853 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4855 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4858 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4859 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4860 GL_ScissorTest(false);
4861 R_ClearScreen(r_refdef.fogenabled);
4862 GL_ScissorTest(true);
4863 if(r_water_scissormode.integer & 2)
4864 R_View_UpdateWithScissor(myscissor);
4867 R_AnimCache_CacheVisibleEntities();
4868 if(r_water_scissormode.integer & 1)
4869 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4870 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4872 r_fb.water.hideplayer = false;
4873 p->rt_reflection = rt;
4876 // render the normal view scene and copy into texture
4877 // (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)
4878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4880 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4881 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4883 r_refdef.view = myview;
4884 if(r_water_scissormode.integer)
4886 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4887 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4889 p->rt_reflection = NULL;
4890 p->rt_refraction = NULL;
4891 p->rt_camera = NULL;
4896 // combined pvs (based on what can be seen from each surface center)
4897 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4899 r_refdef.view.usecustompvs = true;
4901 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4903 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4906 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4908 r_refdef.view.clipplane = p->plane;
4909 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4910 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4912 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4914 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4915 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4916 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4917 R_RenderView_UpdateViewVectors();
4918 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4920 r_refdef.view.usecustompvs = true;
4921 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4925 PlaneClassify(&r_refdef.view.clipplane);
4927 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4928 GL_ScissorTest(false);
4929 R_ClearScreen(r_refdef.fogenabled);
4930 GL_ScissorTest(true);
4931 if(r_water_scissormode.integer & 2)
4932 R_View_UpdateWithScissor(myscissor);
4935 R_AnimCache_CacheVisibleEntities();
4936 if(r_water_scissormode.integer & 1)
4937 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4938 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4940 r_fb.water.hideplayer = false;
4941 p->rt_refraction = rt;
4943 else if (p->materialflags & MATERIALFLAG_CAMERA)
4945 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4946 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4948 r_refdef.view = myview;
4950 r_refdef.view.clipplane = p->plane;
4951 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4952 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4954 r_refdef.view.width = r_fb.water.camerawidth;
4955 r_refdef.view.height = r_fb.water.cameraheight;
4956 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4957 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4958 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4959 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4961 if(p->camera_entity)
4963 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4964 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4967 // note: all of the view is used for displaying... so
4968 // there is no use in scissoring
4970 // reverse the cullface settings for this render
4971 r_refdef.view.cullface_front = GL_FRONT;
4972 r_refdef.view.cullface_back = GL_BACK;
4973 // also reverse the view matrix
4974 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
4975 R_RenderView_UpdateViewVectors();
4976 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4978 r_refdef.view.usecustompvs = true;
4979 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4982 // camera needs no clipplane
4983 r_refdef.view.useclipplane = false;
4984 // TODO: is the camera origin always valid? if so we don't need to clear this
4985 r_refdef.view.usevieworiginculling = false;
4987 PlaneClassify(&r_refdef.view.clipplane);
4989 r_fb.water.hideplayer = false;
4991 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4992 GL_ScissorTest(false);
4993 R_ClearScreen(r_refdef.fogenabled);
4994 GL_ScissorTest(true);
4996 R_AnimCache_CacheVisibleEntities();
4997 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4999 r_fb.water.hideplayer = false;
5004 r_fb.water.renderingscene = false;
5005 r_refdef.view = originalview;
5006 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5008 R_AnimCache_CacheVisibleEntities();
5011 r_refdef.view = originalview;
5012 r_fb.water.renderingscene = false;
5013 Cvar_SetValueQuick(&r_water, 0);
5014 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5016 // lowquality hack, restore cvars
5017 if (qualityreduction > 0)
5019 if (qualityreduction >= 1)
5021 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5022 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5023 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5025 if (qualityreduction >= 2)
5027 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5028 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5029 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5034 static void R_Bloom_StartFrame(void)
5036 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5037 int viewwidth, viewheight;
5038 textype_t textype = TEXTYPE_COLORBUFFER;
5040 // clear the pointers to rendertargets from last frame as they're stale
5041 r_fb.rt_screen = NULL;
5042 r_fb.rt_bloom = NULL;
5044 switch (vid.renderpath)
5046 case RENDERPATH_GL32:
5047 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5048 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5049 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5051 case RENDERPATH_GLES2:
5052 r_fb.usedepthtextures = false;
5056 if (r_viewscale_fpsscaling.integer)
5058 double actualframetime;
5059 double targetframetime;
5061 actualframetime = r_refdef.lastdrawscreentime;
5062 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5063 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5064 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5065 if (r_viewscale_fpsscaling_stepsize.value > 0)
5066 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5067 viewscalefpsadjusted += adjust;
5068 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5071 viewscalefpsadjusted = 1.0f;
5073 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5075 // set bloomwidth and bloomheight to the bloom resolution that will be
5076 // used (often less than the screen resolution for faster rendering)
5077 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5078 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5079 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5080 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5081 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5083 // calculate desired texture sizes
5084 screentexturewidth = viewwidth;
5085 screentextureheight = viewheight;
5086 bloomtexturewidth = r_fb.bloomwidth;
5087 bloomtextureheight = r_fb.bloomheight;
5089 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5091 Cvar_SetValueQuick(&r_bloom, 0);
5092 Cvar_SetValueQuick(&r_motionblur, 0);
5093 Cvar_SetValueQuick(&r_damageblur, 0);
5096 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5097 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5099 if (r_fb.ghosttexture)
5100 R_FreeTexture(r_fb.ghosttexture);
5101 r_fb.ghosttexture = NULL;
5103 r_fb.screentexturewidth = screentexturewidth;
5104 r_fb.screentextureheight = screentextureheight;
5105 r_fb.textype = textype;
5107 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5109 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5110 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5111 r_fb.ghosttexture_valid = false;
5115 if (r_bloom.integer)
5117 // bloom texture is a different resolution
5118 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5119 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5120 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5123 r_fb.bloomwidth = r_fb.bloomheight = 0;
5125 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5127 r_refdef.view.clear = true;
5130 static void R_Bloom_MakeTexture(void)
5133 float xoffset, yoffset, r, brighten;
5134 float colorscale = r_bloom_colorscale.value;
5135 r_viewport_t bloomviewport;
5136 r_rendertarget_t *prev, *cur;
5137 textype_t textype = r_fb.rt_screen->colortextype[0];
5139 r_refdef.stats[r_stat_bloom]++;
5141 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5143 // scale down screen texture to the bloom texture size
5145 prev = r_fb.rt_screen;
5146 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5147 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5148 R_SetViewport(&bloomviewport);
5149 GL_CullFace(GL_NONE);
5150 GL_DepthTest(false);
5151 GL_BlendFunc(GL_ONE, GL_ZERO);
5152 GL_Color(colorscale, colorscale, colorscale, 1);
5153 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5154 // TODO: do boxfilter scale-down in shader?
5155 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5156 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5157 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5158 // we now have a properly scaled bloom image
5160 // multiply bloom image by itself as many times as desired to darken it
5161 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5162 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5165 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5166 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5168 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5170 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5171 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5172 GL_Color(1,1,1,1); // no fix factor supported here
5173 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5174 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5175 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5176 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5180 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5181 brighten = r_bloom_brighten.value;
5182 brighten = sqrt(brighten);
5184 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5186 for (dir = 0;dir < 2;dir++)
5189 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5190 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5191 // blend on at multiple vertical offsets to achieve a vertical blur
5192 // TODO: do offset blends using GLSL
5193 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5195 GL_BlendFunc(GL_ONE, GL_ZERO);
5197 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5199 for (x = -range;x <= range;x++)
5201 if (!dir){xoffset = 0;yoffset = x;}
5202 else {xoffset = x;yoffset = 0;}
5203 xoffset /= (float)prev->texturewidth;
5204 yoffset /= (float)prev->textureheight;
5205 // compute a texcoord array with the specified x and y offset
5206 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5207 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5208 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5209 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5210 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5211 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5212 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5213 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5214 // this r value looks like a 'dot' particle, fading sharply to
5215 // black at the edges
5216 // (probably not realistic but looks good enough)
5217 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5218 //r = brighten/(range*2+1);
5219 r = brighten / (range * 2 + 1);
5221 r *= (1 - x*x/(float)((range+1)*(range+1)));
5225 GL_Color(r, r, r, 1);
5227 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5229 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5230 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5232 GL_BlendFunc(GL_ONE, GL_ONE);
5237 // now we have the bloom image, so keep track of it
5238 r_fb.rt_bloom = cur;
5241 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5243 dpuint64 permutation;
5244 float uservecs[4][4];
5245 rtexture_t *viewtexture;
5246 rtexture_t *bloomtexture;
5248 R_EntityMatrix(&identitymatrix);
5250 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5252 // declare variables
5253 float blur_factor, blur_mouseaccel, blur_velocity;
5254 static float blur_average;
5255 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5257 // set a goal for the factoring
5258 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5259 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5260 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5261 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5262 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5263 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5265 // from the goal, pick an averaged value between goal and last value
5266 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5267 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5269 // enforce minimum amount of blur
5270 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5272 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5274 // calculate values into a standard alpha
5275 cl.motionbluralpha = 1 - exp(-
5277 (r_motionblur.value * blur_factor / 80)
5279 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5282 max(0.0001, cl.time - cl.oldtime) // fps independent
5285 // randomization for the blur value to combat persistent ghosting
5286 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5287 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5290 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5291 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5293 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5294 GL_Color(1, 1, 1, cl.motionbluralpha);
5295 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5296 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5297 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5298 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5299 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5302 // updates old view angles for next pass
5303 VectorCopy(cl.viewangles, blur_oldangles);
5305 // copy view into the ghost texture
5306 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5307 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5308 r_fb.ghosttexture_valid = true;
5311 if (r_fb.bloomwidth)
5313 // make the bloom texture
5314 R_Bloom_MakeTexture();
5317 #if _MSC_VER >= 1400
5318 #define sscanf sscanf_s
5320 memset(uservecs, 0, sizeof(uservecs));
5321 if (r_glsl_postprocess_uservec1_enable.integer)
5322 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5323 if (r_glsl_postprocess_uservec2_enable.integer)
5324 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5325 if (r_glsl_postprocess_uservec3_enable.integer)
5326 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5327 if (r_glsl_postprocess_uservec4_enable.integer)
5328 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5330 // render to the screen fbo
5331 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5332 GL_Color(1, 1, 1, 1);
5333 GL_BlendFunc(GL_ONE, GL_ZERO);
5335 viewtexture = r_fb.rt_screen->colortexture[0];
5336 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5338 if (r_rendertarget_debug.integer >= 0)
5340 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5341 if (rt && rt->colortexture[0])
5343 viewtexture = rt->colortexture[0];
5344 bloomtexture = NULL;
5348 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5349 switch(vid.renderpath)
5351 case RENDERPATH_GL32:
5352 case RENDERPATH_GLES2:
5354 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5355 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5356 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5357 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5358 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5359 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5360 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5361 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5362 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5363 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5364 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5365 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5366 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5367 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5368 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5369 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5370 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5371 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5374 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5375 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5378 matrix4x4_t r_waterscrollmatrix;
5380 void R_UpdateFog(void)
5383 if (gamemode == GAME_NEHAHRA)
5385 if (gl_fogenable.integer)
5387 r_refdef.oldgl_fogenable = true;
5388 r_refdef.fog_density = gl_fogdensity.value;
5389 r_refdef.fog_red = gl_fogred.value;
5390 r_refdef.fog_green = gl_foggreen.value;
5391 r_refdef.fog_blue = gl_fogblue.value;
5392 r_refdef.fog_alpha = 1;
5393 r_refdef.fog_start = 0;
5394 r_refdef.fog_end = gl_skyclip.value;
5395 r_refdef.fog_height = 1<<30;
5396 r_refdef.fog_fadedepth = 128;
5398 else if (r_refdef.oldgl_fogenable)
5400 r_refdef.oldgl_fogenable = false;
5401 r_refdef.fog_density = 0;
5402 r_refdef.fog_red = 0;
5403 r_refdef.fog_green = 0;
5404 r_refdef.fog_blue = 0;
5405 r_refdef.fog_alpha = 0;
5406 r_refdef.fog_start = 0;
5407 r_refdef.fog_end = 0;
5408 r_refdef.fog_height = 1<<30;
5409 r_refdef.fog_fadedepth = 128;
5414 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5415 r_refdef.fog_start = max(0, r_refdef.fog_start);
5416 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5418 if (r_refdef.fog_density && r_drawfog.integer)
5420 r_refdef.fogenabled = true;
5421 // this is the point where the fog reaches 0.9986 alpha, which we
5422 // consider a good enough cutoff point for the texture
5423 // (0.9986 * 256 == 255.6)
5424 if (r_fog_exp2.integer)
5425 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5427 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5428 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5429 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5430 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5431 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5432 R_BuildFogHeightTexture();
5433 // fog color was already set
5434 // update the fog texture
5435 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)
5436 R_BuildFogTexture();
5437 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5438 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5441 r_refdef.fogenabled = false;
5444 if (r_refdef.fog_density)
5446 r_refdef.fogcolor[0] = r_refdef.fog_red;
5447 r_refdef.fogcolor[1] = r_refdef.fog_green;
5448 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5450 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5451 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5452 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5453 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5457 VectorCopy(r_refdef.fogcolor, fogvec);
5458 // color.rgb *= ContrastBoost * SceneBrightness;
5459 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5460 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5461 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5462 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5467 void R_UpdateVariables(void)
5471 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5473 r_refdef.farclip = r_farclip_base.value;
5474 if (r_refdef.scene.worldmodel)
5475 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5476 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5478 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5479 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5480 r_refdef.polygonfactor = 0;
5481 r_refdef.polygonoffset = 0;
5483 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5484 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5485 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5486 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5487 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5488 if (r_refdef.scene.worldmodel)
5490 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5492 if (r_showsurfaces.integer)
5494 r_refdef.scene.rtworld = false;
5495 r_refdef.scene.rtworldshadows = false;
5496 r_refdef.scene.rtdlight = false;
5497 r_refdef.scene.rtdlightshadows = false;
5498 r_refdef.scene.lightmapintensity = 0;
5501 r_gpuskeletal = false;
5502 switch(vid.renderpath)
5504 case RENDERPATH_GL32:
5505 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5506 case RENDERPATH_GLES2:
5507 if(!vid_gammatables_trivial)
5509 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5511 // build GLSL gamma texture
5512 #define RAMPWIDTH 256
5513 unsigned short ramp[RAMPWIDTH * 3];
5514 unsigned char rampbgr[RAMPWIDTH][4];
5517 r_texture_gammaramps_serial = vid_gammatables_serial;
5519 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5520 for(i = 0; i < RAMPWIDTH; ++i)
5522 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5523 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5524 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5527 if (r_texture_gammaramps)
5529 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5533 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5539 // remove GLSL gamma texture
