2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
38 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
42 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
48 mempool_t *r_main_mempool;
49 rtexturepool_t *r_main_texturepool;
51 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
53 static qboolean r_loadnormalmap;
54 static qboolean r_loadgloss;
56 static qboolean r_loaddds;
57 static qboolean r_savedds;
58 static qboolean r_gpuskeletal;
65 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
66 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
68 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
69 cvar_t r_motionblur_minblur = {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)"};
70 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
71 cvar_t r_motionblur_velocityfactor = {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"};
72 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
73 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
74 cvar_t r_motionblur_mousefactor = {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"};
75 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
76 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
78 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
79 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
80 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
81 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
82 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
84 cvar_t r_depthfirst = {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"};
85 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
86 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
87 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
88 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
89 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
90 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
91 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
92 cvar_t r_transparent_sortsurfacesbynearest = {0, "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"};
93 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
94 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
95 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
96 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
97 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
98 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
99 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
100 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
101 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
102 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
103 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
104 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
105 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
106 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
107 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
108 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
109 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
110 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
111 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
112 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
113 cvar_t r_cullentities_trace_tempentitysamples = {0, "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)"};
114 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
115 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
125 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
126 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
127 cvar_t r_shadows = {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."};
128 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
129 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
130 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
131 cvar_t r_shadows_drawafterrtlighting = {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."};
132 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
133 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
134 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
135 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
136 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
137 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
138 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
139 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
140 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
141 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
142 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
143 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
144 cvar_t r_transparentdepthmasking = {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"};
145 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
146 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
147 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
148 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
149 cvar_t r_celoutlines = {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
151 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
152 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
153 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
154 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
155 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
156 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
157 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
158 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
160 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
161 cvar_t r_texture_dds_save = {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"};
163 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
164 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
165 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
167 cvar_t r_usedepthtextures = {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"};
168 cvar_t r_viewfbo = {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"};
169 cvar_t r_viewscale = {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"};
170 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
171 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
172 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
173 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
174 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
175 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
177 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
178 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
179 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
180 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
181 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
182 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
183 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {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)"};
184 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
185 cvar_t r_glsl_offsetmapping_lod = {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"};
186 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
187 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
188 cvar_t r_glsl_postprocess_uservec1 = {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)"};
189 cvar_t r_glsl_postprocess_uservec2 = {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)"};
190 cvar_t r_glsl_postprocess_uservec3 = {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)"};
191 cvar_t r_glsl_postprocess_uservec4 = {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)"};
192 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
194 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
195 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
197 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
198 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
199 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
200 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
201 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
202 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
203 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
204 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
205 cvar_t r_water_hideplayer = {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"};
206 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
208 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
209 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
210 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
211 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
213 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
214 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
216 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
217 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
218 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
219 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
220 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
221 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
223 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
224 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
225 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
226 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
227 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
228 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
229 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
230 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
231 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
232 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
234 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
236 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
238 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
240 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
242 cvar_t r_batch_multidraw = {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)"};
243 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
244 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
245 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
247 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
248 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
250 cvar_t r_glsl_vertextextureblend_usebothalphas = {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."};
252 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
253 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
255 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
256 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
257 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
258 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
261 extern cvar_t v_glslgamma;
262 extern cvar_t v_glslgamma_2d;
264 extern qboolean v_flipped_state;
266 r_framebufferstate_t r_fb;
268 /// shadow volume bsp struct with automatically growing nodes buffer
271 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
273 rtexture_t *r_texture_blanknormalmap;
274 rtexture_t *r_texture_white;
275 rtexture_t *r_texture_grey128;
276 rtexture_t *r_texture_black;
277 rtexture_t *r_texture_notexture;
278 rtexture_t *r_texture_whitecube;
279 rtexture_t *r_texture_normalizationcube;
280 rtexture_t *r_texture_fogattenuation;
281 rtexture_t *r_texture_fogheighttexture;
282 rtexture_t *r_texture_gammaramps;
283 unsigned int r_texture_gammaramps_serial;
284 //rtexture_t *r_texture_fogintensity;
285 rtexture_t *r_texture_reflectcube;
287 // TODO: hash lookups?
288 typedef struct cubemapinfo_s
295 int r_texture_numcubemaps;
296 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
298 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
299 unsigned int r_numqueries;
300 unsigned int r_maxqueries;
302 typedef struct r_qwskincache_s
304 char name[MAX_QPATH];
305 skinframe_t *skinframe;
309 static r_qwskincache_t *r_qwskincache;
310 static int r_qwskincache_size;
312 /// vertex coordinates for a quad that covers the screen exactly
313 extern const float r_screenvertex3f[12];
314 extern const float r_d3dscreenvertex3f[12];
315 const float r_screenvertex3f[12] =
322 const float r_d3dscreenvertex3f[12] =
330 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
333 for (i = 0;i < verts;i++)
344 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
347 for (i = 0;i < verts;i++)
357 // FIXME: move this to client?
360 if (gamemode == GAME_NEHAHRA)
362 Cvar_Set("gl_fogenable", "0");
363 Cvar_Set("gl_fogdensity", "0.2");
364 Cvar_Set("gl_fogred", "0.3");
365 Cvar_Set("gl_foggreen", "0.3");
366 Cvar_Set("gl_fogblue", "0.3");
368 r_refdef.fog_density = 0;
369 r_refdef.fog_red = 0;
370 r_refdef.fog_green = 0;
371 r_refdef.fog_blue = 0;
372 r_refdef.fog_alpha = 1;
373 r_refdef.fog_start = 0;
374 r_refdef.fog_end = 16384;
375 r_refdef.fog_height = 1<<30;
376 r_refdef.fog_fadedepth = 128;
377 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
380 static void R_BuildBlankTextures(void)
382 unsigned char data[4];
383 data[2] = 128; // normal X
384 data[1] = 128; // normal Y
385 data[0] = 255; // normal Z
386 data[3] = 255; // height
387 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNoTexture(void)
408 unsigned char pix[16][16][4];
409 // this makes a light grey/dark grey checkerboard texture
410 for (y = 0;y < 16;y++)
412 for (x = 0;x < 16;x++)
414 if ((y < 8) ^ (x < 8))
430 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
433 static void R_BuildWhiteCube(void)
435 unsigned char data[6*1*1*4];
436 memset(data, 255, sizeof(data));
437 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
440 static void R_BuildNormalizationCube(void)
444 vec_t s, t, intensity;
447 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
448 for (side = 0;side < 6;side++)
450 for (y = 0;y < NORMSIZE;y++)
452 for (x = 0;x < NORMSIZE;x++)
454 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
490 intensity = 127.0f / sqrt(DotProduct(v, v));
491 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
492 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
493 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
494 data[((side*64+y)*64+x)*4+3] = 255;
498 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
502 static void R_BuildFogTexture(void)
506 unsigned char data1[FOGWIDTH][4];
507 //unsigned char data2[FOGWIDTH][4];
510 r_refdef.fogmasktable_start = r_refdef.fog_start;
511 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
512 r_refdef.fogmasktable_range = r_refdef.fogrange;
513 r_refdef.fogmasktable_density = r_refdef.fog_density;
515 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
516 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
518 d = (x * r - r_refdef.fogmasktable_start);
519 if(developer_extra.integer)
520 Con_DPrintf("%f ", d);
522 if (r_fog_exp2.integer)
523 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
525 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
526 if(developer_extra.integer)
527 Con_DPrintf(" : %f ", alpha);
528 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
529 if(developer_extra.integer)
530 Con_DPrintf(" = %f\n", alpha);
531 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
534 for (x = 0;x < FOGWIDTH;x++)
536 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
541 //data2[x][0] = 255 - b;
542 //data2[x][1] = 255 - b;
543 //data2[x][2] = 255 - b;
546 if (r_texture_fogattenuation)
548 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
549 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
553 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
554 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
558 static void R_BuildFogHeightTexture(void)
560 unsigned char *inpixels;
568 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
569 if (r_refdef.fogheighttexturename[0])
570 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
573 r_refdef.fog_height_tablesize = 0;
574 if (r_texture_fogheighttexture)
575 R_FreeTexture(r_texture_fogheighttexture);
576 r_texture_fogheighttexture = NULL;
577 if (r_refdef.fog_height_table2d)
578 Mem_Free(r_refdef.fog_height_table2d);
579 r_refdef.fog_height_table2d = NULL;
580 if (r_refdef.fog_height_table1d)
581 Mem_Free(r_refdef.fog_height_table1d);
582 r_refdef.fog_height_table1d = NULL;
586 r_refdef.fog_height_tablesize = size;
587 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
588 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
589 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
591 // LordHavoc: now the magic - what is that table2d for? it is a cooked
592 // average fog color table accounting for every fog layer between a point
593 // and the camera. (Note: attenuation is handled separately!)