5545 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5546 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5552 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5553 if( scenetype != r_currentscenetype ) {
5554 // store the old scenetype
5555 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5556 r_currentscenetype = scenetype;
5557 // move in the new scene
5558 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5567 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5569 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5570 if( scenetype == r_currentscenetype ) {
5571 return &r_refdef.scene;
5573 return &r_scenes_store[ scenetype ];
5577 static int R_SortEntities_Compare(const void *ap, const void *bp)
5579 const entity_render_t *a = *(const entity_render_t **)ap;
5580 const entity_render_t *b = *(const entity_render_t **)bp;
5583 if(a->model < b->model)
5585 if(a->model > b->model)
5589 // TODO possibly calculate the REAL skinnum here first using
5591 if(a->skinnum < b->skinnum)
5593 if(a->skinnum > b->skinnum)
5596 // everything we compared is equal
5599 static void R_SortEntities(void)
5601 // below or equal 2 ents, sorting never gains anything
5602 if(r_refdef.scene.numentities <= 2)
5605 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5613 extern cvar_t r_shadow_bouncegrid;
5614 extern cvar_t v_isometric;
5615 extern void V_MakeViewIsometric(void);
5616 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5618 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5620 rtexture_t *viewdepthtexture = NULL;
5621 rtexture_t *viewcolortexture = NULL;
5622 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5624 // finish any 2D rendering that was queued
5627 if (r_timereport_active)
5628 R_TimeReport("start");
5629 r_textureframe++; // used only by R_GetCurrentTexture
5630 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5632 if(R_CompileShader_CheckStaticParms())
5633 R_GLSL_Restart_f(&cmd_client);
5635 if (!r_drawentities.integer)
5636 r_refdef.scene.numentities = 0;
5637 else if (r_sortentities.integer)
5640 R_AnimCache_ClearCache();
5642 /* adjust for stereo display */
5643 if(R_Stereo_Active())
5645 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5646 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5649 if (r_refdef.view.isoverlay)
5651 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5652 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5653 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5654 R_TimeReport("depthclear");
5656 r_refdef.view.showdebug = false;
5658 r_fb.water.enabled = false;
5659 r_fb.water.numwaterplanes = 0;
5661 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5663 r_refdef.view.matrix = originalmatrix;
5669 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5671 r_refdef.view.matrix = originalmatrix;
5675 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5676 if (v_isometric.integer && r_refdef.view.ismain)
5677 V_MakeViewIsometric();
5679 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5681 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5682 // in sRGB fallback, behave similar to true sRGB: convert this
5683 // value from linear to sRGB
5684 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5686 R_RenderView_UpdateViewVectors();
5688 R_Shadow_UpdateWorldLightSelection();
5690 // this will set up r_fb.rt_screen
5691 R_Bloom_StartFrame();
5693 // apply bloom brightness offset
5695 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5697 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5700 viewfbo = r_fb.rt_screen->fbo;
5701 viewdepthtexture = r_fb.rt_screen->depthtexture;
5702 viewcolortexture = r_fb.rt_screen->colortexture[0];
5706 viewheight = height;
5709 R_Water_StartFrame();
5712 if (r_timereport_active)
5713 R_TimeReport("viewsetup");
5715 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5717 // clear the whole fbo every frame - otherwise the driver will consider
5718 // it to be an inter-frame texture and stall in multi-gpu configurations
5720 GL_ScissorTest(false);
5721 R_ClearScreen(r_refdef.fogenabled);
5722 if (r_timereport_active)
5723 R_TimeReport("viewclear");
5725 r_refdef.view.clear = true;
5727 r_refdef.view.showdebug = true;
5730 if (r_timereport_active)
5731 R_TimeReport("visibility");
5733 R_AnimCache_CacheVisibleEntities();
5734 if (r_timereport_active)
5735 R_TimeReport("animcache");
5737 R_Shadow_UpdateBounceGridTexture();
5738 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5740 r_fb.water.numwaterplanes = 0;
5741 if (r_fb.water.enabled)
5742 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5744 // for the actual view render we use scissoring a fair amount, so scissor
5745 // test needs to be on
5747 GL_ScissorTest(true);
5748 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5749 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5750 r_fb.water.numwaterplanes = 0;
5752 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5753 GL_ScissorTest(false);
5755 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5756 if (r_timereport_active)
5757 R_TimeReport("blendview");
5759 r_refdef.view.matrix = originalmatrix;
5763 // go back to 2d rendering
5767 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5769 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5771 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5772 if (r_timereport_active)
5773 R_TimeReport("waterworld");
5776 // don't let sound skip if going slow
5777 if (r_refdef.scene.extraupdate)
5780 R_DrawModelsAddWaterPlanes();
5781 if (r_timereport_active)
5782 R_TimeReport("watermodels");
5784 if (r_fb.water.numwaterplanes)
5786 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5787 if (r_timereport_active)
5788 R_TimeReport("waterscenes");
5792 extern cvar_t cl_locs_show;
5793 static void R_DrawLocs(void);
5794 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5795 static void R_DrawModelDecals(void);
5796 extern cvar_t cl_decals_newsystem;
5797 extern qboolean r_shadow_usingdeferredprepass;
5798 extern int r_shadow_shadowmapatlas_modelshadows_size;
5799 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5801 qboolean shadowmapping = false;
5803 if (r_timereport_active)
5804 R_TimeReport("beginscene");
5806 r_refdef.stats[r_stat_renders]++;
5810 // don't let sound skip if going slow
5811 if (r_refdef.scene.extraupdate)
5814 R_MeshQueue_BeginScene();
5818 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);
5820 if (r_timereport_active)
5821 R_TimeReport("skystartframe");
5823 if (cl.csqc_vidvars.drawworld)
5825 // don't let sound skip if going slow
5826 if (r_refdef.scene.extraupdate)
5829 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5831 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5832 if (r_timereport_active)
5833 R_TimeReport("worldsky");
5836 if (R_DrawBrushModelsSky() && r_timereport_active)
5837 R_TimeReport("bmodelsky");
5839 if (skyrendermasked && skyrenderlater)
5841 // we have to force off the water clipping plane while rendering sky
5842 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5844 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5845 if (r_timereport_active)
5846 R_TimeReport("sky");
5850 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5851 r_shadow_viewfbo = viewfbo;
5852 r_shadow_viewdepthtexture = viewdepthtexture;
5853 r_shadow_viewcolortexture = viewcolortexture;
5854 r_shadow_viewx = viewx;
5855 r_shadow_viewy = viewy;
5856 r_shadow_viewwidth = viewwidth;
5857 r_shadow_viewheight = viewheight;
5859 R_Shadow_PrepareModelShadows();
5860 R_Shadow_PrepareLights();
5861 if (r_timereport_active)
5862 R_TimeReport("preparelights");
5864 // render all the shadowmaps that will be used for this view
5865 shadowmapping = R_Shadow_ShadowMappingEnabled();
5866 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5868 R_Shadow_DrawShadowMaps();
5869 if (r_timereport_active)
5870 R_TimeReport("shadowmaps");
5873 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5874 if (r_shadow_usingdeferredprepass)
5875 R_Shadow_DrawPrepass();
5877 // now we begin the forward pass of the view render
5878 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5880 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5881 if (r_timereport_active)
5882 R_TimeReport("worlddepth");
5884 if (r_depthfirst.integer >= 2)
5886 R_DrawModelsDepth();
5887 if (r_timereport_active)
5888 R_TimeReport("modeldepth");
5891 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5893 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5894 if (r_timereport_active)
5895 R_TimeReport("world");
5898 // don't let sound skip if going slow
5899 if (r_refdef.scene.extraupdate)
5903 if (r_timereport_active)
5904 R_TimeReport("models");
5906 // don't let sound skip if going slow
5907 if (r_refdef.scene.extraupdate)
5910 if (!r_shadow_usingdeferredprepass)
5912 R_Shadow_DrawLights();
5913 if (r_timereport_active)
5914 R_TimeReport("rtlights");
5917 // don't let sound skip if going slow
5918 if (r_refdef.scene.extraupdate)
5921 if (cl.csqc_vidvars.drawworld)
5923 if (cl_decals_newsystem.integer)
5925 R_DrawModelDecals();
5926 if (r_timereport_active)
5927 R_TimeReport("modeldecals");
5932 if (r_timereport_active)
5933 R_TimeReport("decals");
5937 if (r_timereport_active)
5938 R_TimeReport("particles");
5941 if (r_timereport_active)
5942 R_TimeReport("explosions");
5945 if (r_refdef.view.showdebug)
5947 if (cl_locs_show.integer)
5950 if (r_timereport_active)
5951 R_TimeReport("showlocs");
5954 if (r_drawportals.integer)
5957 if (r_timereport_active)
5958 R_TimeReport("portals");
5961 if (r_showbboxes_client.value > 0)
5963 R_DrawEntityBBoxes(CLVM_prog);
5964 if (r_timereport_active)
5965 R_TimeReport("clbboxes");
5967 if (r_showbboxes.value > 0)
5969 R_DrawEntityBBoxes(SVVM_prog);
5970 if (r_timereport_active)
5971 R_TimeReport("svbboxes");
5975 if (r_transparent.integer)
5977 R_MeshQueue_RenderTransparent();
5978 if (r_timereport_active)
5979 R_TimeReport("drawtrans");
5982 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
5984 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5985 if (r_timereport_active)
5986 R_TimeReport("worlddebug");
5987 R_DrawModelsDebug();
5988 if (r_timereport_active)
5989 R_TimeReport("modeldebug");
5992 if (cl.csqc_vidvars.drawworld)
5994 R_Shadow_DrawCoronas();
5995 if (r_timereport_active)
5996 R_TimeReport("coronas");
5999 // don't let sound skip if going slow
6000 if (r_refdef.scene.extraupdate)
6004 static const unsigned short bboxelements[36] =
6014 #define BBOXEDGES 13
6015 static const float bboxedges[BBOXEDGES][6] =
6018 { 0, 0, 0, 1, 1, 1 },
6020 { 0, 0, 0, 0, 1, 0 },
6021 { 0, 0, 0, 1, 0, 0 },
6022 { 0, 1, 0, 1, 1, 0 },
6023 { 1, 0, 0, 1, 1, 0 },
6025 { 0, 0, 1, 0, 1, 1 },
6026 { 0, 0, 1, 1, 0, 1 },
6027 { 0, 1, 1, 1, 1, 1 },
6028 { 1, 0, 1, 1, 1, 1 },
6030 { 0, 0, 0, 0, 0, 1 },
6031 { 1, 0, 0, 1, 0, 1 },
6032 { 0, 1, 0, 0, 1, 1 },
6033 { 1, 1, 0, 1, 1, 1 },
6036 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6038 int numvertices = BBOXEDGES * 8;
6039 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6040 int numtriangles = BBOXEDGES * 12;
6041 unsigned short elements[BBOXEDGES * 36];
6043 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6045 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6047 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6048 GL_DepthMask(false);
6049 GL_DepthRange(0, 1);
6050 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6052 for (edge = 0; edge < BBOXEDGES; edge++)
6054 for (i = 0; i < 3; i++)
6056 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6057 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6059 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6060 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6061 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6062 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6063 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6064 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6065 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6066 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6067 for (i = 0; i < 36; i++)
6068 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6070 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6071 if (r_refdef.fogenabled)
6073 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6075 f1 = RSurf_FogVertex(v);
6077 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6078 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6079 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6082 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6083 R_Mesh_ResetTextureState();
6084 R_SetupShader_Generic_NoTexture(false, false);
6085 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6088 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6090 // hacky overloading of the parameters
6091 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6094 prvm_edict_t *edict;
6096 GL_CullFace(GL_NONE);
6097 R_SetupShader_Generic_NoTexture(false, false);
6099 for (i = 0;i < numsurfaces;i++)
6101 edict = PRVM_EDICT_NUM(surfacelist[i]);
6102 switch ((int)PRVM_serveredictfloat(edict, solid))
6104 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6105 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6106 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6107 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6108 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6109 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6110 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6112 if (prog == CLVM_prog)
6113 color[3] *= r_showbboxes_client.value;
6115 color[3] *= r_showbboxes.value;
6116 color[3] = bound(0, color[3], 1);
6117 GL_DepthTest(!r_showdisabledepthtest.integer);
6118 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6122 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6125 prvm_edict_t *edict;
6131 for (i = 0; i < prog->num_edicts; i++)
6133 edict = PRVM_EDICT_NUM(i);
6134 if (edict->priv.server->free)
6136 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6137 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6139 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6141 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6142 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6146 static const int nomodelelement3i[24] =
6158 static const unsigned short nomodelelement3s[24] =
6170 static const float nomodelvertex3f[6*3] =
6180 static const float nomodelcolor4f[6*4] =
6182 0.0f, 0.0f, 0.5f, 1.0f,
6183 0.0f, 0.0f, 0.5f, 1.0f,
6184 0.0f, 0.5f, 0.0f, 1.0f,
6185 0.0f, 0.5f, 0.0f, 1.0f,
6186 0.5f, 0.0f, 0.0f, 1.0f,
6187 0.5f, 0.0f, 0.0f, 1.0f
6190 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6196 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6198 // this is only called once per entity so numsurfaces is always 1, and
6199 // surfacelist is always {0}, so this code does not handle batches
6201 if (rsurface.ent_flags & RENDER_ADDITIVE)
6203 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6204 GL_DepthMask(false);
6206 else if (ent->alpha < 1)
6208 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6209 GL_DepthMask(false);
6213 GL_BlendFunc(GL_ONE, GL_ZERO);
6216 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6217 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6218 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6219 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6220 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6221 for (i = 0, c = color4f;i < 6;i++, c += 4)
6223 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6224 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6225 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6228 if (r_refdef.fogenabled)
6230 for (i = 0, c = color4f;i < 6;i++, c += 4)
6232 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6234 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6235 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6236 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6239 // R_Mesh_ResetTextureState();
6240 R_SetupShader_Generic_NoTexture(false, false);
6241 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6242 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6245 void R_DrawNoModel(entity_render_t *ent)
6248 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6249 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6250 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6252 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6255 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6257 vec3_t right1, right2, diff, normal;
6259 VectorSubtract (org2, org1, normal);
6261 // calculate 'right' vector for start
6262 VectorSubtract (r_refdef.view.origin, org1, diff);
6263 CrossProduct (normal, diff, right1);
6264 VectorNormalize (right1);
6266 // calculate 'right' vector for end
6267 VectorSubtract (r_refdef.view.origin, org2, diff);
6268 CrossProduct (normal, diff, right2);
6269 VectorNormalize (right2);
6271 vert[ 0] = org1[0] + width * right1[0];
6272 vert[ 1] = org1[1] + width * right1[1];
6273 vert[ 2] = org1[2] + width * right1[2];
6274 vert[ 3] = org1[0] - width * right1[0];
6275 vert[ 4] = org1[1] - width * right1[1];
6276 vert[ 5] = org1[2] - width * right1[2];
6277 vert[ 6] = org2[0] - width * right2[0];
6278 vert[ 7] = org2[1] - width * right2[1];
6279 vert[ 8] = org2[2] - width * right2[2];
6280 vert[ 9] = org2[0] + width * right2[0];
6281 vert[10] = org2[1] + width * right2[1];
6282 vert[11] = org2[2] + width * right2[2];
6285 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6287 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6288 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6289 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6290 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6291 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6292 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6293 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6294 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6295 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6296 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6297 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6298 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6301 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6306 VectorSet(v, x, y, z);
6307 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6308 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6310 if (i == mesh->numvertices)
6312 if (mesh->numvertices < mesh->maxvertices)
6314 VectorCopy(v, vertex3f);
6315 mesh->numvertices++;
6317 return mesh->numvertices;
6323 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6327 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6328 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6329 e = mesh->element3i + mesh->numtriangles * 3;
6330 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6332 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6333 if (mesh->numtriangles < mesh->maxtriangles)
6338 mesh->numtriangles++;
6340 element[1] = element[2];
6344 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6348 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6349 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6350 e = mesh->element3i + mesh->numtriangles * 3;
6351 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6353 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6354 if (mesh->numtriangles < mesh->maxtriangles)
6359 mesh->numtriangles++;
6361 element[1] = element[2];
6365 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6366 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6368 int planenum, planenum2;
6371 mplane_t *plane, *plane2;
6373 double temppoints[2][256*3];
6374 // figure out how large a bounding box we need to properly compute this brush
6376 for (w = 0;w < numplanes;w++)
6377 maxdist = max(maxdist, fabs(planes[w].dist));
6378 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6379 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6380 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6384 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6385 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6387 if (planenum2 == planenum)
6389 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);
6392 if (tempnumpoints < 3)
6394 // generate elements forming a triangle fan for this polygon
6395 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6399 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6401 if(parms[0] == 0 && parms[1] == 0)
6403 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6404 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6409 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6412 index = parms[2] + rsurface.shadertime * parms[3];
6413 index -= floor(index);
6414 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6417 case Q3WAVEFUNC_NONE:
6418 case Q3WAVEFUNC_NOISE:
6419 case Q3WAVEFUNC_COUNT:
6422 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6423 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6424 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6425 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6426 case Q3WAVEFUNC_TRIANGLE:
6428 f = index - floor(index);
6441 f = parms[0] + parms[1] * f;
6442 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6443 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6447 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6454 matrix4x4_t matrix, temp;
6455 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6456 // it's better to have one huge fixup every 9 hours than gradual
6457 // degradation over time which looks consistently bad after many hours.
6459 // tcmod scroll in particular suffers from this degradation which can't be
6460 // effectively worked around even with floor() tricks because we don't
6461 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6462 // a workaround involving floor() would be incorrect anyway...
6463 shadertime = rsurface.shadertime;
6464 if (shadertime >= 32768.0f)
6465 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6466 switch(tcmod->tcmod)
6470 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6471 matrix = r_waterscrollmatrix;
6473 matrix = identitymatrix;
6475 case Q3TCMOD_ENTITYTRANSLATE:
6476 // this is used in Q3 to allow the gamecode to control texcoord
6477 // scrolling on the entity, which is not supported in darkplaces yet.
6478 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6480 case Q3TCMOD_ROTATE:
6481 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6482 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6483 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6486 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6488 case Q3TCMOD_SCROLL:
6489 // this particular tcmod is a "bug for bug" compatible one with regards to
6490 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6491 // specifically did the wrapping and so we must mimic that...
6492 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6493 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6494 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6496 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6497 w = (int) tcmod->parms[0];
6498 h = (int) tcmod->parms[1];
6499 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6501 idx = (int) floor(f * w * h);
6502 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6504 case Q3TCMOD_STRETCH:
6505 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6506 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6508 case Q3TCMOD_TRANSFORM:
6509 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6510 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6511 VectorSet(tcmat + 6, 0 , 0 , 1);
6512 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6513 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6515 case Q3TCMOD_TURBULENT:
6516 // this is handled in the RSurf_PrepareVertices function
6517 matrix = identitymatrix;
6521 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6524 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6526 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6527 char name[MAX_QPATH];
6528 skinframe_t *skinframe;
6529 unsigned char pixels[296*194];
6530 strlcpy(cache->name, skinname, sizeof(cache->name));
6531 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6532 if (developer_loading.integer)
6533 Con_Printf("loading %s\n", name);
6534 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6535 if (!skinframe || !skinframe->base)
6538 fs_offset_t filesize;
6540 f = FS_LoadFile(name, tempmempool, true, &filesize);
6543 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6544 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6548 cache->skinframe = skinframe;
6551 texture_t *R_GetCurrentTexture(texture_t *t)
6554 const entity_render_t *ent = rsurface.entity;
6555 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6556 q3shaderinfo_layer_tcmod_t *tcmod;
6557 float specularscale = 0.0f;
6559 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6560 return t->currentframe;
6561 t->update_lastrenderframe = r_textureframe;
6562 t->update_lastrenderentity = (void *)ent;
6564 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6565 t->camera_entity = ent->entitynumber;
6567 t->camera_entity = 0;
6569 // switch to an alternate material if this is a q1bsp animated material
6571 texture_t *texture = t;
6572 int s = rsurface.ent_skinnum;
6573 if ((unsigned int)s >= (unsigned int)model->numskins)
6575 if (model->skinscenes)
6577 if (model->skinscenes[s].framecount > 1)
6578 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6580 s = model->skinscenes[s].firstframe;
6583 t = t + s * model->num_surfaces;
6586 // use an alternate animation if the entity's frame is not 0,
6587 // and only if the texture has an alternate animation
6588 if (t->animated == 2) // q2bsp
6589 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6590 else if (rsurface.ent_alttextures && t->anim_total[1])
6591 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6593 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6595 texture->currentframe = t;
6598 // update currentskinframe to be a qw skin or animation frame
6599 if (rsurface.ent_qwskin >= 0)
6601 i = rsurface.ent_qwskin;
6602 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6604 r_qwskincache_size = cl.maxclients;
6606 Mem_Free(r_qwskincache);
6607 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6609 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6610 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6611 t->currentskinframe = r_qwskincache[i].skinframe;
6612 if (t->materialshaderpass && t->currentskinframe == NULL)
6613 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6615 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6616 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6617 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6618 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6620 t->currentmaterialflags = t->basematerialflags;
6621 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6622 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6623 t->currentalpha *= r_wateralpha.value;
6624 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6625 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6626 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6627 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6629 // decide on which type of lighting to use for this surface
6630 if (rsurface.entity->render_modellight_forced)
6631 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6632 if (rsurface.entity->render_rtlight_disabled)
6633 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6634 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6636 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6637 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
6638 for (q = 0; q < 3; q++)
6640 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6641 t->render_modellight_lightdir[q] = q == 2;
6642 t->render_modellight_ambient[q] = 1;
6643 t->render_modellight_diffuse[q] = 0;
6644 t->render_modellight_specular[q] = 0;
6645 t->render_lightmap_ambient[q] = 0;
6646 t->render_lightmap_diffuse[q] = 0;
6647 t->render_lightmap_specular[q] = 0;
6648 t->render_rtlight_diffuse[q] = 0;
6649 t->render_rtlight_specular[q] = 0;
6652 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6654 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6655 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6656 for (q = 0; q < 3; q++)
6658 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6659 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6660 t->render_modellight_lightdir[q] = q == 2;
6661 t->render_modellight_diffuse[q] = 0;
6662 t->render_modellight_specular[q] = 0;
6663 t->render_lightmap_ambient[q] = 0;
6664 t->render_lightmap_diffuse[q] = 0;
6665 t->render_lightmap_specular[q] = 0;
6666 t->render_rtlight_diffuse[q] = 0;
6667 t->render_rtlight_specular[q] = 0;
6670 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6672 // ambient + single direction light (modellight)
6673 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6674 for (q = 0; q < 3; q++)
6676 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6677 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6678 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6679 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6680 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6681 t->render_lightmap_ambient[q] = 0;
6682 t->render_lightmap_diffuse[q] = 0;
6683 t->render_lightmap_specular[q] = 0;
6684 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6685 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6690 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6691 for (q = 0; q < 3; q++)
6693 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6694 t->render_modellight_lightdir[q] = q == 2;
6695 t->render_modellight_ambient[q] = 0;
6696 t->render_modellight_diffuse[q] = 0;
6697 t->render_modellight_specular[q] = 0;
6698 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6699 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6700 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6701 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6702 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6706 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6708 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6709 // attribute, we punt it to the lightmap path and hope for the best,
6710 // but lighting doesn't work.
6712 // FIXME: this is fine for effects but CSQC polygons should be subject
6714 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6715 for (q = 0; q < 3; q++)
6717 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6718 t->render_modellight_lightdir[q] = q == 2;
6719 t->render_modellight_ambient[q] = 0;
6720 t->render_modellight_diffuse[q] = 0;
6721 t->render_modellight_specular[q] = 0;
6722 t->render_lightmap_ambient[q] = 0;
6723 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6724 t->render_lightmap_specular[q] = 0;
6725 t->render_rtlight_diffuse[q] = 0;
6726 t->render_rtlight_specular[q] = 0;
6730 for (q = 0; q < 3; q++)
6732 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6733 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6736 if (rsurface.ent_flags & RENDER_ADDITIVE)
6737 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6738 else if (t->currentalpha < 1)
6739 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6740 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6741 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6742 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6743 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6744 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6745 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6746 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6747 if (t->backgroundshaderpass)
6748 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6749 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6751 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6752 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6755 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6756 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6758 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6759 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6761 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6762 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6764 // there is no tcmod
6765 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6767 t->currenttexmatrix = r_waterscrollmatrix;
6768 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6770 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6772 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6773 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6776 if (t->materialshaderpass)
6777 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6778 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6780 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6781 if (t->currentskinframe->qpixels)
6782 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6783 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6784 if (!t->basetexture)
6785 t->basetexture = r_texture_notexture;
6786 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6787 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6788 t->nmaptexture = t->currentskinframe->nmap;
6789 if (!t->nmaptexture)
6790 t->nmaptexture = r_texture_blanknormalmap;
6791 t->glosstexture = r_texture_black;
6792 t->glowtexture = t->currentskinframe->glow;
6793 t->fogtexture = t->currentskinframe->fog;
6794 t->reflectmasktexture = t->currentskinframe->reflect;
6795 if (t->backgroundshaderpass)
6797 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6798 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6799 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6800 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6801 t->backgroundglosstexture = r_texture_black;
6802 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6803 if (!t->backgroundnmaptexture)
6804 t->backgroundnmaptexture = r_texture_blanknormalmap;
6805 // make sure that if glow is going to be used, both textures are not NULL
6806 if (!t->backgroundglowtexture && t->glowtexture)
6807 t->backgroundglowtexture = r_texture_black;
6808 if (!t->glowtexture && t->backgroundglowtexture)
6809 t->glowtexture = r_texture_black;
6813 t->backgroundbasetexture = r_texture_white;
6814 t->backgroundnmaptexture = r_texture_blanknormalmap;
6815 t->backgroundglosstexture = r_texture_black;
6816 t->backgroundglowtexture = NULL;
6818 t->specularpower = r_shadow_glossexponent.value;
6819 // TODO: store reference values for these in the texture?