594 for (y = 0;y < size;y++)
596 for (x = 0;x < size;x++)
602 for (j = x;j <= y;j++)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610 for (j = x;j >= y;j--)
612 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
617 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
618 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
619 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
620 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
623 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
626 //=======================================================================================================================================================
628 static const char *builtinshaderstrings[] =
630 #include "shader_glsl.h"
634 const char *builtinhlslshaderstrings[] =
636 #include "shader_hlsl.h"
640 char *glslshaderstring = NULL;
641 char *hlslshaderstring = NULL;
643 //=======================================================================================================================================================
645 typedef struct shaderpermutationinfo_s
650 shaderpermutationinfo_t;
652 typedef struct shadermodeinfo_s
654 const char *filename;
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
663 {"#define USEDIFFUSE\n", " diffuse"},
664 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
665 {"#define USEVIEWTINT\n", " viewtint"},
666 {"#define USECOLORMAPPING\n", " colormapping"},
667 {"#define USESATURATION\n", " saturation"},
668 {"#define USEFOGINSIDE\n", " foginside"},
669 {"#define USEFOGOUTSIDE\n", " fogoutside"},
670 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
671 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
672 {"#define USEGAMMARAMPS\n", " gammaramps"},
673 {"#define USECUBEFILTER\n", " cubefilter"},
674 {"#define USEGLOW\n", " glow"},
675 {"#define USEBLOOM\n", " bloom"},
676 {"#define USESPECULAR\n", " specular"},
677 {"#define USEPOSTPROCESSING\n", " postprocessing"},
678 {"#define USEREFLECTION\n", " reflection"},
679 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
680 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
681 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
682 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
683 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
684 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
685 {"#define USEALPHAKILL\n", " alphakill"},
686 {"#define USEREFLECTCUBE\n", " reflectcube"},
687 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
688 {"#define USEBOUNCEGRID\n", " bouncegrid"},
689 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
690 {"#define USETRIPPY\n", " trippy"},
691 {"#define USEDEPTHRGB\n", " depthrgb"},
692 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
693 {"#define USESKELETAL\n", " skeletal"},
694 {"#define USEOCCLUDE\n", " occlude"}
697 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
698 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
700 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
701 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
702 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
703 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
704 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
705 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
706 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
707 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
708 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
709 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
710 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
711 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
712 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
713 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
714 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
715 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
716 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
719 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
721 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
722 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
723 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
724 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
725 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
726 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
727 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
728 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
729 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
730 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
731 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
732 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
733 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
734 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
735 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
736 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
737 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
740 struct r_glsl_permutation_s;
741 typedef struct r_glsl_permutation_s
744 struct r_glsl_permutation_s *hashnext;
746 unsigned int permutation;
748 /// indicates if we have tried compiling this permutation already
750 /// 0 if compilation failed
752 // texture units assigned to each detected uniform
753 int tex_Texture_First;
754 int tex_Texture_Second;
755 int tex_Texture_GammaRamps;
756 int tex_Texture_Normal;
757 int tex_Texture_Color;
758 int tex_Texture_Gloss;
759 int tex_Texture_Glow;
760 int tex_Texture_SecondaryNormal;
761 int tex_Texture_SecondaryColor;
762 int tex_Texture_SecondaryGloss;
763 int tex_Texture_SecondaryGlow;
764 int tex_Texture_Pants;
765 int tex_Texture_Shirt;
766 int tex_Texture_FogHeightTexture;
767 int tex_Texture_FogMask;
768 int tex_Texture_Lightmap;
769 int tex_Texture_Deluxemap;
770 int tex_Texture_Attenuation;
771 int tex_Texture_Cube;
772 int tex_Texture_Refraction;
773 int tex_Texture_Reflection;
774 int tex_Texture_ShadowMap2D;
775 int tex_Texture_CubeProjection;
776 int tex_Texture_ScreenNormalMap;
777 int tex_Texture_ScreenDiffuse;
778 int tex_Texture_ScreenSpecular;
779 int tex_Texture_ReflectMask;
780 int tex_Texture_ReflectCube;
781 int tex_Texture_BounceGrid;
782 /// locations of detected uniforms in program object, or -1 if not found
783 int loc_Texture_First;
784 int loc_Texture_Second;
785 int loc_Texture_GammaRamps;
786 int loc_Texture_Normal;
787 int loc_Texture_Color;
788 int loc_Texture_Gloss;
789 int loc_Texture_Glow;
790 int loc_Texture_SecondaryNormal;
791 int loc_Texture_SecondaryColor;
792 int loc_Texture_SecondaryGloss;
793 int loc_Texture_SecondaryGlow;
794 int loc_Texture_Pants;
795 int loc_Texture_Shirt;
796 int loc_Texture_FogHeightTexture;
797 int loc_Texture_FogMask;
798 int loc_Texture_Lightmap;
799 int loc_Texture_Deluxemap;
800 int loc_Texture_Attenuation;
801 int loc_Texture_Cube;
802 int loc_Texture_Refraction;
803 int loc_Texture_Reflection;
804 int loc_Texture_ShadowMap2D;
805 int loc_Texture_CubeProjection;
806 int loc_Texture_ScreenNormalMap;
807 int loc_Texture_ScreenDiffuse;
808 int loc_Texture_ScreenSpecular;
809 int loc_Texture_ReflectMask;
810 int loc_Texture_ReflectCube;
811 int loc_Texture_BounceGrid;
813 int loc_BloomBlur_Parameters;
815 int loc_Color_Ambient;
816 int loc_Color_Diffuse;
817 int loc_Color_Specular;
821 int loc_DeferredColor_Ambient;
822 int loc_DeferredColor_Diffuse;
823 int loc_DeferredColor_Specular;
824 int loc_DeferredMod_Diffuse;
825 int loc_DeferredMod_Specular;
826 int loc_DistortScaleRefractReflect;
829 int loc_FogHeightFade;
831 int loc_FogPlaneViewDist;
832 int loc_FogRangeRecip;
835 int loc_LightPosition;
836 int loc_OffsetMapping_ScaleSteps;
837 int loc_OffsetMapping_LodDistance;
838 int loc_OffsetMapping_Bias;
840 int loc_ReflectColor;
841 int loc_ReflectFactor;
842 int loc_ReflectOffset;
843 int loc_RefractColor;
845 int loc_ScreenCenterRefractReflect;
846 int loc_ScreenScaleRefractReflect;
847 int loc_ScreenToDepth;
848 int loc_ShadowMap_Parameters;
849 int loc_ShadowMap_TextureScale;
850 int loc_SpecularPower;
851 int loc_Skeletal_Transform12;
856 int loc_ViewTintColor;
858 int loc_ModelToLight;
860 int loc_BackgroundTexMatrix;
861 int loc_ModelViewProjectionMatrix;
862 int loc_ModelViewMatrix;
863 int loc_PixelToScreenTexCoord;
864 int loc_ModelToReflectCube;
865 int loc_ShadowMapMatrix;
866 int loc_BloomColorSubtract;
867 int loc_NormalmapScrollBlend;
868 int loc_BounceGridMatrix;
869 int loc_BounceGridIntensity;
870 /// uniform block bindings
871 int ubibind_Skeletal_Transform12_UniformBlock;
872 /// uniform block indices
873 int ubiloc_Skeletal_Transform12_UniformBlock;
875 r_glsl_permutation_t;
877 #define SHADERPERMUTATION_HASHSIZE 256
880 // non-degradable "lightweight" shader parameters to keep the permutations simpler
881 // these can NOT degrade! only use for simple stuff
884 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
885 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
886 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
887 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
888 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
889 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
890 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
891 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
892 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
893 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
894 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
895 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
896 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
897 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
899 #define SHADERSTATICPARMS_COUNT 14
901 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
902 static int shaderstaticparms_count = 0;
904 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
905 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
907 extern qboolean r_shadow_shadowmapsampler;
908 extern int r_shadow_shadowmappcf;
909 qboolean R_CompileShader_CheckStaticParms(void)
911 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
912 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
913 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
916 if (r_glsl_saturation_redcompensate.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
918 if (r_glsl_vertextextureblend_usebothalphas.integer)
919 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
920 if (r_shadow_glossexact.integer)
921 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
922 if (r_glsl_postprocess.integer)
924 if (r_glsl_postprocess_uservec1_enable.integer)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
926 if (r_glsl_postprocess_uservec2_enable.integer)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
928 if (r_glsl_postprocess_uservec3_enable.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
930 if (r_glsl_postprocess_uservec4_enable.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
935 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
936 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
938 if (r_shadow_shadowmapsampler)
939 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
940 if (r_shadow_shadowmappcf > 1)
941 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
942 else if (r_shadow_shadowmappcf)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
944 if (r_celshading.integer)
945 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
946 if (r_celoutlines.integer)
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
949 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
952 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
953 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
954 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
956 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
957 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
959 shaderstaticparms_count = 0;
962 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
963 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
964 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
965 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
966 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
967 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
968 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
978 /// information about each possible shader permutation
979 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
980 /// currently selected permutation
981 r_glsl_permutation_t *r_glsl_permutation;
982 /// storage for permutations linked in the hash table
983 memexpandablearray_t r_glsl_permutationarray;
985 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
987 //unsigned int hashdepth = 0;
988 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
989 r_glsl_permutation_t *p;
990 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
992 if (p->mode == mode && p->permutation == permutation)
994 //if (hashdepth > 10)
995 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1000 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1002 p->permutation = permutation;
1003 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1004 r_glsl_permutationhash[mode][hashindex] = p;
1005 //if (hashdepth > 10)
1006 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1010 static char *R_ShaderStrCat(const char **strings)
1013 const char **p = strings;
1016 for (p = strings;(t = *p);p++)
1019 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1021 for (p = strings;(t = *p);p++)
1031 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1034 if (!filename || !filename[0])
1036 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1037 if (!strcmp(filename, "glsl/default.glsl"))
1040 return R_ShaderStrCat(builtinshaderstrings);
1041 if (!glslshaderstring)
1043 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1044 if (glslshaderstring)
1045 Con_DPrintf("Loading shaders from file %s...\n", filename);
1047 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1049 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1050 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1051 return shaderstring;
1053 if (!strcmp(filename, "hlsl/default.hlsl"))
1056 return R_ShaderStrCat(builtinhlslshaderstrings);
1057 if (!hlslshaderstring)
1059 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1060 if (hlslshaderstring)
1061 Con_DPrintf("Loading shaders from file %s...\n", filename);
1063 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1065 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1066 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1067 return shaderstring;
1069 // we don't have builtin strings for any other files
1072 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1075 if (printfromdisknotice)
1076 Con_DPrintf("from disk %s... ", filename);
1077 return shaderstring;
1079 return shaderstring;
1082 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1087 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1089 char permutationname[256];
1090 int vertstrings_count = 0;
1091 int geomstrings_count = 0;
1092 int fragstrings_count = 0;
1093 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1094 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1095 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1102 permutationname[0] = 0;
1103 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1105 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1107 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1108 if(vid.support.glshaderversion >= 140)
1110 vertstrings_list[vertstrings_count++] = "#version 140\n";
1111 geomstrings_list[geomstrings_count++] = "#version 140\n";
1112 fragstrings_list[fragstrings_count++] = "#version 140\n";
1113 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1114 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1115 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1117 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1118 else if(vid.support.glshaderversion >= 130)
1120 vertstrings_list[vertstrings_count++] = "#version 130\n";
1121 geomstrings_list[geomstrings_count++] = "#version 130\n";
1122 fragstrings_list[fragstrings_count++] = "#version 130\n";
1123 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1124 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1125 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1128 // the first pretext is which type of shader to compile as