6820 if (r_shadow_gloss.integer > 0)
6822 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6824 if (r_shadow_glossintensity.value > 0)
6826 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6827 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6828 specularscale = r_shadow_glossintensity.value;
6831 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6833 t->glosstexture = r_texture_white;
6834 t->backgroundglosstexture = r_texture_white;
6835 specularscale = r_shadow_gloss2intensity.value;
6836 t->specularpower = r_shadow_gloss2exponent.value;
6839 specularscale *= t->specularscalemod;
6840 t->specularpower *= t->specularpowermod;
6842 // lightmaps mode looks bad with dlights using actual texturing, so turn
6843 // off the colormap and glossmap, but leave the normalmap on as it still
6844 // accurately represents the shading involved
6845 if (gl_lightmaps.integer)
6847 t->basetexture = r_texture_grey128;
6848 t->pantstexture = r_texture_black;
6849 t->shirttexture = r_texture_black;
6850 if (gl_lightmaps.integer < 2)
6851 t->nmaptexture = r_texture_blanknormalmap;
6852 t->glosstexture = r_texture_black;
6853 t->glowtexture = NULL;
6854 t->fogtexture = NULL;
6855 t->reflectmasktexture = NULL;
6856 t->backgroundbasetexture = NULL;
6857 if (gl_lightmaps.integer < 2)
6858 t->backgroundnmaptexture = r_texture_blanknormalmap;
6859 t->backgroundglosstexture = r_texture_black;
6860 t->backgroundglowtexture = NULL;
6862 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6865 if (specularscale != 1.0f)
6867 for (q = 0; q < 3; q++)
6869 t->render_modellight_specular[q] *= specularscale;
6870 t->render_lightmap_specular[q] *= specularscale;
6871 t->render_rtlight_specular[q] *= specularscale;
6875 t->currentblendfunc[0] = GL_ONE;
6876 t->currentblendfunc[1] = GL_ZERO;
6877 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6879 t->currentblendfunc[0] = GL_SRC_ALPHA;
6880 t->currentblendfunc[1] = GL_ONE;
6882 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6884 t->currentblendfunc[0] = GL_SRC_ALPHA;
6885 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6887 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6889 t->currentblendfunc[0] = t->customblendfunc[0];
6890 t->currentblendfunc[1] = t->customblendfunc[1];
6896 rsurfacestate_t rsurface;
6898 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6900 dp_model_t *model = ent->model;
6901 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6903 rsurface.entity = (entity_render_t *)ent;
6904 rsurface.skeleton = ent->skeleton;
6905 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6906 rsurface.ent_skinnum = ent->skinnum;
6907 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6908 rsurface.ent_flags = ent->flags;
6909 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6910 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6911 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6912 rsurface.matrix = ent->matrix;
6913 rsurface.inversematrix = ent->inversematrix;
6914 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6915 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6916 R_EntityMatrix(&rsurface.matrix);
6917 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6918 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6919 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6920 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6921 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6922 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6923 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6924 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6925 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6926 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6927 if (ent->model->brush.submodel && !prepass)
6929 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6930 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6932 // if the animcache code decided it should use the shader path, skip the deform step
6933 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6934 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6935 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6936 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6937 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6938 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6940 if (ent->animcache_vertex3f)
6942 r_refdef.stats[r_stat_batch_entitycache_count]++;
6943 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6944 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6945 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6946 rsurface.modelvertex3f = ent->animcache_vertex3f;
6947 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6948 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6949 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6950 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6951 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6952 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6953 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6954 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6955 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6956 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6957 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6959 else if (wanttangents)
6961 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6962 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6963 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6964 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6965 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6966 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6967 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6968 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6969 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6970 rsurface.modelvertex3f_vertexbuffer = NULL;
6971 rsurface.modelvertex3f_bufferoffset = 0;
6972 rsurface.modelvertex3f_vertexbuffer = 0;
6973 rsurface.modelvertex3f_bufferoffset = 0;
6974 rsurface.modelsvector3f_vertexbuffer = 0;
6975 rsurface.modelsvector3f_bufferoffset = 0;
6976 rsurface.modeltvector3f_vertexbuffer = 0;
6977 rsurface.modeltvector3f_bufferoffset = 0;
6978 rsurface.modelnormal3f_vertexbuffer = 0;
6979 rsurface.modelnormal3f_bufferoffset = 0;
6981 else if (wantnormals)
6983 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6984 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6985 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6986 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6987 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6988 rsurface.modelsvector3f = NULL;
6989 rsurface.modeltvector3f = NULL;
6990 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6991 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
6992 rsurface.modelvertex3f_vertexbuffer = NULL;
6993 rsurface.modelvertex3f_bufferoffset = 0;
6994 rsurface.modelvertex3f_vertexbuffer = 0;
6995 rsurface.modelvertex3f_bufferoffset = 0;
6996 rsurface.modelsvector3f_vertexbuffer = 0;
6997 rsurface.modelsvector3f_bufferoffset = 0;
6998 rsurface.modeltvector3f_vertexbuffer = 0;
6999 rsurface.modeltvector3f_bufferoffset = 0;
7000 rsurface.modelnormal3f_vertexbuffer = 0;
7001 rsurface.modelnormal3f_bufferoffset = 0;
7005 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7006 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7007 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7008 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7009 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7010 rsurface.modelsvector3f = NULL;
7011 rsurface.modeltvector3f = NULL;
7012 rsurface.modelnormal3f = NULL;
7013 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7014 rsurface.modelvertex3f_vertexbuffer = NULL;
7015 rsurface.modelvertex3f_bufferoffset = 0;
7016 rsurface.modelvertex3f_vertexbuffer = 0;
7017 rsurface.modelvertex3f_bufferoffset = 0;
7018 rsurface.modelsvector3f_vertexbuffer = 0;
7019 rsurface.modelsvector3f_bufferoffset = 0;
7020 rsurface.modeltvector3f_vertexbuffer = 0;
7021 rsurface.modeltvector3f_bufferoffset = 0;
7022 rsurface.modelnormal3f_vertexbuffer = 0;
7023 rsurface.modelnormal3f_bufferoffset = 0;
7025 rsurface.modelgeneratedvertex = true;
7029 if (rsurface.entityskeletaltransform3x4)
7031 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7032 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7033 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7034 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7038 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7039 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7040 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7041 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7043 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7044 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7045 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7046 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7047 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7048 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7049 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7050 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7051 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7052 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7053 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7054 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7055 rsurface.modelgeneratedvertex = false;
7057 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7058 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7059 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7060 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7061 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7062 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7063 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7064 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7065 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7066 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7067 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7068 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7069 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7070 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7071 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7072 rsurface.modelelement3i = model->surfmesh.data_element3i;
7073 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7074 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7075 rsurface.modelelement3s = model->surfmesh.data_element3s;
7076 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7077 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7078 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7079 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7080 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7081 rsurface.modelsurfaces = model->data_surfaces;
7082 rsurface.batchgeneratedvertex = false;
7083 rsurface.batchfirstvertex = 0;
7084 rsurface.batchnumvertices = 0;
7085 rsurface.batchfirsttriangle = 0;
7086 rsurface.batchnumtriangles = 0;
7087 rsurface.batchvertex3f = NULL;
7088 rsurface.batchvertex3f_vertexbuffer = NULL;
7089 rsurface.batchvertex3f_bufferoffset = 0;
7090 rsurface.batchsvector3f = NULL;
7091 rsurface.batchsvector3f_vertexbuffer = NULL;
7092 rsurface.batchsvector3f_bufferoffset = 0;
7093 rsurface.batchtvector3f = NULL;
7094 rsurface.batchtvector3f_vertexbuffer = NULL;
7095 rsurface.batchtvector3f_bufferoffset = 0;
7096 rsurface.batchnormal3f = NULL;
7097 rsurface.batchnormal3f_vertexbuffer = NULL;
7098 rsurface.batchnormal3f_bufferoffset = 0;
7099 rsurface.batchlightmapcolor4f = NULL;
7100 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7101 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7102 rsurface.batchtexcoordtexture2f = NULL;
7103 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7104 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7105 rsurface.batchtexcoordlightmap2f = NULL;
7106 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7107 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7108 rsurface.batchskeletalindex4ub = NULL;
7109 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7110 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7111 rsurface.batchskeletalweight4ub = NULL;
7112 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7113 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7114 rsurface.batchelement3i = NULL;
7115 rsurface.batchelement3i_indexbuffer = NULL;
7116 rsurface.batchelement3i_bufferoffset = 0;
7117 rsurface.batchelement3s = NULL;
7118 rsurface.batchelement3s_indexbuffer = NULL;
7119 rsurface.batchelement3s_bufferoffset = 0;
7120 rsurface.forcecurrenttextureupdate = false;
7123 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7125 rsurface.entity = r_refdef.scene.worldentity;
7126 rsurface.skeleton = NULL;
7127 rsurface.ent_skinnum = 0;
7128 rsurface.ent_qwskin = -1;
7129 rsurface.ent_flags = entflags;
7130 rsurface.shadertime = r_refdef.scene.time - shadertime;
7131 rsurface.modelnumvertices = numvertices;
7132 rsurface.modelnumtriangles = numtriangles;
7133 rsurface.matrix = *matrix;
7134 rsurface.inversematrix = *inversematrix;
7135 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7136 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7137 R_EntityMatrix(&rsurface.matrix);
7138 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7139 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7140 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7141 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7142 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7143 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7144 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7145 rsurface.frameblend[0].lerp = 1;
7146 rsurface.ent_alttextures = false;
7147 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7148 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7149 rsurface.entityskeletaltransform3x4 = NULL;
7150 rsurface.entityskeletaltransform3x4buffer = NULL;
7151 rsurface.entityskeletaltransform3x4offset = 0;
7152 rsurface.entityskeletaltransform3x4size = 0;
7153 rsurface.entityskeletalnumtransforms = 0;
7154 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7155 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7156 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7157 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7160 rsurface.modelvertex3f = (float *)vertex3f;
7161 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7162 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7163 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7165 else if (wantnormals)
7167 rsurface.modelvertex3f = (float *)vertex3f;
7168 rsurface.modelsvector3f = NULL;
7169 rsurface.modeltvector3f = NULL;
7170 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7174 rsurface.modelvertex3f = (float *)vertex3f;
7175 rsurface.modelsvector3f = NULL;
7176 rsurface.modeltvector3f = NULL;
7177 rsurface.modelnormal3f = NULL;
7179 rsurface.modelvertex3f_vertexbuffer = 0;
7180 rsurface.modelvertex3f_bufferoffset = 0;
7181 rsurface.modelsvector3f_vertexbuffer = 0;
7182 rsurface.modelsvector3f_bufferoffset = 0;
7183 rsurface.modeltvector3f_vertexbuffer = 0;
7184 rsurface.modeltvector3f_bufferoffset = 0;
7185 rsurface.modelnormal3f_vertexbuffer = 0;
7186 rsurface.modelnormal3f_bufferoffset = 0;
7187 rsurface.modelgeneratedvertex = true;
7188 rsurface.modellightmapcolor4f = (float *)color4f;
7189 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7190 rsurface.modellightmapcolor4f_bufferoffset = 0;
7191 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7192 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7193 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7194 rsurface.modeltexcoordlightmap2f = NULL;
7195 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7196 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7197 rsurface.modelskeletalindex4ub = NULL;
7198 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7199 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7200 rsurface.modelskeletalweight4ub = NULL;
7201 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7202 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7203 rsurface.modelelement3i = (int *)element3i;
7204 rsurface.modelelement3i_indexbuffer = NULL;
7205 rsurface.modelelement3i_bufferoffset = 0;
7206 rsurface.modelelement3s = (unsigned short *)element3s;
7207 rsurface.modelelement3s_indexbuffer = NULL;
7208 rsurface.modelelement3s_bufferoffset = 0;
7209 rsurface.modellightmapoffsets = NULL;
7210 rsurface.modelsurfaces = NULL;
7211 rsurface.batchgeneratedvertex = false;
7212 rsurface.batchfirstvertex = 0;
7213 rsurface.batchnumvertices = 0;
7214 rsurface.batchfirsttriangle = 0;
7215 rsurface.batchnumtriangles = 0;
7216 rsurface.batchvertex3f = NULL;
7217 rsurface.batchvertex3f_vertexbuffer = NULL;
7218 rsurface.batchvertex3f_bufferoffset = 0;
7219 rsurface.batchsvector3f = NULL;
7220 rsurface.batchsvector3f_vertexbuffer = NULL;
7221 rsurface.batchsvector3f_bufferoffset = 0;
7222 rsurface.batchtvector3f = NULL;
7223 rsurface.batchtvector3f_vertexbuffer = NULL;
7224 rsurface.batchtvector3f_bufferoffset = 0;
7225 rsurface.batchnormal3f = NULL;
7226 rsurface.batchnormal3f_vertexbuffer = NULL;
7227 rsurface.batchnormal3f_bufferoffset = 0;
7228 rsurface.batchlightmapcolor4f = NULL;
7229 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7230 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7231 rsurface.batchtexcoordtexture2f = NULL;
7232 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7233 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7234 rsurface.batchtexcoordlightmap2f = NULL;
7235 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7236 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7237 rsurface.batchskeletalindex4ub = NULL;
7238 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7239 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7240 rsurface.batchskeletalweight4ub = NULL;
7241 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7242 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7243 rsurface.batchelement3i = NULL;
7244 rsurface.batchelement3i_indexbuffer = NULL;
7245 rsurface.batchelement3i_bufferoffset = 0;
7246 rsurface.batchelement3s = NULL;
7247 rsurface.batchelement3s_indexbuffer = NULL;
7248 rsurface.batchelement3s_bufferoffset = 0;
7249 rsurface.forcecurrenttextureupdate = true;
7251 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7253 if ((wantnormals || wanttangents) && !normal3f)
7255 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7256 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7258 if (wanttangents && !svector3f)
7260 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7261 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7262 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7267 float RSurf_FogPoint(const float *v)
7269 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7270 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7271 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7272 float FogHeightFade = r_refdef.fogheightfade;
7274 unsigned int fogmasktableindex;
7275 if (r_refdef.fogplaneviewabove)
7276 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7278 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7279 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7280 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7283 float RSurf_FogVertex(const float *v)
7285 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7286 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7287 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7288 float FogHeightFade = rsurface.fogheightfade;
7290 unsigned int fogmasktableindex;
7291 if (r_refdef.fogplaneviewabove)
7292 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7294 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7295 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7296 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7299 void RSurf_UploadBuffersForBatch(void)
7301 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7302 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7303 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7304 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7305 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7306 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7307 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7308 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7309 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7310 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7311 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7312 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7313 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7314 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7315 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7316 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7317 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7318 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7319 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7320 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7322 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7323 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7324 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7325 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7327 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7328 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7329 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7330 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7331 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7332 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7333 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7334 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7335 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7336 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7339 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7342 for (i = 0;i < numelements;i++)
7343 outelement3i[i] = inelement3i[i] + adjust;
7346 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7347 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7355 int surfacefirsttriangle;
7356 int surfacenumtriangles;
7357 int surfacefirstvertex;
7358 int surfaceendvertex;
7359 int surfacenumvertices;
7360 int batchnumsurfaces = texturenumsurfaces;
7361 int batchnumvertices;
7362 int batchnumtriangles;
7365 qboolean dynamicvertex;
7368 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7371 q3shaderinfo_deform_t *deform;
7372 const msurface_t *surface, *firstsurface;
7373 if (!texturenumsurfaces)
7375 // find vertex range of this surface batch
7377 firstsurface = texturesurfacelist[0];
7378 firsttriangle = firstsurface->num_firsttriangle;
7379 batchnumvertices = 0;
7380 batchnumtriangles = 0;
7381 firstvertex = endvertex = firstsurface->num_firstvertex;
7382 for (i = 0;i < texturenumsurfaces;i++)
7384 surface = texturesurfacelist[i];
7385 if (surface != firstsurface + i)
7387 surfacefirstvertex = surface->num_firstvertex;
7388 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7389 surfacenumvertices = surface->num_vertices;
7390 surfacenumtriangles = surface->num_triangles;
7391 if (firstvertex > surfacefirstvertex)
7392 firstvertex = surfacefirstvertex;
7393 if (endvertex < surfaceendvertex)
7394 endvertex = surfaceendvertex;
7395 batchnumvertices += surfacenumvertices;
7396 batchnumtriangles += surfacenumtriangles;
7399 r_refdef.stats[r_stat_batch_batches]++;
7401 r_refdef.stats[r_stat_batch_withgaps]++;
7402 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7403 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7404 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7406 // we now know the vertex range used, and if there are any gaps in it
7407 rsurface.batchfirstvertex = firstvertex;
7408 rsurface.batchnumvertices = endvertex - firstvertex;
7409 rsurface.batchfirsttriangle = firsttriangle;
7410 rsurface.batchnumtriangles = batchnumtriangles;
7412 // check if any dynamic vertex processing must occur
7413 dynamicvertex = false;
7415 // we must use vertexbuffers for rendering, we can upload vertex buffers
7416 // easily enough but if the basevertex is non-zero it becomes more
7417 // difficult, so force dynamicvertex path in that case - it's suboptimal
7418 // but the most optimal case is to have the geometry sources provide their
7420 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7421 dynamicvertex = true;
7423 // a cvar to force the dynamic vertex path to be taken, for debugging
7424 if (r_batch_debugdynamicvertexpath.integer)
7428 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7429 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7430 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7431 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7433 dynamicvertex = true;
7436 // if there is a chance of animated vertex colors, it's a dynamic batch
7437 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7441 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7442 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7443 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7444 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7446 dynamicvertex = true;
7449 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7451 switch (deform->deform)
7454 case Q3DEFORM_PROJECTIONSHADOW:
7455 case Q3DEFORM_TEXT0:
7456 case Q3DEFORM_TEXT1:
7457 case Q3DEFORM_TEXT2:
7458 case Q3DEFORM_TEXT3:
7459 case Q3DEFORM_TEXT4:
7460 case Q3DEFORM_TEXT5:
7461 case Q3DEFORM_TEXT6:
7462 case Q3DEFORM_TEXT7:
7465 case Q3DEFORM_AUTOSPRITE:
7468 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7469 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7470 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7471 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7473 dynamicvertex = true;
7474 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7476 case Q3DEFORM_AUTOSPRITE2:
7479 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7480 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7481 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7482 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7484 dynamicvertex = true;
7485 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7487 case Q3DEFORM_NORMAL:
7490 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7491 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7492 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7493 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7495 dynamicvertex = true;
7496 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7499 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7500 break; // if wavefunc is a nop, ignore this transform
7503 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7504 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7505 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7506 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7508 dynamicvertex = true;
7509 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7511 case Q3DEFORM_BULGE:
7514 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7515 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7516 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7517 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7519 dynamicvertex = true;
7520 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7523 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7524 break; // if wavefunc is a nop, ignore this transform
7527 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7528 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7529 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7530 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7532 dynamicvertex = true;
7533 batchneed |= BATCHNEED_ARRAY_VERTEX;
7537 if (rsurface.texture->materialshaderpass)
7539 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7542 case Q3TCGEN_TEXTURE:
7544 case Q3TCGEN_LIGHTMAP:
7547 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7548 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7549 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7550 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7552 dynamicvertex = true;
7553 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7555 case Q3TCGEN_VECTOR:
7558 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7559 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7560 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7561 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7563 dynamicvertex = true;
7564 batchneed |= BATCHNEED_ARRAY_VERTEX;
7566 case Q3TCGEN_ENVIRONMENT:
7569 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7570 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7571 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7572 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7574 dynamicvertex = true;
7575 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7578 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7582 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7583 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7584 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7585 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7587 dynamicvertex = true;
7588 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7592 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7593 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7594 // we ensure this by treating the vertex batch as dynamic...