1129 // (later these will all be bound together as a program object)
1130 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1131 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1132 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1134 // the second pretext is the mode (for example a light source)
1135 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1136 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1137 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1138 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1140 // now add all the permutation pretexts
1141 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1143 if (permutation & (1<<i))
1145 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1146 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1147 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1148 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1152 // keep line numbers correct
1153 vertstrings_list[vertstrings_count++] = "\n";
1154 geomstrings_list[geomstrings_count++] = "\n";
1155 fragstrings_list[fragstrings_count++] = "\n";
1160 R_CompileShader_AddStaticParms(mode, permutation);
1161 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1162 vertstrings_count += shaderstaticparms_count;
1163 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1164 geomstrings_count += shaderstaticparms_count;
1165 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1166 fragstrings_count += shaderstaticparms_count;
1168 // now append the shader text itself
1169 vertstrings_list[vertstrings_count++] = sourcestring;
1170 geomstrings_list[geomstrings_count++] = sourcestring;
1171 fragstrings_list[fragstrings_count++] = sourcestring;
1173 // compile the shader program
1174 if (vertstrings_count + geomstrings_count + fragstrings_count)
1175 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1179 qglUseProgram(p->program);CHECKGLERROR
1180 // look up all the uniform variable names we care about, so we don't
1181 // have to look them up every time we set them
1186 GLint activeuniformindex = 0;
1187 GLint numactiveuniforms = 0;
1188 char uniformname[128];
1189 GLsizei uniformnamelength = 0;
1190 GLint uniformsize = 0;
1191 GLenum uniformtype = 0;
1192 memset(uniformname, 0, sizeof(uniformname));
1193 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1194 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1195 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1197 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1198 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1203 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1204 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1205 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1206 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1207 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1208 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1209 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1210 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1211 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1212 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1213 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1214 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1215 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1216 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1217 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1218 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1219 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1220 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1221 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1222 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1223 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1224 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1225 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1226 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1227 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1228 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1229 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1230 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1231 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1232 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1233 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1234 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1235 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1236 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1237 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1238 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1239 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1240 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1241 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1242 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1243 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1244 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1245 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1246 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1247 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1248 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1249 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1250 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1251 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1252 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1253 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1254 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1255 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1256 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1257 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1258 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1259 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1260 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1261 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1262 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1263 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1264 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1265 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1266 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1267 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1268 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1269 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1270 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1271 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1272 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1273 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1274 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1275 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1276 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1277 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1278 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1279 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1280 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1281 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1282 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1283 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1284 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1285 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1286 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1287 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1288 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1289 // initialize the samplers to refer to the texture units we use
1290 p->tex_Texture_First = -1;
1291 p->tex_Texture_Second = -1;
1292 p->tex_Texture_GammaRamps = -1;
1293 p->tex_Texture_Normal = -1;
1294 p->tex_Texture_Color = -1;
1295 p->tex_Texture_Gloss = -1;
1296 p->tex_Texture_Glow = -1;
1297 p->tex_Texture_SecondaryNormal = -1;
1298 p->tex_Texture_SecondaryColor = -1;
1299 p->tex_Texture_SecondaryGloss = -1;
1300 p->tex_Texture_SecondaryGlow = -1;
1301 p->tex_Texture_Pants = -1;
1302 p->tex_Texture_Shirt = -1;
1303 p->tex_Texture_FogHeightTexture = -1;
1304 p->tex_Texture_FogMask = -1;
1305 p->tex_Texture_Lightmap = -1;
1306 p->tex_Texture_Deluxemap = -1;
1307 p->tex_Texture_Attenuation = -1;
1308 p->tex_Texture_Cube = -1;
1309 p->tex_Texture_Refraction = -1;
1310 p->tex_Texture_Reflection = -1;
1311 p->tex_Texture_ShadowMap2D = -1;
1312 p->tex_Texture_CubeProjection = -1;
1313 p->tex_Texture_ScreenNormalMap = -1;
1314 p->tex_Texture_ScreenDiffuse = -1;
1315 p->tex_Texture_ScreenSpecular = -1;
1316 p->tex_Texture_ReflectMask = -1;
1317 p->tex_Texture_ReflectCube = -1;
1318 p->tex_Texture_BounceGrid = -1;
1319 // bind the texture samplers in use
1321 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1322 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1323 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1324 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1325 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1326 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1327 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1328 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1329 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1330 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1331 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1332 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1333 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1334 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1335 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1336 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1337 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1338 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1339 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1340 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1341 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1342 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1343 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1344 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1345 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1346 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1347 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1348 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1349 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1350 // get the uniform block indices so we can bind them
1351 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1352 if (vid.support.arb_uniform_buffer_object)
1353 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1356 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1357 // clear the uniform block bindings
1358 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1359 // bind the uniform blocks in use
1361 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1362 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1364 // we're done compiling and setting up the shader, at least until it is used
1366 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1369 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1373 Mem_Free(sourcestring);
1376 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1378 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1379 if (r_glsl_permutation != perm)
1381 r_glsl_permutation = perm;
1382 if (!r_glsl_permutation->program)
1384 if (!r_glsl_permutation->compiled)
1386 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1387 R_GLSL_CompilePermutation(perm, mode, permutation);
1389 if (!r_glsl_permutation->program)
1391 // remove features until we find a valid permutation
1393 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1395 // reduce i more quickly whenever it would not remove any bits
1396 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1397 if (!(permutation & j))
1400 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1401 if (!r_glsl_permutation->compiled)
1402 R_GLSL_CompilePermutation(perm, mode, permutation);
1403 if (r_glsl_permutation->program)
1406 if (i >= SHADERPERMUTATION_COUNT)
1408 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1409 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1410 qglUseProgram(0);CHECKGLERROR
1411 return; // no bit left to clear, entire mode is broken
1416 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1418 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1419 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1420 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1428 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1429 extern D3DCAPS9 vid_d3d9caps;
1432 struct r_hlsl_permutation_s;
1433 typedef struct r_hlsl_permutation_s
1435 /// hash lookup data
1436 struct r_hlsl_permutation_s *hashnext;
1438 unsigned int permutation;
1440 /// indicates if we have tried compiling this permutation already
1442 /// NULL if compilation failed
1443 IDirect3DVertexShader9 *vertexshader;
1444 IDirect3DPixelShader9 *pixelshader;
1446 r_hlsl_permutation_t;
1448 typedef enum D3DVSREGISTER_e
1450 D3DVSREGISTER_TexMatrix = 0, // float4x4
1451 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1452 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1453 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1454 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1455 D3DVSREGISTER_ModelToLight = 20, // float4x4
1456 D3DVSREGISTER_EyePosition = 24,
1457 D3DVSREGISTER_FogPlane = 25,
1458 D3DVSREGISTER_LightDir = 26,
1459 D3DVSREGISTER_LightPosition = 27,
1463 typedef enum D3DPSREGISTER_e
1465 D3DPSREGISTER_Alpha = 0,
1466 D3DPSREGISTER_BloomBlur_Parameters = 1,
1467 D3DPSREGISTER_ClientTime = 2,
1468 D3DPSREGISTER_Color_Ambient = 3,
1469 D3DPSREGISTER_Color_Diffuse = 4,
1470 D3DPSREGISTER_Color_Specular = 5,
1471 D3DPSREGISTER_Color_Glow = 6,
1472 D3DPSREGISTER_Color_Pants = 7,
1473 D3DPSREGISTER_Color_Shirt = 8,
1474 D3DPSREGISTER_DeferredColor_Ambient = 9,
1475 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1476 D3DPSREGISTER_DeferredColor_Specular = 11,
1477 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1478 D3DPSREGISTER_DeferredMod_Specular = 13,
1479 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1480 D3DPSREGISTER_EyePosition = 15, // unused
1481 D3DPSREGISTER_FogColor = 16,
1482 D3DPSREGISTER_FogHeightFade = 17,
1483 D3DPSREGISTER_FogPlane = 18,
1484 D3DPSREGISTER_FogPlaneViewDist = 19,
1485 D3DPSREGISTER_FogRangeRecip = 20,
1486 D3DPSREGISTER_LightColor = 21,
1487 D3DPSREGISTER_LightDir = 22, // unused
1488 D3DPSREGISTER_LightPosition = 23,
1489 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1490 D3DPSREGISTER_PixelSize = 25,
1491 D3DPSREGISTER_ReflectColor = 26,
1492 D3DPSREGISTER_ReflectFactor = 27,
1493 D3DPSREGISTER_ReflectOffset = 28,
1494 D3DPSREGISTER_RefractColor = 29,
1495 D3DPSREGISTER_Saturation = 30,
1496 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1497 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1498 D3DPSREGISTER_ScreenToDepth = 33,
1499 D3DPSREGISTER_ShadowMap_Parameters = 34,
1500 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1501 D3DPSREGISTER_SpecularPower = 36,
1502 D3DPSREGISTER_UserVec1 = 37,
1503 D3DPSREGISTER_UserVec2 = 38,
1504 D3DPSREGISTER_UserVec3 = 39,
1505 D3DPSREGISTER_UserVec4 = 40,
1506 D3DPSREGISTER_ViewTintColor = 41,
1507 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1508 D3DPSREGISTER_BloomColorSubtract = 43,
1509 D3DPSREGISTER_ViewToLight = 44, // float4x4
1510 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1511 D3DPSREGISTER_NormalmapScrollBlend = 52,
1512 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1513 D3DPSREGISTER_OffsetMapping_Bias = 54,
1518 /// information about each possible shader permutation
1519 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1520 /// currently selected permutation
1521 r_hlsl_permutation_t *r_hlsl_permutation;
1522 /// storage for permutations linked in the hash table
1523 memexpandablearray_t r_hlsl_permutationarray;
1525 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1527 //unsigned int hashdepth = 0;
1528 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1529 r_hlsl_permutation_t *p;
1530 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1532 if (p->mode == mode && p->permutation == permutation)
1534 //if (hashdepth > 10)
1535 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1540 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1542 p->permutation = permutation;