7595 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7599 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7600 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7601 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7602 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7604 dynamicvertex = true;
7607 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7608 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7609 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7611 rsurface.batchvertex3f = rsurface.modelvertex3f;
7612 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7613 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7614 rsurface.batchsvector3f = rsurface.modelsvector3f;
7615 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7616 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7617 rsurface.batchtvector3f = rsurface.modeltvector3f;
7618 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7619 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7620 rsurface.batchnormal3f = rsurface.modelnormal3f;
7621 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7622 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7623 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7624 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7625 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7626 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7627 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7628 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7629 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7630 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7631 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7632 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7633 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7634 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7635 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7636 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7637 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7638 rsurface.batchelement3i = rsurface.modelelement3i;
7639 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7640 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7641 rsurface.batchelement3s = rsurface.modelelement3s;
7642 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7643 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7644 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7645 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7646 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7647 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7648 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7650 // if any dynamic vertex processing has to occur in software, we copy the
7651 // entire surface list together before processing to rebase the vertices
7652 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7654 // if any gaps exist and we do not have a static vertex buffer, we have to
7655 // copy the surface list together to avoid wasting upload bandwidth on the
7656 // vertices in the gaps.
7658 // if gaps exist and we have a static vertex buffer, we can choose whether
7659 // to combine the index buffer ranges into one dynamic index buffer or
7660 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7662 // in many cases the batch is reduced to one draw call.
7664 rsurface.batchmultidraw = false;
7665 rsurface.batchmultidrawnumsurfaces = 0;
7666 rsurface.batchmultidrawsurfacelist = NULL;
7670 // static vertex data, just set pointers...
7671 rsurface.batchgeneratedvertex = false;
7672 // if there are gaps, we want to build a combined index buffer,
7673 // otherwise use the original static buffer with an appropriate offset
7676 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7677 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7678 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7679 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7680 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7682 rsurface.batchmultidraw = true;
7683 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7684 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7687 // build a new triangle elements array for this batch
7688 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7689 rsurface.batchfirsttriangle = 0;
7691 for (i = 0;i < texturenumsurfaces;i++)
7693 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7694 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7695 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7696 numtriangles += surfacenumtriangles;
7698 rsurface.batchelement3i_indexbuffer = NULL;
7699 rsurface.batchelement3i_bufferoffset = 0;
7700 rsurface.batchelement3s = NULL;
7701 rsurface.batchelement3s_indexbuffer = NULL;
7702 rsurface.batchelement3s_bufferoffset = 0;
7703 if (endvertex <= 65536)
7705 // make a 16bit (unsigned short) index array if possible
7706 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7707 for (i = 0;i < numtriangles*3;i++)
7708 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7713 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7714 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7715 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7716 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7721 // something needs software processing, do it for real...
7722 // we only directly handle separate array data in this case and then
7723 // generate interleaved data if needed...
7724 rsurface.batchgeneratedvertex = true;
7725 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7726 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7727 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7728 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7730 // now copy the vertex data into a combined array and make an index array
7731 // (this is what Quake3 does all the time)
7732 // we also apply any skeletal animation here that would have been done in
7733 // the vertex shader, because most of the dynamic vertex animation cases
7734 // need actual vertex positions and normals
7735 //if (dynamicvertex)
7737 rsurface.batchvertex3f = NULL;
7738 rsurface.batchvertex3f_vertexbuffer = NULL;
7739 rsurface.batchvertex3f_bufferoffset = 0;
7740 rsurface.batchsvector3f = NULL;
7741 rsurface.batchsvector3f_vertexbuffer = NULL;
7742 rsurface.batchsvector3f_bufferoffset = 0;
7743 rsurface.batchtvector3f = NULL;
7744 rsurface.batchtvector3f_vertexbuffer = NULL;
7745 rsurface.batchtvector3f_bufferoffset = 0;
7746 rsurface.batchnormal3f = NULL;
7747 rsurface.batchnormal3f_vertexbuffer = NULL;
7748 rsurface.batchnormal3f_bufferoffset = 0;
7749 rsurface.batchlightmapcolor4f = NULL;
7750 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7751 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7752 rsurface.batchtexcoordtexture2f = NULL;
7753 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7754 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7755 rsurface.batchtexcoordlightmap2f = NULL;
7756 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7757 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7758 rsurface.batchskeletalindex4ub = NULL;
7759 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7760 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7761 rsurface.batchskeletalweight4ub = NULL;
7762 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7763 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7764 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7765 rsurface.batchelement3i_indexbuffer = NULL;
7766 rsurface.batchelement3i_bufferoffset = 0;
7767 rsurface.batchelement3s = NULL;
7768 rsurface.batchelement3s_indexbuffer = NULL;
7769 rsurface.batchelement3s_bufferoffset = 0;
7770 rsurface.batchskeletaltransform3x4buffer = NULL;
7771 rsurface.batchskeletaltransform3x4offset = 0;
7772 rsurface.batchskeletaltransform3x4size = 0;
7773 // we'll only be setting up certain arrays as needed
7774 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7775 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7776 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7777 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7778 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7780 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7781 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7783 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7784 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7785 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7786 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7787 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7788 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7789 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7791 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7792 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7796 for (i = 0;i < texturenumsurfaces;i++)
7798 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7799 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7800 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7801 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7802 // copy only the data requested
7803 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7805 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7807 if (rsurface.batchvertex3f)
7808 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7810 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7812 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7814 if (rsurface.modelnormal3f)
7815 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7817 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7819 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7821 if (rsurface.modelsvector3f)
7823 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7824 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7828 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7829 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7832 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7834 if (rsurface.modellightmapcolor4f)
7835 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7837 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7839 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7841 if (rsurface.modeltexcoordtexture2f)
7842 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7844 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7846 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7848 if (rsurface.modeltexcoordlightmap2f)
7849 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7851 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7853 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7855 if (rsurface.modelskeletalindex4ub)
7857 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7858 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7862 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7863 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7864 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7865 for (j = 0;j < surfacenumvertices;j++)
7870 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7871 numvertices += surfacenumvertices;
7872 numtriangles += surfacenumtriangles;
7875 // generate a 16bit index array as well if possible
7876 // (in general, dynamic batches fit)
7877 if (numvertices <= 65536)
7879 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7880 for (i = 0;i < numtriangles*3;i++)
7881 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7884 // since we've copied everything, the batch now starts at 0
7885 rsurface.batchfirstvertex = 0;
7886 rsurface.batchnumvertices = batchnumvertices;
7887 rsurface.batchfirsttriangle = 0;
7888 rsurface.batchnumtriangles = batchnumtriangles;
7891 // apply skeletal animation that would have been done in the vertex shader
7892 if (rsurface.batchskeletaltransform3x4)
7894 const unsigned char *si;
7895 const unsigned char *sw;
7897 const float *b = rsurface.batchskeletaltransform3x4;
7898 float *vp, *vs, *vt, *vn;
7900 float m[3][4], n[3][4];
7901 float tp[3], ts[3], tt[3], tn[3];
7902 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7903 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7904 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7905 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7906 si = rsurface.batchskeletalindex4ub;
7907 sw = rsurface.batchskeletalweight4ub;
7908 vp = rsurface.batchvertex3f;
7909 vs = rsurface.batchsvector3f;
7910 vt = rsurface.batchtvector3f;
7911 vn = rsurface.batchnormal3f;
7912 memset(m[0], 0, sizeof(m));
7913 memset(n[0], 0, sizeof(n));
7914 for (i = 0;i < batchnumvertices;i++)
7916 t[0] = b + si[0]*12;
7919 // common case - only one matrix
7933 else if (sw[2] + sw[3])
7936 t[1] = b + si[1]*12;
7937 t[2] = b + si[2]*12;
7938 t[3] = b + si[3]*12;
7939 w[0] = sw[0] * (1.0f / 255.0f);
7940 w[1] = sw[1] * (1.0f / 255.0f);
7941 w[2] = sw[2] * (1.0f / 255.0f);
7942 w[3] = sw[3] * (1.0f / 255.0f);
7943 // blend the matrices
7944 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7945 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7946 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7947 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7948 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7949 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7950 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7951 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7952 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7953 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7954 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7955 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7960 t[1] = b + si[1]*12;
7961 w[0] = sw[0] * (1.0f / 255.0f);
7962 w[1] = sw[1] * (1.0f / 255.0f);
7963 // blend the matrices
7964 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
7965 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
7966 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
7967 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
7968 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
7969 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
7970 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
7971 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
7972 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
7973 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
7974 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
7975 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
7979 // modify the vertex
7981 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
7982 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
7983 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
7987 // the normal transformation matrix is a set of cross products...
7988 CrossProduct(m[1], m[2], n[0]);
7989 CrossProduct(m[2], m[0], n[1]);
7990 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
7992 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
7993 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
7994 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
7995 VectorNormalize(vn);
8000 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8001 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8002 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8003 VectorNormalize(vs);
8006 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8007 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8008 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8009 VectorNormalize(vt);
8014 rsurface.batchskeletaltransform3x4 = NULL;
8015 rsurface.batchskeletalnumtransforms = 0;
8018 // q1bsp surfaces rendered in vertex color mode have to have colors
8019 // calculated based on lightstyles
8020 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8022 // generate color arrays for the surfaces in this list
8027 const unsigned char *lm;
8028 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8029 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8030 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8032 for (i = 0;i < texturenumsurfaces;i++)
8034 surface = texturesurfacelist[i];
8035 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8036 surfacenumvertices = surface->num_vertices;
8037 if (surface->lightmapinfo->samples)
8039 for (j = 0;j < surfacenumvertices;j++)
8041 lm = surface->lightmapinfo->samples + offsets[j];
8042 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8043 VectorScale(lm, scale, c);
8044 if (surface->lightmapinfo->styles[1] != 255)
8046 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8048 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8049 VectorMA(c, scale, lm, c);
8050 if (surface->lightmapinfo->styles[2] != 255)
8053 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8054 VectorMA(c, scale, lm, c);
8055 if (surface->lightmapinfo->styles[3] != 255)
8058 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8059 VectorMA(c, scale, lm, c);
8066 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8072 for (j = 0;j < surfacenumvertices;j++)
8074 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8081 // if vertices are deformed (sprite flares and things in maps, possibly
8082 // water waves, bulges and other deformations), modify the copied vertices
8084 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8087 switch (deform->deform)
8090 case Q3DEFORM_PROJECTIONSHADOW:
8091 case Q3DEFORM_TEXT0:
8092 case Q3DEFORM_TEXT1:
8093 case Q3DEFORM_TEXT2:
8094 case Q3DEFORM_TEXT3:
8095 case Q3DEFORM_TEXT4:
8096 case Q3DEFORM_TEXT5:
8097 case Q3DEFORM_TEXT6:
8098 case Q3DEFORM_TEXT7:
8101 case Q3DEFORM_AUTOSPRITE:
8102 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8103 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8104 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8105 VectorNormalize(newforward);
8106 VectorNormalize(newright);
8107 VectorNormalize(newup);
8108 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8109 // rsurface.batchvertex3f_vertexbuffer = NULL;
8110 // rsurface.batchvertex3f_bufferoffset = 0;
8111 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8112 // rsurface.batchsvector3f_vertexbuffer = NULL;
8113 // rsurface.batchsvector3f_bufferoffset = 0;
8114 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8115 // rsurface.batchtvector3f_vertexbuffer = NULL;
8116 // rsurface.batchtvector3f_bufferoffset = 0;
8117 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8118 // rsurface.batchnormal3f_vertexbuffer = NULL;
8119 // rsurface.batchnormal3f_bufferoffset = 0;
8120 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8121 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8122 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8123 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8124 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8125 // a single autosprite surface can contain multiple sprites...
8126 for (j = 0;j < batchnumvertices - 3;j += 4)
8128 VectorClear(center);
8129 for (i = 0;i < 4;i++)
8130 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8131 VectorScale(center, 0.25f, center);
8132 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8133 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8134 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8135 for (i = 0;i < 4;i++)
8137 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8138 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8141 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8142 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8143 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8145 case Q3DEFORM_AUTOSPRITE2:
8146 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8147 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8148 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8149 VectorNormalize(newforward);
8150 VectorNormalize(newright);
8151 VectorNormalize(newup);
8152 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8153 // rsurface.batchvertex3f_vertexbuffer = NULL;
8154 // rsurface.batchvertex3f_bufferoffset = 0;
8156 const float *v1, *v2;
8166 memset(shortest, 0, sizeof(shortest));
8167 // a single autosprite surface can contain multiple sprites...
8168 for (j = 0;j < batchnumvertices - 3;j += 4)
8170 VectorClear(center);
8171 for (i = 0;i < 4;i++)
8172 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8173 VectorScale(center, 0.25f, center);
8174 // find the two shortest edges, then use them to define the
8175 // axis vectors for rotating around the central axis
8176 for (i = 0;i < 6;i++)
8178 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8179 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8180 l = VectorDistance2(v1, v2);
8181 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8183 l += (1.0f / 1024.0f);
8184 if (shortest[0].length2 > l || i == 0)
8186 shortest[1] = shortest[0];
8187 shortest[0].length2 = l;
8188 shortest[0].v1 = v1;
8189 shortest[0].v2 = v2;
8191 else if (shortest[1].length2 > l || i == 1)
8193 shortest[1].length2 = l;
8194 shortest[1].v1 = v1;
8195 shortest[1].v2 = v2;
8198 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8199 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8200 // this calculates the right vector from the shortest edge
8201 // and the up vector from the edge midpoints
8202 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8203 VectorNormalize(right);
8204 VectorSubtract(end, start, up);
8205 VectorNormalize(up);
8206 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8207 VectorSubtract(rsurface.localvieworigin, center, forward);
8208 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8209 VectorNegate(forward, forward);
8210 VectorReflect(forward, 0, up, forward);
8211 VectorNormalize(forward);
8212 CrossProduct(up, forward, newright);
8213 VectorNormalize(newright);
8214 // rotate the quad around the up axis vector, this is made
8215 // especially easy by the fact we know the quad is flat,
8216 // so we only have to subtract the center position and
8217 // measure distance along the right vector, and then
8218 // multiply that by the newright vector and add back the
8220 // we also need to subtract the old position to undo the
8221 // displacement from the center, which we do with a
8222 // DotProduct, the subtraction/addition of center is also
8223 // optimized into DotProducts here
8224 l = DotProduct(right, center);
8225 for (i = 0;i < 4;i++)
8227 v1 = rsurface.batchvertex3f + 3*(j+i);
8228 f = DotProduct(right, v1) - l;
8229 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8233 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8235 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8236 // rsurface.batchnormal3f_vertexbuffer = NULL;
8237 // rsurface.batchnormal3f_bufferoffset = 0;
8238 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8240 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8242 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8243 // rsurface.batchsvector3f_vertexbuffer = NULL;
8244 // rsurface.batchsvector3f_bufferoffset = 0;
8245 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8246 // rsurface.batchtvector3f_vertexbuffer = NULL;
8247 // rsurface.batchtvector3f_bufferoffset = 0;
8248 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8251 case Q3DEFORM_NORMAL:
8252 // deform the normals to make reflections wavey
8253 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8254 rsurface.batchnormal3f_vertexbuffer = NULL;
8255 rsurface.batchnormal3f_bufferoffset = 0;
8256 for (j = 0;j < batchnumvertices;j++)
8259 float *normal = rsurface.batchnormal3f + 3*j;
8260 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8261 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8262 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8263 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8264 VectorNormalize(normal);
8266 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8268 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8269 // rsurface.batchsvector3f_vertexbuffer = NULL;
8270 // rsurface.batchsvector3f_bufferoffset = 0;
8271 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8272 // rsurface.batchtvector3f_vertexbuffer = NULL;
8273 // rsurface.batchtvector3f_bufferoffset = 0;
8274 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8278 // deform vertex array to make wavey water and flags and such
8279 waveparms[0] = deform->waveparms[0];
8280 waveparms[1] = deform->waveparms[1];
8281 waveparms[2] = deform->waveparms[2];
8282 waveparms[3] = deform->waveparms[3];
8283 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8284 break; // if wavefunc is a nop, don't make a dynamic vertex array
8285 // this is how a divisor of vertex influence on deformation
8286 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8287 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8288 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8289 // rsurface.batchvertex3f_vertexbuffer = NULL;
8290 // rsurface.batchvertex3f_bufferoffset = 0;
8291 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8292 // rsurface.batchnormal3f_vertexbuffer = NULL;
8293 // rsurface.batchnormal3f_bufferoffset = 0;
8294 for (j = 0;j < batchnumvertices;j++)
8296 // if the wavefunc depends on time, evaluate it per-vertex
8299 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8300 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8302 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8304 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8305 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8306 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8308 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8309 // rsurface.batchsvector3f_vertexbuffer = NULL;
8310 // rsurface.batchsvector3f_bufferoffset = 0;
8311 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8312 // rsurface.batchtvector3f_vertexbuffer = NULL;
8313 // rsurface.batchtvector3f_bufferoffset = 0;
8314 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8317 case Q3DEFORM_BULGE:
8318 // deform vertex array to make the surface have moving bulges
8319 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8320 // rsurface.batchvertex3f_vertexbuffer = NULL;
8321 // rsurface.batchvertex3f_bufferoffset = 0;
8322 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8323 // rsurface.batchnormal3f_vertexbuffer = NULL;
8324 // rsurface.batchnormal3f_bufferoffset = 0;
8325 for (j = 0;j < batchnumvertices;j++)
8327 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8328 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8330 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8331 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8332 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8334 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8335 // rsurface.batchsvector3f_vertexbuffer = NULL;
8336 // rsurface.batchsvector3f_bufferoffset = 0;
8337 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8338 // rsurface.batchtvector3f_vertexbuffer = NULL;
8339 // rsurface.batchtvector3f_bufferoffset = 0;
8340 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8344 // deform vertex array
8345 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8346 break; // if wavefunc is a nop, don't make a dynamic vertex array
8347 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8348 VectorScale(deform->parms, scale, waveparms);
8349 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8350 // rsurface.batchvertex3f_vertexbuffer = NULL;
8351 // rsurface.batchvertex3f_bufferoffset = 0;
8352 for (j = 0;j < batchnumvertices;j++)
8353 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8358 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8360 // generate texcoords based on the chosen texcoord source
8361 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8364 case Q3TCGEN_TEXTURE:
8366 case Q3TCGEN_LIGHTMAP:
8367 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8368 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8369 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8370 if (rsurface.batchtexcoordlightmap2f)
8371 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8373 case Q3TCGEN_VECTOR:
8374 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8375 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8376 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8377 for (j = 0;j < batchnumvertices;j++)
8379 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8380 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8383 case Q3TCGEN_ENVIRONMENT:
8384 // make environment reflections using a spheremap
8385 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8386 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8387 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8388 for (j = 0;j < batchnumvertices;j++)
8390 // identical to Q3A's method, but executed in worldspace so
8391 // carried models can be shiny too
8393 float viewer[3], d, reflected[3], worldreflected[3];
8395 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8396 // VectorNormalize(viewer);
8398 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8400 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8401 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8402 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8403 // note: this is proportinal to viewer, so we can normalize later
8405 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8406 VectorNormalize(worldreflected);
8408 // note: this sphere map only uses world x and z!
8409 // so positive and negative y will LOOK THE SAME.
8410 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8411 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8415 // the only tcmod that needs software vertex processing is turbulent, so
8416 // check for it here and apply the changes if needed
8417 // and we only support that as the first one
8418 // (handling a mixture of turbulent and other tcmods would be problematic
8419 // without punting it entirely to a software path)
8420 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8422 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8423 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8424 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8425 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8426 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8427 for (j = 0;j < batchnumvertices;j++)
8429 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8430 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8436 void RSurf_DrawBatch(void)
8438 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8439 // through the pipeline, killing it earlier in the pipeline would have
8440 // per-surface overhead rather than per-batch overhead, so it's best to
8441 // reject it here, before it hits glDraw.
8442 if (rsurface.batchnumtriangles == 0)
8445 // batch debugging code
8446 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8452 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8453 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8456 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8458 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8460 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8461 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8468 if (rsurface.batchmultidraw)
8470 // issue multiple draws rather than copying index data
8471 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8472 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8473 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8474 for (i = 0;i < numsurfaces;)
8476 // combine consecutive surfaces as one draw
8477 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8478 if (surfacelist[j] != surfacelist[k] + 1)
8480 firstvertex = surfacelist[i]->num_firstvertex;
8481 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8482 firsttriangle = surfacelist[i]->num_firsttriangle;
8483 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8484 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8490 // there is only one consecutive run of index data (may have been combined)
8491 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8495 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8497 // pick the closest matching water plane
8498 int planeindex, vertexindex, bestplaneindex = -1;
8502 r_waterstate_waterplane_t *p;
8503 qboolean prepared = false;
8505 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8507 if(p->camera_entity != rsurface.texture->camera_entity)
8512 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8514 if(rsurface.batchnumvertices == 0)
8517 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8519 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8520 d += fabs(PlaneDiff(vert, &p->plane));
8522 if (bestd > d || bestplaneindex < 0)
8525 bestplaneindex = planeindex;
8528 return bestplaneindex;
8529 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8530 // this situation though, as it might be better to render single larger
8531 // batches with useless stuff (backface culled for example) than to
8532 // render multiple smaller batches
8535 void RSurf_SetupDepthAndCulling(void)
8537 // submodels are biased to avoid z-fighting with world surfaces that they
8538 // may be exactly overlapping (avoids z-fighting artifacts on certain
8539 // doors and things in Quake maps)
8540 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8541 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8542 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8543 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8546 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8549 // transparent sky would be ridiculous
8550 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8552 R_SetupShader_Generic_NoTexture(false, false);
8553 skyrenderlater = true;
8554 RSurf_SetupDepthAndCulling();
8557 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8558 if (r_sky_scissor.integer)
8560 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8561 for (i = 0; i < texturenumsurfaces; i++)
8563 const msurface_t *surf = texturesurfacelist[i];
8566 float mins[3], maxs[3];
8568 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8570 Matrix4x4_Transform(&rsurface.matrix, v, p);
8573 if (mins[0] > p[0]) mins[0] = p[0];
8574 if (mins[1] > p[1]) mins[1] = p[1];
8575 if (mins[2] > p[2]) mins[2] = p[2];
8576 if (maxs[0] < p[0]) maxs[0] = p[0];
8577 if (maxs[1] < p[1]) maxs[1] = p[1];
8578 if (maxs[2] < p[2]) maxs[2] = p[2];
8582 VectorCopy(p, mins);
8583 VectorCopy(p, maxs);
8586 if (!R_ScissorForBBox(mins, maxs, scissor))
8590 if (skyscissor[0] > scissor[0])
8592 skyscissor[2] += skyscissor[0] - scissor[0];
8593 skyscissor[0] = scissor[0];
8595 if (skyscissor[1] > scissor[1])
8597 skyscissor[3] += skyscissor[1] - scissor[1];
8598 skyscissor[1] = scissor[1];
8600 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8601 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8602 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8603 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8606 Vector4Copy(scissor, skyscissor);
8611 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8612 // skymasking on them, and Quake3 never did sky masking (unlike
8613 // software Quake and software Quake2), so disable the sky masking
8614 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8615 // and skymasking also looks very bad when noclipping outside the
8616 // level, so don't use it then either.
8617 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8619 R_Mesh_ResetTextureState();
8620 if (skyrendermasked)
8622 R_SetupShader_DepthOrShadow(false, false, false);
8623 // depth-only (masking)
8624 GL_ColorMask(0, 0, 0, 0);
8625 // just to make sure that braindead drivers don't draw
8626 // anything despite that colormask...