1543 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1544 r_hlsl_permutationhash[mode][hashindex] = p;
1545 //if (hashdepth > 10)
1546 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1551 //#include <d3dx9shader.h>
1552 //#include <d3dx9mesh.h>
1554 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1556 DWORD *vsbin = NULL;
1557 DWORD *psbin = NULL;
1558 fs_offset_t vsbinsize;
1559 fs_offset_t psbinsize;
1560 // IDirect3DVertexShader9 *vs = NULL;
1561 // IDirect3DPixelShader9 *ps = NULL;
1562 ID3DXBuffer *vslog = NULL;
1563 ID3DXBuffer *vsbuffer = NULL;
1564 ID3DXConstantTable *vsconstanttable = NULL;
1565 ID3DXBuffer *pslog = NULL;
1566 ID3DXBuffer *psbuffer = NULL;
1567 ID3DXConstantTable *psconstanttable = NULL;
1570 char temp[MAX_INPUTLINE];
1571 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1573 qboolean debugshader = gl_paranoid.integer != 0;
1574 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1575 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1578 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1579 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1581 if ((!vsbin && vertstring) || (!psbin && fragstring))
1583 const char* dllnames_d3dx9 [] =
1607 dllhandle_t d3dx9_dll = NULL;
1608 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1609 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1610 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1611 dllfunction_t d3dx9_dllfuncs[] =
1613 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1614 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1615 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1618 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1619 #ifndef ID3DXBuffer_GetBufferPointer
1620 #if !defined(__cplusplus) || defined(CINTERFACE)
1621 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1622 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1623 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1625 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1626 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1627 #define ID3DXBuffer_Release(p) (p)->Release()
1630 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1632 DWORD shaderflags = 0;
1634 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1635 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1636 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1637 if (vertstring && vertstring[0])
1641 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1642 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1645 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1648 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1649 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1650 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1651 ID3DXBuffer_Release(vsbuffer);
1655 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1656 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1657 ID3DXBuffer_Release(vslog);
1660 if (fragstring && fragstring[0])
1664 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1665 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1668 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1671 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1672 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1673 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1674 ID3DXBuffer_Release(psbuffer);
1678 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1679 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1680 ID3DXBuffer_Release(pslog);
1683 Sys_UnloadLibrary(&d3dx9_dll);
1686 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1690 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1691 if (FAILED(vsresult))
1692 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1693 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1694 if (FAILED(psresult))
1695 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1697 // free the shader data
1698 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1699 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1702 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1705 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1706 int vertstring_length = 0;
1707 int geomstring_length = 0;
1708 int fragstring_length = 0;
1711 char *vertstring, *geomstring, *fragstring;
1712 char permutationname[256];
1713 char cachename[256];
1714 int vertstrings_count = 0;
1715 int geomstrings_count = 0;
1716 int fragstrings_count = 0;
1717 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1718 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1719 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1724 p->vertexshader = NULL;
1725 p->pixelshader = NULL;
1727 permutationname[0] = 0;
1729 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1731 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1732 strlcat(cachename, "hlsl/", sizeof(cachename));
1734 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1735 vertstrings_count = 0;
1736 geomstrings_count = 0;
1737 fragstrings_count = 0;
1738 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1739 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1740 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1742 // the first pretext is which type of shader to compile as
1743 // (later these will all be bound together as a program object)
1744 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1745 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1746 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1748 // the second pretext is the mode (for example a light source)
1749 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1750 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1751 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1752 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1753 strlcat(cachename, modeinfo->name, sizeof(cachename));
1755 // now add all the permutation pretexts
1756 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1758 if (permutation & (1<<i))
1760 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1761 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1762 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1763 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1764 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1768 // keep line numbers correct
1769 vertstrings_list[vertstrings_count++] = "\n";
1770 geomstrings_list[geomstrings_count++] = "\n";
1771 fragstrings_list[fragstrings_count++] = "\n";
1776 R_CompileShader_AddStaticParms(mode, permutation);
1777 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1778 vertstrings_count += shaderstaticparms_count;
1779 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1780 geomstrings_count += shaderstaticparms_count;
1781 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1782 fragstrings_count += shaderstaticparms_count;
1784 // replace spaces in the cachename with _ characters
1785 for (i = 0;cachename[i];i++)
1786 if (cachename[i] == ' ')
1789 // now append the shader text itself
1790 vertstrings_list[vertstrings_count++] = sourcestring;
1791 geomstrings_list[geomstrings_count++] = sourcestring;
1792 fragstrings_list[fragstrings_count++] = sourcestring;
1794 vertstring_length = 0;
1795 for (i = 0;i < vertstrings_count;i++)
1796 vertstring_length += (int)strlen(vertstrings_list[i]);
1797 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1798 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1799 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1801 geomstring_length = 0;
1802 for (i = 0;i < geomstrings_count;i++)
1803 geomstring_length += (int)strlen(geomstrings_list[i]);
1804 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1805 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1806 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1808 fragstring_length = 0;
1809 for (i = 0;i < fragstrings_count;i++)
1810 fragstring_length += (int)strlen(fragstrings_list[i]);
1811 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1812 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1813 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1815 // try to load the cached shader, or generate one
1816 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1818 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1819 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1821 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1825 Mem_Free(vertstring);
1827 Mem_Free(geomstring);
1829 Mem_Free(fragstring);
1831 Mem_Free(sourcestring);
1834 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1835 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1836 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1837 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1838 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1839 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1841 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1842 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1843 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1844 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1845 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1846 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1848 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1850 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1851 if (r_hlsl_permutation != perm)
1853 r_hlsl_permutation = perm;
1854 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1856 if (!r_hlsl_permutation->compiled)
1857 R_HLSL_CompilePermutation(perm, mode, permutation);
1858 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1860 // remove features until we find a valid permutation
1862 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864 // reduce i more quickly whenever it would not remove any bits
1865 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1866 if (!(permutation & j))
1869 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1870 if (!r_hlsl_permutation->compiled)
1871 R_HLSL_CompilePermutation(perm, mode, permutation);
1872 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1875 if (i >= SHADERPERMUTATION_COUNT)
1877 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1878 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1879 return; // no bit left to clear, entire mode is broken
1883 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1884 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1886 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1887 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1888 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1892 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1894 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1895 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1896 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1900 void R_GLSL_Restart_f(void)
1902 unsigned int i, limit;
1903 if (glslshaderstring)
1904 Mem_Free(glslshaderstring);
1905 glslshaderstring = NULL;
1906 if (hlslshaderstring)
1907 Mem_Free(hlslshaderstring);
1908 hlslshaderstring = NULL;
1909 switch(vid.renderpath)
1911 case RENDERPATH_D3D9:
1914 r_hlsl_permutation_t *p;
1915 r_hlsl_permutation = NULL;
1916 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1917 for (i = 0;i < limit;i++)
1919 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1921 if (p->vertexshader)
1922 IDirect3DVertexShader9_Release(p->vertexshader);
1924 IDirect3DPixelShader9_Release(p->pixelshader);
1925 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1928 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1932 case RENDERPATH_D3D10:
1933 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1935 case RENDERPATH_D3D11:
1936 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1938 case RENDERPATH_GL20:
1939 case RENDERPATH_GLES2:
1941 r_glsl_permutation_t *p;
1942 r_glsl_permutation = NULL;
1943 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1944 for (i = 0;i < limit;i++)
1946 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1948 GL_Backend_FreeProgram(p->program);
1949 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1952 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1955 case RENDERPATH_GL11:
1956 case RENDERPATH_GL13:
1957 case RENDERPATH_GLES1:
1959 case RENDERPATH_SOFT:
1964 static void R_GLSL_DumpShader_f(void)
1966 int i, language, mode, dupe;
1968 shadermodeinfo_t *modeinfo;
1971 for (language = 0;language < 2;language++)
1973 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1974 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1976 // don't dump the same file multiple times (most or all shaders come from the same file)
1977 for (dupe = mode - 1;dupe >= 0;dupe--)
1978 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1982 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1985 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, modeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, text);
1997 Con_Printf("%s written\n", modeinfo[mode].filename);
2000 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2006 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2008 unsigned int permutation = 0;
2009 if (r_trippy.integer && !notrippy)
2010 permutation |= SHADERPERMUTATION_TRIPPY;
2011 permutation |= SHADERPERMUTATION_VIEWTINT;
2013 permutation |= SHADERPERMUTATION_DIFFUSE;
2015 permutation |= SHADERPERMUTATION_SPECULAR;
2016 if (texturemode == GL_MODULATE)
2017 permutation |= SHADERPERMUTATION_COLORMAPPING;
2018 else if (texturemode == GL_ADD)
2019 permutation |= SHADERPERMUTATION_GLOW;
2020 else if (texturemode == GL_DECAL)
2021 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2022 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2023 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2024 if (suppresstexalpha)
2025 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2027 texturemode = GL_MODULATE;
2028 if (vid.allowalphatocoverage)
2029 GL_AlphaToCoverage(false);
2030 switch (vid.renderpath)
2032 case RENDERPATH_D3D9:
2034 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2035 R_Mesh_TexBind(GL20TU_FIRST , first );
2036 R_Mesh_TexBind(GL20TU_SECOND, second);
2037 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2038 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2041 case RENDERPATH_D3D10:
2042 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_D3D11:
2045 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2047 case RENDERPATH_GL20:
2048 case RENDERPATH_GLES2:
2049 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2050 if (r_glsl_permutation->tex_Texture_First >= 0)
2051 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2052 if (r_glsl_permutation->tex_Texture_Second >= 0)
2053 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2054 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2055 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2057 case RENDERPATH_GL13:
2058 case RENDERPATH_GLES1:
2059 R_Mesh_TexBind(0, first );
2060 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2061 R_Mesh_TexMatrix(0, NULL);
2062 R_Mesh_TexBind(1, second);
2065 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2066 R_Mesh_TexMatrix(1, NULL);
2069 case RENDERPATH_GL11:
2070 R_Mesh_TexBind(0, first );
2071 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2072 R_Mesh_TexMatrix(0, NULL);
2074 case RENDERPATH_SOFT:
2075 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2076 R_Mesh_TexBind(GL20TU_FIRST , first );
2077 R_Mesh_TexBind(GL20TU_SECOND, second);
2082 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2084 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2087 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2089 unsigned int permutation = 0;
2090 if (r_trippy.integer && !notrippy)
2091 permutation |= SHADERPERMUTATION_TRIPPY;
2093 permutation |= SHADERPERMUTATION_DEPTHRGB;
2095 permutation |= SHADERPERMUTATION_SKELETAL;
2097 if (vid.allowalphatocoverage)
2098 GL_AlphaToCoverage(false);
2099 switch (vid.renderpath)
2101 case RENDERPATH_D3D9:
2103 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2106 case RENDERPATH_D3D10:
2107 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2109 case RENDERPATH_D3D11:
2110 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2112 case RENDERPATH_GL20:
2113 case RENDERPATH_GLES2:
2114 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2115 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2116 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);
2119 case RENDERPATH_GL13:
2120 case RENDERPATH_GLES1:
2121 R_Mesh_TexBind(0, 0);
2122 R_Mesh_TexBind(1, 0);
2124 case RENDERPATH_GL11:
2125 R_Mesh_TexBind(0, 0);
2127 case RENDERPATH_SOFT:
2128 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2133 extern qboolean r_shadow_usingdeferredprepass;
2134 extern rtexture_t *r_shadow_attenuationgradienttexture;
2135 extern rtexture_t *r_shadow_attenuation2dtexture;
2136 extern rtexture_t *r_shadow_attenuation3dtexture;
2137 extern qboolean r_shadow_usingshadowmap2d;
2138 extern qboolean r_shadow_usingshadowmaportho;
2139 extern float r_shadow_shadowmap_texturescale[2];
2140 extern float r_shadow_shadowmap_parameters[4];
2141 extern qboolean r_shadow_shadowmapvsdct;
2142 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2143 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2144 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2145 extern matrix4x4_t r_shadow_shadowmapmatrix;
2146 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2147 extern int r_shadow_prepass_width;
2148 extern int r_shadow_prepass_height;
2149 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2150 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2151 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2152 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2154 #define BLENDFUNC_ALLOWS_COLORMOD 1
2155 #define BLENDFUNC_ALLOWS_FOG 2
2156 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2157 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2158 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2159 static int R_BlendFuncFlags(int src, int dst)
2163 // a blendfunc allows colormod if:
2164 // a) it can never keep the destination pixel invariant, or
2165 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2166 // this is to prevent unintended side effects from colormod
2168 // a blendfunc allows fog if:
2169 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2170 // this is to prevent unintended side effects from fog
2172 // these checks are the output of fogeval.pl
2174 r |= BLENDFUNC_ALLOWS_COLORMOD;
2175 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2176 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2177 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2178 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2179 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2180 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2181 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2182 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2183 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2184 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2185 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2186 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2187 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2188 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2189 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2190 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2191 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2192 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2193 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2194 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2195 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2200 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2202 // select a permutation of the lighting shader appropriate to this
2203 // combination of texture, entity, light source, and fogging, only use the
2204 // minimum features necessary to avoid wasting rendering time in the
2205 // fragment shader on features that are not being used
2206 unsigned int permutation = 0;
2207 unsigned int mode = 0;
2209 static float dummy_colormod[3] = {1, 1, 1};
2210 float *colormod = rsurface.colormod;
2212 matrix4x4_t tempmatrix;
2213 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2214 if (r_trippy.integer && !notrippy)
2215 permutation |= SHADERPERMUTATION_TRIPPY;
2216 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2217 permutation |= SHADERPERMUTATION_ALPHAKILL;
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2219 permutation |= SHADERPERMUTATION_OCCLUDE;
2220 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2221 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2222 if (rsurfacepass == RSURFPASS_BACKGROUND)
2224 // distorted background
2225 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2227 mode = SHADERMODE_WATER;
2228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2229 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2230 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2232 // this is the right thing to do for wateralpha
2233 GL_BlendFunc(GL_ONE, GL_ZERO);
2234 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2238 // this is the right thing to do for entity alpha
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2240 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2243 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2245 mode = SHADERMODE_REFRACTION;
2246 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2247 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2249 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2253 mode = SHADERMODE_GENERIC;
2254 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2255 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2256 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2258 if (vid.allowalphatocoverage)
2259 GL_AlphaToCoverage(false);
2261 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2263 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2265 switch(rsurface.texture->offsetmapping)
2267 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2268 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2269 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2270 case OFFSETMAPPING_OFF: break;
2273 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2274 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2275 // normalmap (deferred prepass), may use alpha test on diffuse
2276 mode = SHADERMODE_DEFERREDGEOMETRY;
2277 GL_BlendFunc(GL_ONE, GL_ZERO);
2278 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2279 if (vid.allowalphatocoverage)
2280 GL_AlphaToCoverage(false);
2282 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2284 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2286 switch(rsurface.texture->offsetmapping)
2288 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2289 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2290 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2291 case OFFSETMAPPING_OFF: break;
2294 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2295 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2296 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2297 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2299 mode = SHADERMODE_LIGHTSOURCE;
2300 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2301 permutation |= SHADERPERMUTATION_CUBEFILTER;
2302 if (diffusescale > 0)
2303 permutation |= SHADERPERMUTATION_DIFFUSE;
2304 if (specularscale > 0)
2305 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2306 if (r_refdef.fogenabled)
2307 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308 if (rsurface.texture->colormapping)
2309 permutation |= SHADERPERMUTATION_COLORMAPPING;
2310 if (r_shadow_usingshadowmap2d)
2312 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2313 if(r_shadow_shadowmapvsdct)
2314 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2316 if (r_shadow_shadowmap2ddepthbuffer)
2317 permutation |= SHADERPERMUTATION_DEPTHRGB;
2319 if (rsurface.texture->reflectmasktexture)
2320 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2321 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2322 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2323 if (vid.allowalphatocoverage)
2324 GL_AlphaToCoverage(false);
2326 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2328 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2330 switch(rsurface.texture->offsetmapping)
2332 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2333 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2334 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2335 case OFFSETMAPPING_OFF: break;
2338 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2339 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2340 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2341 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2342 // unshaded geometry (fullbright or ambient model lighting)
2343 mode = SHADERMODE_FLATCOLOR;
2344 ambientscale = diffusescale = specularscale = 0;
2345 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2346 permutation |= SHADERPERMUTATION_GLOW;
2347 if (r_refdef.fogenabled)
2348 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2349 if (rsurface.texture->colormapping)
2350 permutation |= SHADERPERMUTATION_COLORMAPPING;
2351 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2353 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2354 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2356 if (r_shadow_shadowmap2ddepthbuffer)
2357 permutation |= SHADERPERMUTATION_DEPTHRGB;
2359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2360 permutation |= SHADERPERMUTATION_REFLECTION;
2361 if (rsurface.texture->reflectmasktexture)
2362 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2363 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2364 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2365 // when using alphatocoverage, we don't need alphakill
2366 if (vid.allowalphatocoverage)
2368 if (r_transparent_alphatocoverage.integer)
2370 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2371 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2374 GL_AlphaToCoverage(false);
2377 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2379 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2381 switch(rsurface.texture->offsetmapping)
2383 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2384 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2385 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2386 case OFFSETMAPPING_OFF: break;
2389 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2390 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2392 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2393 // directional model lighting
2394 mode = SHADERMODE_LIGHTDIRECTION;
2395 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2396 permutation |= SHADERPERMUTATION_GLOW;
2397 permutation |= SHADERPERMUTATION_DIFFUSE;
2398 if (specularscale > 0)
2399 permutation |= SHADERPERMUTATION_SPECULAR;
2400 if (r_refdef.fogenabled)
2401 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2402 if (rsurface.texture->colormapping)
2403 permutation |= SHADERPERMUTATION_COLORMAPPING;
2404 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2406 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2407 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2409 if (r_shadow_shadowmap2ddepthbuffer)
2410 permutation |= SHADERPERMUTATION_DEPTHRGB;
2412 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2413 permutation |= SHADERPERMUTATION_REFLECTION;
2414 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2415 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2416 if (rsurface.texture->reflectmasktexture)
2417 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2418 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2420 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2421 if (r_shadow_bouncegriddirectional)
2422 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2424 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2425 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2426 // when using alphatocoverage, we don't need alphakill
2427 if (vid.allowalphatocoverage)
2429 if (r_transparent_alphatocoverage.integer)
2431 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2432 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2435 GL_AlphaToCoverage(false);
2438 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2440 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2442 switch(rsurface.texture->offsetmapping)
2444 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2445 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2446 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2447 case OFFSETMAPPING_OFF: break;
2450 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2451 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2453 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2454 // ambient model lighting
2455 mode = SHADERMODE_LIGHTDIRECTION;
2456 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2457 permutation |= SHADERPERMUTATION_GLOW;
2458 if (r_refdef.fogenabled)
2459 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2460 if (rsurface.texture->colormapping)
2461 permutation |= SHADERPERMUTATION_COLORMAPPING;
2462 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2464 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2465 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2467 if (r_shadow_shadowmap2ddepthbuffer)
2468 permutation |= SHADERPERMUTATION_DEPTHRGB;
2470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2471 permutation |= SHADERPERMUTATION_REFLECTION;
2472 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2473 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2474 if (rsurface.texture->reflectmasktexture)
2475 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2476 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2478 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2479 if (r_shadow_bouncegriddirectional)
2480 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2482 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2483 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2484 // when using alphatocoverage, we don't need alphakill
2485 if (vid.allowalphatocoverage)
2487 if (r_transparent_alphatocoverage.integer)
2489 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2490 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2493 GL_AlphaToCoverage(false);
2498 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2500 switch(rsurface.texture->offsetmapping)
2502 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2503 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2504 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2505 case OFFSETMAPPING_OFF: break;
2508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2509 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2510 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2511 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2513 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2514 permutation |= SHADERPERMUTATION_GLOW;
2515 if (r_refdef.fogenabled)
2516 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2517 if (rsurface.texture->colormapping)
2518 permutation |= SHADERPERMUTATION_COLORMAPPING;
2519 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2521 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2522 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2524 if (r_shadow_shadowmap2ddepthbuffer)
2525 permutation |= SHADERPERMUTATION_DEPTHRGB;
2527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2528 permutation |= SHADERPERMUTATION_REFLECTION;
2529 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2530 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2531 if (rsurface.texture->reflectmasktexture)
2532 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2533 if (FAKELIGHT_ENABLED)
2535 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2536 mode = SHADERMODE_FAKELIGHT;
2537 permutation |= SHADERPERMUTATION_DIFFUSE;
2538 if (specularscale > 0)
2539 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2541 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2543 // deluxemapping (light direction texture)
2544 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2545 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2547 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2548 permutation |= SHADERPERMUTATION_DIFFUSE;
2549 if (specularscale > 0)
2550 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2552 else if (r_glsl_deluxemapping.integer >= 2)
2554 // fake deluxemapping (uniform light direction in tangentspace)
2555 if (rsurface.uselightmaptexture)