8627 GL_BlendFunc(GL_ZERO, GL_ONE);
8628 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8629 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8633 R_SetupShader_Generic_NoTexture(false, false);
8635 GL_BlendFunc(GL_ONE, GL_ZERO);
8636 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8637 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8638 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8641 if (skyrendermasked)
8642 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8644 R_Mesh_ResetTextureState();
8645 GL_Color(1, 1, 1, 1);
8648 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8649 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8650 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8652 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8656 // render screenspace normalmap to texture
8658 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8663 // bind lightmap texture
8665 // water/refraction/reflection/camera surfaces have to be handled specially
8666 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8668 int start, end, startplaneindex;
8669 for (start = 0;start < texturenumsurfaces;start = end)
8671 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8672 if(startplaneindex < 0)
8674 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8675 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8679 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8681 // now that we have a batch using the same planeindex, render it
8682 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8684 // render water or distortion background
8686 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8688 // blend surface on top
8689 GL_DepthMask(false);
8690 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8693 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8695 // render surface with reflection texture as input
8696 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8697 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8704 // render surface batch normally
8705 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8706 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8710 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8714 int texturesurfaceindex;
8716 const msurface_t *surface;
8717 float surfacecolor4f[4];
8719 // R_Mesh_ResetTextureState();
8720 R_SetupShader_Generic_NoTexture(false, false);
8722 GL_BlendFunc(GL_ONE, GL_ZERO);
8723 GL_DepthMask(writedepth);
8725 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8727 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8729 surface = texturesurfacelist[texturesurfaceindex];
8730 k = (int)(((size_t)surface) / sizeof(msurface_t));
8731 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8732 for (j = 0;j < surface->num_vertices;j++)
8734 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8738 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8742 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8745 RSurf_SetupDepthAndCulling();
8746 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8748 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8751 switch (vid.renderpath)
8753 case RENDERPATH_GL32:
8754 case RENDERPATH_GLES2:
8755 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8761 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8764 int texturenumsurfaces, endsurface;
8766 const msurface_t *surface;
8767 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8769 RSurf_ActiveModelEntity(ent, true, true, false);
8771 if (r_transparentdepthmasking.integer)
8773 qboolean setup = false;
8774 for (i = 0;i < numsurfaces;i = j)
8777 surface = rsurface.modelsurfaces + surfacelist[i];
8778 texture = surface->texture;
8779 rsurface.texture = R_GetCurrentTexture(texture);
8780 rsurface.lightmaptexture = NULL;
8781 rsurface.deluxemaptexture = NULL;
8782 rsurface.uselightmaptexture = false;
8783 // scan ahead until we find a different texture
8784 endsurface = min(i + 1024, numsurfaces);
8785 texturenumsurfaces = 0;
8786 texturesurfacelist[texturenumsurfaces++] = surface;
8787 for (;j < endsurface;j++)
8789 surface = rsurface.modelsurfaces + surfacelist[j];
8790 if (texture != surface->texture)
8792 texturesurfacelist[texturenumsurfaces++] = surface;
8794 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8796 // render the range of surfaces as depth
8800 GL_ColorMask(0,0,0,0);
8803 GL_BlendFunc(GL_ONE, GL_ZERO);
8805 // R_Mesh_ResetTextureState();
8807 RSurf_SetupDepthAndCulling();
8808 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8809 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8810 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8814 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8817 for (i = 0;i < numsurfaces;i = j)
8820 surface = rsurface.modelsurfaces + surfacelist[i];
8821 texture = surface->texture;
8822 rsurface.texture = R_GetCurrentTexture(texture);
8823 // scan ahead until we find a different texture
8824 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8825 texturenumsurfaces = 0;
8826 texturesurfacelist[texturenumsurfaces++] = surface;
8827 rsurface.lightmaptexture = surface->lightmaptexture;
8828 rsurface.deluxemaptexture = surface->deluxemaptexture;
8829 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8830 for (;j < endsurface;j++)
8832 surface = rsurface.modelsurfaces + surfacelist[j];
8833 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8835 texturesurfacelist[texturenumsurfaces++] = surface;
8837 // render the range of surfaces
8838 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8840 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8843 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8845 // transparent surfaces get pushed off into the transparent queue
8846 int surfacelistindex;
8847 const msurface_t *surface;
8848 vec3_t tempcenter, center;
8849 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8851 surface = texturesurfacelist[surfacelistindex];
8852 if (r_transparent_sortsurfacesbynearest.integer)
8854 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8855 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8856 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8860 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8861 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8862 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8864 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8865 if (rsurface.entity->transparent_offset) // transparent offset
8867 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8868 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8869 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8871 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8875 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8877 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8879 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8881 RSurf_SetupDepthAndCulling();
8882 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8883 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8884 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8888 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8892 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8894 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8897 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8899 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8900 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8902 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8904 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8905 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8906 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8908 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8910 // in the deferred case, transparent surfaces were queued during prepass
8911 if (!r_shadow_usingdeferredprepass)
8912 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8916 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8917 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8922 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8926 R_FrameData_SetMark();
8927 // break the surface list down into batches by texture and use of lightmapping
8928 for (i = 0;i < numsurfaces;i = j)
8931 // texture is the base texture pointer, rsurface.texture is the
8932 // current frame/skin the texture is directing us to use (for example
8933 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8934 // use skin 1 instead)
8935 texture = surfacelist[i]->texture;
8936 rsurface.texture = R_GetCurrentTexture(texture);
8937 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8939 // if this texture is not the kind we want, skip ahead to the next one
8940 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8944 if(depthonly || prepass)
8946 rsurface.lightmaptexture = NULL;
8947 rsurface.deluxemaptexture = NULL;
8948 rsurface.uselightmaptexture = false;
8949 // simply scan ahead until we find a different texture or lightmap state
8950 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8955 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8956 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8957 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8958 // simply scan ahead until we find a different texture or lightmap state
8959 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8962 // render the range of surfaces
8963 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8965 R_FrameData_ReturnToMark();
8968 float locboxvertex3f[6*4*3] =
8970 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8971 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8972 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8973 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8974 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8975 1,0,0, 0,0,0, 0,1,0, 1,1,0
8978 unsigned short locboxelements[6*2*3] =
8988 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8991 cl_locnode_t *loc = (cl_locnode_t *)ent;
8993 float vertex3f[6*4*3];
8995 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8996 GL_DepthMask(false);
8997 GL_DepthRange(0, 1);
8998 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9000 GL_CullFace(GL_NONE);
9001 R_EntityMatrix(&identitymatrix);
9003 // R_Mesh_ResetTextureState();
9006 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9007 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9008 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9009 surfacelist[0] < 0 ? 0.5f : 0.125f);
9011 if (VectorCompare(loc->mins, loc->maxs))
9013 VectorSet(size, 2, 2, 2);
9014 VectorMA(loc->mins, -0.5f, size, mins);
9018 VectorCopy(loc->mins, mins);
9019 VectorSubtract(loc->maxs, loc->mins, size);
9022 for (i = 0;i < 6*4*3;)
9023 for (j = 0;j < 3;j++, i++)
9024 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9026 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9027 R_SetupShader_Generic_NoTexture(false, false);
9028 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9031 void R_DrawLocs(void)
9034 cl_locnode_t *loc, *nearestloc;
9036 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9037 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9039 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9040 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9044 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9046 if (decalsystem->decals)
9047 Mem_Free(decalsystem->decals);
9048 memset(decalsystem, 0, sizeof(*decalsystem));
9051 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9057 // expand or initialize the system
9058 if (decalsystem->maxdecals <= decalsystem->numdecals)
9060 decalsystem_t old = *decalsystem;
9061 qboolean useshortelements;
9062 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9063 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9064 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9065 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9066 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9067 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9068 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9069 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9070 if (decalsystem->numdecals)
9071 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9073 Mem_Free(old.decals);
9074 for (i = 0;i < decalsystem->maxdecals*3;i++)
9075 decalsystem->element3i[i] = i;
9076 if (useshortelements)
9077 for (i = 0;i < decalsystem->maxdecals*3;i++)
9078 decalsystem->element3s[i] = i;
9081 // grab a decal and search for another free slot for the next one
9082 decals = decalsystem->decals;
9083 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9084 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9086 decalsystem->freedecal = i;
9087 if (decalsystem->numdecals <= i)
9088 decalsystem->numdecals = i + 1;
9090 // initialize the decal
9092 decal->triangleindex = triangleindex;
9093 decal->surfaceindex = surfaceindex;
9094 decal->decalsequence = decalsequence;
9095 decal->color4f[0][0] = c0[0];
9096 decal->color4f[0][1] = c0[1];
9097 decal->color4f[0][2] = c0[2];
9098 decal->color4f[0][3] = 1;
9099 decal->color4f[1][0] = c1[0];
9100 decal->color4f[1][1] = c1[1];
9101 decal->color4f[1][2] = c1[2];
9102 decal->color4f[1][3] = 1;
9103 decal->color4f[2][0] = c2[0];
9104 decal->color4f[2][1] = c2[1];
9105 decal->color4f[2][2] = c2[2];
9106 decal->color4f[2][3] = 1;
9107 decal->vertex3f[0][0] = v0[0];
9108 decal->vertex3f[0][1] = v0[1];
9109 decal->vertex3f[0][2] = v0[2];
9110 decal->vertex3f[1][0] = v1[0];
9111 decal->vertex3f[1][1] = v1[1];
9112 decal->vertex3f[1][2] = v1[2];
9113 decal->vertex3f[2][0] = v2[0];
9114 decal->vertex3f[2][1] = v2[1];
9115 decal->vertex3f[2][2] = v2[2];
9116 decal->texcoord2f[0][0] = t0[0];
9117 decal->texcoord2f[0][1] = t0[1];
9118 decal->texcoord2f[1][0] = t1[0];
9119 decal->texcoord2f[1][1] = t1[1];
9120 decal->texcoord2f[2][0] = t2[0];
9121 decal->texcoord2f[2][1] = t2[1];
9122 TriangleNormal(v0, v1, v2, decal->plane);
9123 VectorNormalize(decal->plane);
9124 decal->plane[3] = DotProduct(v0, decal->plane);
9127 extern cvar_t cl_decals_bias;
9128 extern cvar_t cl_decals_models;
9129 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9130 // baseparms, parms, temps
9131 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9136 const float *vertex3f;
9137 const float *normal3f;
9139 float points[2][9][3];
9146 e = rsurface.modelelement3i + 3*triangleindex;
9148 vertex3f = rsurface.modelvertex3f;
9149 normal3f = rsurface.modelnormal3f;
9153 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9155 index = 3*e[cornerindex];
9156 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9161 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9163 index = 3*e[cornerindex];
9164 VectorCopy(vertex3f + index, v[cornerindex]);
9169 //TriangleNormal(v[0], v[1], v[2], normal);
9170 //if (DotProduct(normal, localnormal) < 0.0f)
9172 // clip by each of the box planes formed from the projection matrix
9173 // if anything survives, we emit the decal
9174 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9177 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9180 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9183 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9186 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9189 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9192 // some part of the triangle survived, so we have to accept it...
9195 // dynamic always uses the original triangle
9197 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9199 index = 3*e[cornerindex];
9200 VectorCopy(vertex3f + index, v[cornerindex]);
9203 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9205 // convert vertex positions to texcoords
9206 Matrix4x4_Transform(projection, v[cornerindex], temp);
9207 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9208 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9209 // calculate distance fade from the projection origin
9210 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9211 f = bound(0.0f, f, 1.0f);
9212 c[cornerindex][0] = r * f;
9213 c[cornerindex][1] = g * f;
9214 c[cornerindex][2] = b * f;
9215 c[cornerindex][3] = 1.0f;
9216 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9219 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9221 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9222 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9224 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9226 matrix4x4_t projection;
9227 decalsystem_t *decalsystem;
9230 const msurface_t *surface;
9231 const msurface_t *surfaces;
9232 const int *surfacelist;
9233 const texture_t *texture;
9236 int surfacelistindex;
9239 float localorigin[3];
9240 float localnormal[3];
9248 int bih_triangles_count;
9249 int bih_triangles[256];
9250 int bih_surfaces[256];
9252 decalsystem = &ent->decalsystem;
9254 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9256 R_DecalSystem_Reset(&ent->decalsystem);
9260 if (!model->brush.data_leafs && !cl_decals_models.integer)
9262 if (decalsystem->model)
9263 R_DecalSystem_Reset(decalsystem);
9267 if (decalsystem->model != model)
9268 R_DecalSystem_Reset(decalsystem);
9269 decalsystem->model = model;
9271 RSurf_ActiveModelEntity(ent, true, false, false);
9273 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9274 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9275 VectorNormalize(localnormal);
9276 localsize = worldsize*rsurface.inversematrixscale;
9277 localmins[0] = localorigin[0] - localsize;
9278 localmins[1] = localorigin[1] - localsize;
9279 localmins[2] = localorigin[2] - localsize;
9280 localmaxs[0] = localorigin[0] + localsize;
9281 localmaxs[1] = localorigin[1] + localsize;
9282 localmaxs[2] = localorigin[2] + localsize;
9284 //VectorCopy(localnormal, planes[4]);
9285 //VectorVectors(planes[4], planes[2], planes[0]);
9286 AnglesFromVectors(angles, localnormal, NULL, false);
9287 AngleVectors(angles, planes[0], planes[2], planes[4]);
9288 VectorNegate(planes[0], planes[1]);
9289 VectorNegate(planes[2], planes[3]);
9290 VectorNegate(planes[4], planes[5]);
9291 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9292 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9293 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9294 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9295 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9296 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9301 matrix4x4_t forwardprojection;
9302 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9303 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9308 float projectionvector[4][3];
9309 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9310 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9311 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9312 projectionvector[0][0] = planes[0][0] * ilocalsize;
9313 projectionvector[0][1] = planes[1][0] * ilocalsize;
9314 projectionvector[0][2] = planes[2][0] * ilocalsize;
9315 projectionvector[1][0] = planes[0][1] * ilocalsize;
9316 projectionvector[1][1] = planes[1][1] * ilocalsize;
9317 projectionvector[1][2] = planes[2][1] * ilocalsize;
9318 projectionvector[2][0] = planes[0][2] * ilocalsize;
9319 projectionvector[2][1] = planes[1][2] * ilocalsize;
9320 projectionvector[2][2] = planes[2][2] * ilocalsize;
9321 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9322 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9323 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9324 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9328 dynamic = model->surfmesh.isanimated;
9329 numsurfacelist = model->nummodelsurfaces;
9330 surfacelist = model->sortedmodelsurfaces;
9331 surfaces = model->data_surfaces;
9334 bih_triangles_count = -1;
9337 if(model->render_bih.numleafs)
9338 bih = &model->render_bih;
9339 else if(model->collision_bih.numleafs)
9340 bih = &model->collision_bih;
9343 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9344 if(bih_triangles_count == 0)
9346 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9348 if(bih_triangles_count > 0)
9350 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9352 surfaceindex = bih_surfaces[triangleindex];
9353 surface = surfaces + surfaceindex;
9354 texture = surface->texture;
9355 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9357 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9359 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9364 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9366 surfaceindex = surfacelist[surfacelistindex];
9367 surface = surfaces + surfaceindex;
9368 // check cull box first because it rejects more than any other check
9369 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9371 // skip transparent surfaces
9372 texture = surface->texture;
9373 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9375 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9377 numtriangles = surface->num_triangles;
9378 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9379 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9384 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9385 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9387 int renderentityindex;
9390 entity_render_t *ent;
9392 if (!cl_decals_newsystem.integer)
9395 worldmins[0] = worldorigin[0] - worldsize;
9396 worldmins[1] = worldorigin[1] - worldsize;
9397 worldmins[2] = worldorigin[2] - worldsize;
9398 worldmaxs[0] = worldorigin[0] + worldsize;
9399 worldmaxs[1] = worldorigin[1] + worldsize;
9400 worldmaxs[2] = worldorigin[2] + worldsize;
9402 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9404 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9406 ent = r_refdef.scene.entities[renderentityindex];
9407 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9410 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9414 typedef struct r_decalsystem_splatqueue_s
9421 unsigned int decalsequence;
9423 r_decalsystem_splatqueue_t;
9425 int r_decalsystem_numqueued = 0;
9426 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9428 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9430 r_decalsystem_splatqueue_t *queue;
9432 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9435 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9436 VectorCopy(worldorigin, queue->worldorigin);
9437 VectorCopy(worldnormal, queue->worldnormal);
9438 Vector4Set(queue->color, r, g, b, a);
9439 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9440 queue->worldsize = worldsize;
9441 queue->decalsequence = cl.decalsequence++;
9444 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9447 r_decalsystem_splatqueue_t *queue;
9449 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9450 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9451 r_decalsystem_numqueued = 0;
9454 extern cvar_t cl_decals_max;
9455 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9458 decalsystem_t *decalsystem = &ent->decalsystem;
9460 unsigned int killsequence;
9465 if (!decalsystem->numdecals)
9468 if (r_showsurfaces.integer)
9471 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9473 R_DecalSystem_Reset(decalsystem);
9477 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9478 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9480 if (decalsystem->lastupdatetime)
9481 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9484 decalsystem->lastupdatetime = r_refdef.scene.time;
9485 numdecals = decalsystem->numdecals;
9487 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9489 if (decal->color4f[0][3])
9491 decal->lived += frametime;
9492 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9494 memset(decal, 0, sizeof(*decal));
9495 if (decalsystem->freedecal > i)
9496 decalsystem->freedecal = i;
9500 decal = decalsystem->decals;
9501 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9504 // collapse the array by shuffling the tail decals into the gaps
9507 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9508 decalsystem->freedecal++;
9509 if (decalsystem->freedecal == numdecals)
9511 decal[decalsystem->freedecal] = decal[--numdecals];
9514 decalsystem->numdecals = numdecals;
9518 // if there are no decals left, reset decalsystem
9519 R_DecalSystem_Reset(decalsystem);
9523 extern skinframe_t *decalskinframe;
9524 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9527 decalsystem_t *decalsystem = &ent->decalsystem;
9536 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9539 numdecals = decalsystem->numdecals;
9543 if (r_showsurfaces.integer)
9546 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9548 R_DecalSystem_Reset(decalsystem);
9552 // if the model is static it doesn't matter what value we give for
9553 // wantnormals and wanttangents, so this logic uses only rules applicable
9554 // to a model, knowing that they are meaningless otherwise
9555 RSurf_ActiveModelEntity(ent, false, false, false);
9557 decalsystem->lastupdatetime = r_refdef.scene.time;
9559 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9561 // update vertex positions for animated models
9562 v3f = decalsystem->vertex3f;
9563 c4f = decalsystem->color4f;
9564 t2f = decalsystem->texcoord2f;
9565 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9567 if (!decal->color4f[0][3])
9570 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9574 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9577 // update color values for fading decals
9578 if (decal->lived >= cl_decals_time.value)
9579 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9583 c4f[ 0] = decal->color4f[0][0] * alpha;
9584 c4f[ 1] = decal->color4f[0][1] * alpha;
9585 c4f[ 2] = decal->color4f[0][2] * alpha;
9587 c4f[ 4] = decal->color4f[1][0] * alpha;
9588 c4f[ 5] = decal->color4f[1][1] * alpha;
9589 c4f[ 6] = decal->color4f[1][2] * alpha;
9591 c4f[ 8] = decal->color4f[2][0] * alpha;
9592 c4f[ 9] = decal->color4f[2][1] * alpha;
9593 c4f[10] = decal->color4f[2][2] * alpha;
9596 t2f[0] = decal->texcoord2f[0][0];
9597 t2f[1] = decal->texcoord2f[0][1];
9598 t2f[2] = decal->texcoord2f[1][0];
9599 t2f[3] = decal->texcoord2f[1][1];
9600 t2f[4] = decal->texcoord2f[2][0];
9601 t2f[5] = decal->texcoord2f[2][1];
9603 // update vertex positions for animated models
9604 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9606 e = rsurface.modelelement3i + 3*decal->triangleindex;
9607 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9608 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9609 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9613 VectorCopy(decal->vertex3f[0], v3f);
9614 VectorCopy(decal->vertex3f[1], v3f + 3);
9615 VectorCopy(decal->vertex3f[2], v3f + 6);
9618 if (r_refdef.fogenabled)
9620 alpha = RSurf_FogVertex(v3f);
9621 VectorScale(c4f, alpha, c4f);
9622 alpha = RSurf_FogVertex(v3f + 3);
9623 VectorScale(c4f + 4, alpha, c4f + 4);
9624 alpha = RSurf_FogVertex(v3f + 6);
9625 VectorScale(c4f + 8, alpha, c4f + 8);
9636 r_refdef.stats[r_stat_drawndecals] += numtris;
9638 // now render the decals all at once
9639 // (this assumes they all use one particle font texture!)
9640 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9641 // R_Mesh_ResetTextureState();
9642 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9643 GL_DepthMask(false);
9644 GL_DepthRange(0, 1);
9645 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9647 GL_CullFace(GL_NONE);
9648 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9649 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9650 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9654 static void R_DrawModelDecals(void)
9658 // fade faster when there are too many decals
9659 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9660 for (i = 0;i < r_refdef.scene.numentities;i++)
9661 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9663 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9664 for (i = 0;i < r_refdef.scene.numentities;i++)
9665 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9666 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9668 R_DecalSystem_ApplySplatEntitiesQueue();
9670 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9671 for (i = 0;i < r_refdef.scene.numentities;i++)
9672 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9674 r_refdef.stats[r_stat_totaldecals] += numdecals;
9676 if (r_showsurfaces.integer)
9679 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9681 for (i = 0;i < r_refdef.scene.numentities;i++)
9683 if (!r_refdef.viewcache.entityvisible[i])
9685 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9686 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9690 extern cvar_t mod_collision_bih;
9691 static void R_DrawDebugModel(void)
9693 entity_render_t *ent = rsurface.entity;
9694 int i, j, flagsmask;
9695 const msurface_t *surface;
9696 dp_model_t *model = ent->model;
9698 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9701 if (r_showoverdraw.value > 0)
9703 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9704 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9705 R_SetupShader_Generic_NoTexture(false, false);
9706 GL_DepthTest(false);
9707 GL_DepthMask(false);
9708 GL_DepthRange(0, 1);
9709 GL_BlendFunc(GL_ONE, GL_ONE);
9710 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9712 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9714 rsurface.texture = R_GetCurrentTexture(surface->texture);
9715 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9717 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9718 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9719 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9720 GL_Color(c, 0, 0, 1.0f);
9721 else if (ent == r_refdef.scene.worldentity)
9722 GL_Color(c, c, c, 1.0f);
9724 GL_Color(0, c, 0, 1.0f);
9725 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9729 rsurface.texture = NULL;
9732 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9734 // R_Mesh_ResetTextureState();
9735 R_SetupShader_Generic_NoTexture(false, false);
9736 GL_DepthRange(0, 1);
9737 GL_DepthTest(!r_showdisabledepthtest.integer);
9738 GL_DepthMask(false);
9739 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9741 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9745 qboolean cullbox = false;
9746 const q3mbrush_t *brush;
9747 const bih_t *bih = &model->collision_bih;
9748 const bih_leaf_t *bihleaf;
9749 float vertex3f[3][3];
9750 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9751 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9753 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9755 switch (bihleaf->type)
9758 brush = model->brush.data_brushes + bihleaf->itemindex;
9759 if (brush->colbrushf && brush->colbrushf->numtriangles)
9761 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9762 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9763 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9766 case BIH_COLLISIONTRIANGLE:
9767 triangleindex = bihleaf->itemindex;
9768 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9769 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9770 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9771 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9772 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9773 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9775 case BIH_RENDERTRIANGLE:
9776 triangleindex = bihleaf->itemindex;
9777 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9778 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9779 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9780 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9781 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9782 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9788 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9791 if (r_showtris.value > 0 && qglPolygonMode)
9793 if (r_showdisabledepthtest.integer)
9795 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9796 GL_DepthMask(false);
9800 GL_BlendFunc(GL_ONE, GL_ZERO);
9803 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9804 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9806 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9808 rsurface.texture = R_GetCurrentTexture(surface->texture);
9809 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9811 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9812 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9813 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9814 else if (ent == r_refdef.scene.worldentity)
9815 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9817 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9818 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9822 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9823 rsurface.texture = NULL;
9827 // FIXME! implement r_shownormals with just triangles
9828 if (r_shownormals.value != 0 && qglBegin)
9832 if (r_showdisabledepthtest.integer)
9834 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9835 GL_DepthMask(false);
9839 GL_BlendFunc(GL_ONE, GL_ZERO);
9842 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9844 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9846 rsurface.texture = R_GetCurrentTexture(surface->texture);
9847 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9849 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9851 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9853 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9855 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9856 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9857 qglVertex3f(v[0], v[1], v[2]);
9858 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9859 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9860 qglVertex3f(v[0], v[1], v[2]);
9863 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9865 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9867 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9868 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9869 qglVertex3f(v[0], v[1], v[2]);
9870 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9871 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9872 qglVertex3f(v[0], v[1], v[2]);
9875 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9877 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9879 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9880 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9881 qglVertex3f(v[0], v[1], v[2]);
9882 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9883 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9884 qglVertex3f(v[0], v[1], v[2]);
9887 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9889 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9891 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9892 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9893 qglVertex3f(v[0], v[1], v[2]);
9894 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9895 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9896 qglVertex3f(v[0], v[1], v[2]);
9903 rsurface.texture = NULL;
9909 int r_maxsurfacelist = 0;
9910 const msurface_t **r_surfacelist = NULL;
9911 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9913 int i, j, endj, flagsmask;
9914 dp_model_t *model = ent->model;
9915 msurface_t *surfaces;
9916 unsigned char *update;
9917 int numsurfacelist = 0;
9921 if (r_maxsurfacelist < model->num_surfaces)
9923 r_maxsurfacelist = model->num_surfaces;
9925 Mem_Free((msurface_t **)r_surfacelist);
9926 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9929 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9930 RSurf_ActiveModelEntity(ent, false, false, false);
9932 RSurf_ActiveModelEntity(ent, true, true, true);
9934 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9936 RSurf_ActiveModelEntity(ent, true, true, false);
9938 surfaces = model->data_surfaces;
9939 update = model->brushq1.lightmapupdateflags;
9941 // update light styles
9942 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
9944 model_brush_lightstyleinfo_t *style;
9945 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9947 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9949 int *list = style->surfacelist;
9950 style->value = r_refdef.scene.lightstylevalue[style->style];
9951 for (j = 0;j < style->numsurfaces;j++)
9952 update[list[j]] = true;
9957 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9962 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9966 rsurface.lightmaptexture = NULL;
9967 rsurface.deluxemaptexture = NULL;
9968 rsurface.uselightmaptexture = false;
9969 rsurface.texture = NULL;
9970 rsurface.rtlight = NULL;
9972 // add visible surfaces to draw list
9973 if (ent == r_refdef.scene.worldentity)
9975 // for the world entity, check surfacevisible
9976 for (i = 0;i < model->nummodelsurfaces;i++)
9978 j = model->sortedmodelsurfaces[i];
9979 if (r_refdef.viewcache.world_surfacevisible[j])
9980 r_surfacelist[numsurfacelist++] = surfaces + j;
9985 // for ui we have to preserve the order of surfaces
9986 for (i = 0; i < model->nummodelsurfaces; i++)
9987 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
9992 for (i = 0; i < model->nummodelsurfaces; i++)
9993 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9995 // don't do anything if there were no surfaces
9996 if (!numsurfacelist)
9998 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10001 // update lightmaps if needed
10005 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10010 R_BuildLightMap(ent, surfaces + j);
10015 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10017 // add to stats if desired
10018 if (r_speeds.integer && !skysurfaces && !depthonly)
10020 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10021 for (j = 0;j < numsurfacelist;j++)
10022 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10025 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10028 void R_DebugLine(vec3_t start, vec3_t end)
10030 dp_model_t *mod = CL_Mesh_UI();
10032 int e0, e1, e2, e3;
10033 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10034 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10035 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10038 // transform to screen coords first
10039 Vector4Set(w[0], start[0], start[1], start[2], 1);
10040 Vector4Set(w[1], end[0], end[1], end[2], 1);
10041 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10042 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10043 x1 = s[0][0] * vid_conwidth.value / vid.width;
10044 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10045 x2 = s[1][0] * vid_conwidth.value / vid.width;
10046 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10047 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10049 // add the line to the UI mesh for drawing later
10051 // width is measured in real pixels
10052 if (fabs(x2 - x1) > fabs(y2 - y1))
10055 offsety = 0.5f * width * vid_conheight.value / vid.height;
10059 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10062 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10063 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10064 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10065 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10066 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10067 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10068 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10073 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10076 static texture_t texture;
10077 static msurface_t surface;
10078 const msurface_t *surfacelist = &surface;
10080 // fake enough texture and surface state to render this geometry
10082 texture.update_lastrenderframe = -1; // regenerate this texture
10083 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10084 texture.basealpha = 1.0f;
10085 texture.currentskinframe = skinframe;
10086 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10087 texture.offsetmapping = OFFSETMAPPING_OFF;
10088 texture.offsetscale = 1;
10089 texture.specularscalemod = 1;
10090 texture.specularpowermod = 1;
10091 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10092 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10093 // JUST GREP FOR "specularscalemod = 1".
10095 for (q = 0; q < 3; q++)
10097 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10098 texture.render_modellight_lightdir[q] = q == 2;
10099 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10100 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10101 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10102 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10103 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10104 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10105 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10106 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10108 texture.currentalpha = 1.0f;
10110 surface.texture = &texture;
10111 surface.num_triangles = numtriangles;
10112 surface.num_firsttriangle = firsttriangle;
10113 surface.num_vertices = numvertices;
10114 surface.num_firstvertex = firstvertex;
10117 rsurface.texture = R_GetCurrentTexture(surface.texture);
10118 rsurface.lightmaptexture = NULL;
10119 rsurface.deluxemaptexture = NULL;
10120 rsurface.uselightmaptexture = false;
10121 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);
10124 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10126 static msurface_t surface;
10127 const msurface_t *surfacelist = &surface;
10129 // fake enough texture and surface state to render this geometry
10130 surface.texture = texture;
10131 surface.num_triangles = numtriangles;
10132 surface.num_firsttriangle = firsttriangle;
10133 surface.num_vertices = numvertices;
10134 surface.num_firstvertex = firstvertex;
10137 rsurface.texture = R_GetCurrentTexture(surface.texture);
10138 rsurface.lightmaptexture = NULL;
10139 rsurface.deluxemaptexture = NULL;
10140 rsurface.uselightmaptexture = false;
10141 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);