2556 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2558 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2559 permutation |= SHADERPERMUTATION_DIFFUSE;
2560 if (specularscale > 0)
2561 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2563 else if (rsurface.uselightmaptexture)
2565 // ordinary lightmapping (q1bsp, q3bsp)
2566 mode = SHADERMODE_LIGHTMAP;
2570 // ordinary vertex coloring (q3bsp)
2571 mode = SHADERMODE_VERTEXCOLOR;
2573 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2575 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2576 if (r_shadow_bouncegriddirectional)
2577 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2579 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2580 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2581 // when using alphatocoverage, we don't need alphakill
2582 if (vid.allowalphatocoverage)
2584 if (r_transparent_alphatocoverage.integer)
2586 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2587 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2590 GL_AlphaToCoverage(false);
2593 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2594 colormod = dummy_colormod;
2595 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2596 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2597 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2598 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2599 switch(vid.renderpath)
2601 case RENDERPATH_D3D9:
2603 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2604 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2605 R_SetupShader_SetPermutationHLSL(mode, permutation);
2606 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2607 if (mode == SHADERMODE_LIGHTSOURCE)
2609 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2610 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2614 if (mode == SHADERMODE_LIGHTDIRECTION)
2616 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2619 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2620 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2621 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2622 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2623 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625 if (mode == SHADERMODE_LIGHTSOURCE)
2627 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2628 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2629 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2633 // additive passes are only darkened by fog, not tinted
2634 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2635 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2639 if (mode == SHADERMODE_FLATCOLOR)
2641 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2643 else if (mode == SHADERMODE_LIGHTDIRECTION)
2645 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2646 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2647 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2648 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2649 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2650 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2651 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2655 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2656 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2657 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2658 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2659 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2661 // additive passes are only darkened by fog, not tinted
2662 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2663 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2665 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2666 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2667 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2668 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2669 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2670 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2671 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2672 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2673 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2674 if (mode == SHADERMODE_WATER)
2675 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2677 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2678 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2679 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2680 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2681 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2682 if (rsurface.texture->pantstexture)
2683 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2685 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2686 if (rsurface.texture->shirttexture)
2687 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2689 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2690 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2691 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2692 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2693 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2694 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2695 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2696 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2697 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2698 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2700 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2701 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2702 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2703 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2705 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2706 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2707 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2708 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2709 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2710 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2711 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2712 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2713 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2714 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2715 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2716 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2717 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2718 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2719 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2720 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2721 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2722 if (rsurfacepass == RSURFPASS_BACKGROUND)
2724 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2725 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2726 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2730 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2732 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2733 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2734 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2735 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2737 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2738 if (rsurface.rtlight)
2740 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2741 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2746 case RENDERPATH_D3D10:
2747 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2749 case RENDERPATH_D3D11:
2750 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2752 case RENDERPATH_GL20:
2753 case RENDERPATH_GLES2:
2754 if (!vid.useinterleavedarrays)
2756 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);
2757 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2758 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2759 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2760 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2761 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2762 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2763 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2764 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2765 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2766 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2770 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2771 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2773 // this has to be after RSurf_PrepareVerticesForBatch
2774 if (rsurface.batchskeletaltransform3x4buffer)
2775 permutation |= SHADERPERMUTATION_SKELETAL;
2776 R_SetupShader_SetPermutationGLSL(mode, permutation);
2777 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2778 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);
2780 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2781 if (mode == SHADERMODE_LIGHTSOURCE)
2783 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2784 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2785 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2786 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2787 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2788 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2790 // additive passes are only darkened by fog, not tinted
2791 if (r_glsl_permutation->loc_FogColor >= 0)
2792 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2793 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2797 if (mode == SHADERMODE_FLATCOLOR)
2799 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2801 else if (mode == SHADERMODE_LIGHTDIRECTION)
2803 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2804 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2805 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2806 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2807 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2808 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2809 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2813 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2814 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2815 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2816 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2817 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2819 // additive passes are only darkened by fog, not tinted
2820 if (r_glsl_permutation->loc_FogColor >= 0)
2822 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2823 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2825 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2827 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2828 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]);
2829 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]);
2830 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2831 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2832 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2833 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2834 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2835 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2837 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2838 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2839 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2840 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2841 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2843 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2844 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2845 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2846 if (r_glsl_permutation->loc_Color_Pants >= 0)
2848 if (rsurface.texture->pantstexture)
2849 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2851 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2853 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2855 if (rsurface.texture->shirttexture)
2856 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2858 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2860 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]);
2861 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2862 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2863 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2864 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2865 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2866 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2867 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2868 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2870 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);
2871 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2872 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]);
2873 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2874 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2875 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2877 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2878 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2879 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2880 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2881 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2882 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2883 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2884 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2885 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2886 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2887 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2888 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2889 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2890 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2891 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2892 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2893 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2894 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2895 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2896 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2897 if (rsurfacepass == RSURFPASS_BACKGROUND)
2899 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2900 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2901 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2905 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2907 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2908 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2909 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2910 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2912 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2913 if (rsurface.rtlight)
2915 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2916 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2919 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2922 case RENDERPATH_GL11:
2923 case RENDERPATH_GL13:
2924 case RENDERPATH_GLES1:
2926 case RENDERPATH_SOFT:
2927 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);
2928 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2929 R_SetupShader_SetPermutationSoft(mode, permutation);
2930 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2931 if (mode == SHADERMODE_LIGHTSOURCE)
2933 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2934 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2935 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2936 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2937 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2940 // additive passes are only darkened by fog, not tinted
2941 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2942 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2946 if (mode == SHADERMODE_FLATCOLOR)
2948 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2950 else if (mode == SHADERMODE_LIGHTDIRECTION)
2952 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2953 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2954 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2955 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2956 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2957 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2958 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2962 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2963 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2964 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2965 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2966 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2968 // additive passes are only darkened by fog, not tinted
2969 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2970 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2972 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2973 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2974 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2975 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2976 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2977 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2978 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2979 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2980 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2981 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2983 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2984 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2985 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2986 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2987 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2989 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2990 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2991 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2992 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2994 if (rsurface.texture->pantstexture)
2995 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2997 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2999 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3001 if (rsurface.texture->shirttexture)
3002 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3004 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3006 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3007 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3008 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3009 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3010 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3011 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3012 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3013 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3014 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3016 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3017 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3018 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3019 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3021 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3022 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3023 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3024 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3025 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3026 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3027 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3028 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3029 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3030 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3031 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3032 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3033 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3034 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3035 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3036 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3037 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3038 if (rsurfacepass == RSURFPASS_BACKGROUND)
3040 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3041 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3042 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3046 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3048 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3049 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3050 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3051 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3053 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3054 if (rsurface.rtlight)
3056 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3057 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3064 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3066 // select a permutation of the lighting shader appropriate to this
3067 // combination of texture, entity, light source, and fogging, only use the
3068 // minimum features necessary to avoid wasting rendering time in the
3069 // fragment shader on features that are not being used
3070 unsigned int permutation = 0;
3071 unsigned int mode = 0;
3072 const float *lightcolorbase = rtlight->currentcolor;
3073 float ambientscale = rtlight->ambientscale;
3074 float diffusescale = rtlight->diffusescale;
3075 float specularscale = rtlight->specularscale;
3076 // this is the location of the light in view space
3077 vec3_t viewlightorigin;
3078 // this transforms from view space (camera) to light space (cubemap)
3079 matrix4x4_t viewtolight;
3080 matrix4x4_t lighttoview;
3081 float viewtolight16f[16];
3083 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3084 if (rtlight->currentcubemap != r_texture_whitecube)
3085 permutation |= SHADERPERMUTATION_CUBEFILTER;
3086 if (diffusescale > 0)
3087 permutation |= SHADERPERMUTATION_DIFFUSE;
3088 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3089 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3090 if (r_shadow_usingshadowmap2d)
3092 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3093 if (r_shadow_shadowmapvsdct)
3094 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3096 if (r_shadow_shadowmap2ddepthbuffer)
3097 permutation |= SHADERPERMUTATION_DEPTHRGB;
3099 if (vid.allowalphatocoverage)
3100 GL_AlphaToCoverage(false);
3101 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3102 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3103 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3104 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3105 switch(vid.renderpath)
3107 case RENDERPATH_D3D9:
3109 R_SetupShader_SetPermutationHLSL(mode, permutation);
3110 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3111 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3112 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3113 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3114 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3115 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3116 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3117 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3118 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3119 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3121 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3122 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3123 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3124 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3125 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3128 case RENDERPATH_D3D10:
3129 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3131 case RENDERPATH_D3D11:
3132 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3134 case RENDERPATH_GL20:
3135 case RENDERPATH_GLES2:
3136 R_SetupShader_SetPermutationGLSL(mode, permutation);
3137 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3138 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3139 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3140 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3141 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3142 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3143 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3144 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);
3145 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]);
3146 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3148 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3149 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3150 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3151 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3152 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3154 case RENDERPATH_GL11:
3155 case RENDERPATH_GL13:
3156 case RENDERPATH_GLES1:
3158 case RENDERPATH_SOFT:
3159 R_SetupShader_SetPermutationGLSL(mode, permutation);
3160 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3161 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3162 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3163 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3164 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3165 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3166 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3167 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3168 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3169 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3171 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3172 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3173 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3174 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3175 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3180 #define SKINFRAME_HASH 1024
3184 unsigned int loadsequence; // incremented each level change
3185 memexpandablearray_t array;
3186 skinframe_t *hash[SKINFRAME_HASH];
3189 r_skinframe_t r_skinframe;
3191 void R_SkinFrame_PrepareForPurge(void)
3193 r_skinframe.loadsequence++;
3194 // wrap it without hitting zero
3195 if (r_skinframe.loadsequence >= 200)
3196 r_skinframe.loadsequence = 1;
3199 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3203 // mark the skinframe as used for the purging code
3204 skinframe->loadsequence = r_skinframe.loadsequence;
3207 void R_SkinFrame_Purge(void)
3211 for (i = 0;i < SKINFRAME_HASH;i++)
3213 for (s = r_skinframe.hash[i];s;s = s->next)
3215 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3217 if (s->merged == s->base)
3219 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3220 R_PurgeTexture(s->stain );s->stain = NULL;
3221 R_PurgeTexture(s->merged);s->merged = NULL;
3222 R_PurgeTexture(s->base );s->base = NULL;
3223 R_PurgeTexture(s->pants );s->pants = NULL;
3224 R_PurgeTexture(s->shirt );s->shirt = NULL;
3225 R_PurgeTexture(s->nmap );s->nmap = NULL;
3226 R_PurgeTexture(s->gloss );s->gloss = NULL;
3227 R_PurgeTexture(s->glow );s->glow = NULL;
3228 R_PurgeTexture(s->fog );s->fog = NULL;
3229 R_PurgeTexture(s->reflect);s->reflect = NULL;
3230 s->loadsequence = 0;
3236 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3238 char basename[MAX_QPATH];
3240 Image_StripImageExtension(name, basename, sizeof(basename));
3242 if( last == NULL ) {
3244 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3245 item = r_skinframe.hash[hashindex];
3250 // linearly search through the hash bucket
3251 for( ; item ; item = item->next ) {
3252 if( !strcmp( item->basename, basename ) ) {
3259 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3263 char basename[MAX_QPATH];
3265 Image_StripImageExtension(name, basename, sizeof(basename));
3267 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3268 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3269 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3273 rtexture_t *dyntexture;
3274 // check whether its a dynamic texture
3275 dyntexture = CL_GetDynTexture( basename );
3276 if (!add && !dyntexture)
3278 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3279 memset(item, 0, sizeof(*item));
3280 strlcpy(item->basename, basename, sizeof(item->basename));
3281 item->base = dyntexture; // either NULL or dyntexture handle
3282 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3283 item->comparewidth = comparewidth;
3284 item->compareheight = compareheight;
3285 item->comparecrc = comparecrc;
3286 item->next = r_skinframe.hash[hashindex];
3287 r_skinframe.hash[hashindex] = item;
3289 else if (textureflags & TEXF_FORCE_RELOAD)
3291 rtexture_t *dyntexture;
3292 // check whether its a dynamic texture
3293 dyntexture = CL_GetDynTexture( basename );
3294 if (!add && !dyntexture)
3296 if (item->merged == item->base)
3297 item->merged = NULL;
3298 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3299 R_PurgeTexture(item->stain );item->stain = NULL;
3300 R_PurgeTexture(item->merged);item->merged = NULL;
3301 R_PurgeTexture(item->base );item->base = NULL;
3302 R_PurgeTexture(item->pants );item->pants = NULL;
3303 R_PurgeTexture(item->shirt );item->shirt = NULL;
3304 R_PurgeTexture(item->nmap );item->nmap = NULL;
3305 R_PurgeTexture(item->gloss );item->gloss = NULL;
3306 R_PurgeTexture(item->glow );item->glow = NULL;
3307 R_PurgeTexture(item->fog );item->fog = NULL;
3308 R_PurgeTexture(item->reflect);item->reflect = NULL;
3309 item->loadsequence = 0;
3311 else if( item->base == NULL )
3313 rtexture_t *dyntexture;
3314 // check whether its a dynamic texture
3315 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3316 dyntexture = CL_GetDynTexture( basename );
3317 item->base = dyntexture; // either NULL or dyntexture handle
3320 R_SkinFrame_MarkUsed(item);
3324 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3326 unsigned long long avgcolor[5], wsum; \
3334 for(pix = 0; pix < cnt; ++pix) \
3337 for(comp = 0; comp < 3; ++comp) \
3339 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3342 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3344 for(comp = 0; comp < 3; ++comp) \
3345 avgcolor[comp] += getpixel * w; \
3348 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3349 avgcolor[4] += getpixel; \
3351 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3353 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3354 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3355 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3356 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3359 extern cvar_t gl_picmip;
3360 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3363 unsigned char *pixels;
3364 unsigned char *bumppixels;
3365 unsigned char *basepixels = NULL;
3366 int basepixels_width = 0;
3367 int basepixels_height = 0;
3368 skinframe_t *skinframe;
3369 rtexture_t *ddsbase = NULL;
3370 qboolean ddshasalpha = false;
3371 float ddsavgcolor[4];
3372 char basename[MAX_QPATH];
3373 int miplevel = R_PicmipForFlags(textureflags);
3374 int savemiplevel = miplevel;
3378 if (cls.state == ca_dedicated)
3381 // return an existing skinframe if already loaded
3382 // if loading of the first image fails, don't make a new skinframe as it
3383 // would cause all future lookups of this to be missing
3384 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3385 if (skinframe && skinframe->base)
3388 Image_StripImageExtension(name, basename, sizeof(basename));
3390 // check for DDS texture file first
3391 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3393 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3394 if (basepixels == NULL)
3398 // FIXME handle miplevel
3400 if (developer_loading.integer)
3401 Con_Printf("loading skin \"%s\"\n", name);
3403 // we've got some pixels to store, so really allocate this new texture now
3405 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3406 textureflags &= ~TEXF_FORCE_RELOAD;
3407 skinframe->stain = NULL;
3408 skinframe->merged = NULL;
3409 skinframe->base = NULL;
3410 skinframe->pants = NULL;
3411 skinframe->shirt = NULL;
3412 skinframe->nmap = NULL;
3413 skinframe->gloss = NULL;
3414 skinframe->glow = NULL;
3415 skinframe->fog = NULL;
3416 skinframe->reflect = NULL;
3417 skinframe->hasalpha = false;
3418 // we could store the q2animname here too
3422 skinframe->base = ddsbase;
3423 skinframe->hasalpha = ddshasalpha;
3424 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3425 if (r_loadfog && skinframe->hasalpha)
3426 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);
3427 //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]);
3431 basepixels_width = image_width;
3432 basepixels_height = image_height;
3433 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);
3434 if (textureflags & TEXF_ALPHA)
3436 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3438 if (basepixels[j] < 255)
3440 skinframe->hasalpha = true;
3444 if (r_loadfog && skinframe->hasalpha)
3446 // has transparent pixels
3447 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3448 for (j = 0;j < image_width * image_height * 4;j += 4)
3453 pixels[j+3] = basepixels[j+3];
3455 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);
3459 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3461 //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]);
3462 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3463 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3465 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3471 mymiplevel = savemiplevel;
3472 if (r_loadnormalmap)
3473 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);
3474 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3476 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3477 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3478 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3479 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3482 // _norm is the name used by tenebrae and has been adopted as standard
3483 if (r_loadnormalmap && skinframe->nmap == NULL)
3485 mymiplevel = savemiplevel;
3486 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3488 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);
3492 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3494 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3495 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3496 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);
3498 Mem_Free(bumppixels);
3500 else if (r_shadow_bumpscale_basetexture.value > 0)
3502 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3503 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3504 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);
3508 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3509 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3513 // _luma is supported only for tenebrae compatibility
3514 // _glow is the preferred name
3515 mymiplevel = savemiplevel;
3516 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))))
3518 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);
3520 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3521 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3523 Mem_Free(pixels);pixels = NULL;
3526 mymiplevel = savemiplevel;
3527 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3529 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);
3531 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3532 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3538 mymiplevel = savemiplevel;
3539 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3541 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);
3543 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3544 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3550 mymiplevel = savemiplevel;
3551 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3553 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);
3555 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3556 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3562 mymiplevel = savemiplevel;
3563 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3565 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);
3567 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3568 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3575 Mem_Free(basepixels);
3580 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3581 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3584 unsigned char *temp1, *temp2;
3585 skinframe_t *skinframe;
3588 if (cls.state == ca_dedicated)
3591 // if already loaded just return it, otherwise make a new skinframe
3592 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3593 if (skinframe->base)
3595 textureflags &= ~TEXF_FORCE_RELOAD;
3597 skinframe->stain = NULL;
3598 skinframe->merged = NULL;
3599 skinframe->base = NULL;
3600 skinframe->pants = NULL;
3601 skinframe->shirt = NULL;
3602 skinframe->nmap = NULL;
3603 skinframe->gloss = NULL;
3604 skinframe->glow = NULL;
3605 skinframe->fog = NULL;
3606 skinframe->reflect = NULL;
3607 skinframe->hasalpha = false;
3609 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3613 if (developer_loading.integer)
3614 Con_Printf("loading 32bit skin \"%s\"\n", name);
3616 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3618 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3619 temp2 = temp1 + width * height * 4;
3620 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3621 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3624 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3625 if (textureflags & TEXF_ALPHA)
3627 for (i = 3;i < width * height * 4;i += 4)
3629 if (skindata[i] < 255)
3631 skinframe->hasalpha = true;
3635 if (r_loadfog && skinframe->hasalpha)
3637 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3638 memcpy(fogpixels, skindata, width * height * 4);
3639 for (i = 0;i < width * height * 4;i += 4)
3640 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3641 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3642 Mem_Free(fogpixels);
3646 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3647 //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]);
3652 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3656 skinframe_t *skinframe;
3658 if (cls.state == ca_dedicated)
3661 // if already loaded just return it, otherwise make a new skinframe
3662 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3663 if (skinframe->base)
3665 //textureflags &= ~TEXF_FORCE_RELOAD;
3667 skinframe->stain = NULL;
3668 skinframe->merged = NULL;
3669 skinframe->base = NULL;
3670 skinframe->pants = NULL;
3671 skinframe->shirt = NULL;
3672 skinframe->nmap = NULL;
3673 skinframe->gloss = NULL;
3674 skinframe->glow = NULL;
3675 skinframe->fog = NULL;
3676 skinframe->reflect = NULL;
3677 skinframe->hasalpha = false;
3679 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3683 if (developer_loading.integer)
3684 Con_Printf("loading quake skin \"%s\"\n", name);
3686 // 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)
3687 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3688 memcpy(skinframe->qpixels, skindata, width*height);
3689 skinframe->qwidth = width;
3690 skinframe->qheight = height;
3693 for (i = 0;i < width * height;i++)
3694 featuresmask |= palette_featureflags[skindata[i]];
3696 skinframe->hasalpha = false;
3697 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3698 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3699 skinframe->qgeneratemerged = true;
3700 skinframe->qgeneratebase = skinframe->qhascolormapping;
3701 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3703 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3704 //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]);
3709 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3713 unsigned char *skindata;
3716 if (!skinframe->qpixels)
3719 if (!skinframe->qhascolormapping)
3720 colormapped = false;
3724 if (!skinframe->qgeneratebase)
3729 if (!skinframe->qgeneratemerged)
3733 width = skinframe->qwidth;
3734 height = skinframe->qheight;
3735 skindata = skinframe->qpixels;
3737 if (skinframe->qgeneratenmap)
3739 unsigned char *temp1, *temp2;
3740 skinframe->qgeneratenmap = false;
3741 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3742 temp2 = temp1 + width * height * 4;
3743 // use either a custom palette or the quake palette
3744 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3745 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3746 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3750 if (skinframe->qgenerateglow)
3752 skinframe->qgenerateglow = false;
3753 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
3758 skinframe->qgeneratebase = false;
3759 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);
3760 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);
3761 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);
3765 skinframe->qgeneratemerged = false;
3766 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);
3769 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3771 Mem_Free(skinframe->qpixels);
3772 skinframe->qpixels = NULL;
3776 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)
3779 skinframe_t *skinframe;
3782 if (cls.state == ca_dedicated)
3785 // if already loaded just return it, otherwise make a new skinframe
3786 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3787 if (skinframe->base)
3789 textureflags &= ~TEXF_FORCE_RELOAD;
3791 skinframe->stain = NULL;
3792 skinframe->merged = NULL;
3793 skinframe->base = NULL;
3794 skinframe->pants = NULL;
3795 skinframe->shirt = NULL;
3796 skinframe->nmap = NULL;
3797 skinframe->gloss = NULL;
3798 skinframe->glow = NULL;
3799 skinframe->fog = NULL;
3800 skinframe->reflect = NULL;
3801 skinframe->hasalpha = false;
3803 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3807 if (developer_loading.integer)
3808 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3810 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3811 if (textureflags & TEXF_ALPHA)
3813 for (i = 0;i < width * height;i++)
3815 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3817 skinframe->hasalpha = true;
3821 if (r_loadfog && skinframe->hasalpha)
3822 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3825 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3826 //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]);
3831 skinframe_t *R_SkinFrame_LoadMissing(void)
3833 skinframe_t *skinframe;
3835 if (cls.state == ca_dedicated)
3838 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3839 skinframe->stain = NULL;
3840 skinframe->merged = NULL;
3841 skinframe->base = NULL;
3842 skinframe->pants = NULL;
3843 skinframe->shirt = NULL;
3844 skinframe->nmap = NULL;
3845 skinframe->gloss = NULL;
3846 skinframe->glow = NULL;
3847 skinframe->fog = NULL;
3848 skinframe->reflect = NULL;
3849 skinframe->hasalpha = false;
3851 skinframe->avgcolor[0] = rand() / RAND_MAX;
3852 skinframe->avgcolor[1] = rand() / RAND_MAX;
3853 skinframe->avgcolor[2] = rand() / RAND_MAX;
3854 skinframe->avgcolor[3] = 1;
3859 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3860 typedef struct suffixinfo_s
3863 qboolean flipx, flipy, flipdiagonal;
3866 static suffixinfo_t suffix[3][6] =
3869 {"px", false, false, false},
3870 {"nx", false, false, false},
3871 {"py", false, false, false},
3872 {"ny", false, false, false},
3873 {"pz", false, false, false},
3874 {"nz", false, false, false}
3877 {"posx", false, false, false},
3878 {"negx", false, false, false},
3879 {"posy", false, false, false},
3880 {"negy", false, false, false},
3881 {"posz", false, false, false},
3882 {"negz", false, false, false}
3885 {"rt", true, false, true},
3886 {"lf", false, true, true},
3887 {"ft", true, true, false},
3888 {"bk", false, false, false},
3889 {"up", true, false, true},
3890 {"dn", true, false, true}
3894 static int componentorder[4] = {0, 1, 2, 3};
3896 static rtexture_t *R_LoadCubemap(const char *basename)
3898 int i, j, cubemapsize;
3899 unsigned char *cubemappixels, *image_buffer;
3900 rtexture_t *cubemaptexture;
3902 // must start 0 so the first loadimagepixels has no requested width/height
3904 cubemappixels = NULL;
3905 cubemaptexture = NULL;
3906 // keep trying different suffix groups (posx, px, rt) until one loads
3907 for (j = 0;j < 3 && !cubemappixels;j++)
3909 // load the 6 images in the suffix group
3910 for (i = 0;i < 6;i++)
3912 // generate an image name based on the base and and suffix
3913 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3915 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3917 // an image loaded, make sure width and height are equal
3918 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3920 // if this is the first image to load successfully, allocate the cubemap memory
3921 if (!cubemappixels && image_width >= 1)
3923 cubemapsize = image_width;
3924 // note this clears to black, so unavailable sides are black
3925 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3927 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3929 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);
3932 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3934 Mem_Free(image_buffer);
3938 // if a cubemap loaded, upload it
3941 if (developer_loading.integer)
3942 Con_Printf("loading cubemap \"%s\"\n", basename);
3944 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);
3945 Mem_Free(cubemappixels);
3949 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3950 if (developer_loading.integer)
3952 Con_Printf("(tried tried images ");
3953 for (j = 0;j < 3;j++)
3954 for (i = 0;i < 6;i++)
3955 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3956 Con_Print(" and was unable to find any of them).\n");
3959 return cubemaptexture;
3962 rtexture_t *R_GetCubemap(const char *basename)
3965 for (i = 0;i < r_texture_numcubemaps;i++)
3966 if (r_texture_cubemaps[i] != NULL)
3967 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3968 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3969 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3970 return r_texture_whitecube;
3971 r_texture_numcubemaps++;
3972 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3973 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3974 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3975 return r_texture_cubemaps[i]->texture;
3978 static void R_Main_FreeViewCache(void)
3980 if (r_refdef.viewcache.entityvisible)
3981 Mem_Free(r_refdef.viewcache.entityvisible);
3982 if (r_refdef.viewcache.world_pvsbits)
3983 Mem_Free(r_refdef.viewcache.world_pvsbits);
3984 if (r_refdef.viewcache.world_leafvisible)
3985 Mem_Free(r_refdef.viewcache.world_leafvisible);
3986 if (r_refdef.viewcache.world_surfacevisible)
3987 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3988 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3991 static void R_Main_ResizeViewCache(void)
3993 int numentities = r_refdef.scene.numentities;
3994 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3995 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3996 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3997 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3998 if (r_refdef.viewcache.maxentities < numentities)
4000 r_refdef.viewcache.maxentities = numentities;
4001 if (r_refdef.viewcache.entityvisible)
4002 Mem_Free(r_refdef.viewcache.entityvisible);
4003 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4005 if (r_refdef.viewcache.world_numclusters != numclusters)
4007 r_refdef.viewcache.world_numclusters = numclusters;
4008 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4009 if (r_refdef.viewcache.world_pvsbits)
4010 Mem_Free(r_refdef.viewcache.world_pvsbits);
4011 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4013 if (r_refdef.viewcache.world_numleafs != numleafs)
4015 r_refdef.viewcache.world_numleafs = numleafs;
4016 if (r_refdef.viewcache.world_leafvisible)
4017 Mem_Free(r_refdef.viewcache.world_leafvisible);
4018 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4020 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4022 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4023 if (r_refdef.viewcache.world_surfacevisible)
4024 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4025 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4029 extern rtexture_t *loadingscreentexture;
4030 static void gl_main_start(void)
4032 loadingscreentexture = NULL;
4033 r_texture_blanknormalmap = NULL;
4034 r_texture_white = NULL;
4035 r_texture_grey128 = NULL;
4036 r_texture_black = NULL;
4037 r_texture_whitecube = NULL;
4038 r_texture_normalizationcube = NULL;
4039 r_texture_fogattenuation = NULL;
4040 r_texture_fogheighttexture = NULL;
4041 r_texture_gammaramps = NULL;
4042 r_texture_numcubemaps = 0;
4043 r_uniformbufferalignment = 32;
4045 r_loaddds = r_texture_dds_load.integer != 0;
4046 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4048 switch(vid.renderpath)
4050 case RENDERPATH_GL20:
4051 case RENDERPATH_D3D9:
4052 case RENDERPATH_D3D10:
4053 case RENDERPATH_D3D11:
4054 case RENDERPATH_SOFT:
4055 case RENDERPATH_GLES2:
4056 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4057 Cvar_SetValueQuick(&gl_combine, 1);
4058 Cvar_SetValueQuick(&r_glsl, 1);
4059 r_loadnormalmap = true;
4062 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4063 if (vid.support.arb_uniform_buffer_object)
4064 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4067 case RENDERPATH_GL13:
4068 case RENDERPATH_GLES1:
4069 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4070 Cvar_SetValueQuick(&gl_combine, 1);
4071 Cvar_SetValueQuick(&r_glsl, 0);
4072 r_loadnormalmap = false;
4073 r_loadgloss = false;
4076 case RENDERPATH_GL11:
4077 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4078 Cvar_SetValueQuick(&gl_combine, 0);
4079 Cvar_SetValueQuick(&r_glsl, 0);
4080 r_loadnormalmap = false;
4081 r_loadgloss = false;
4087 R_FrameData_Reset();
4088 R_BufferData_Reset();
4092 memset(r_queries, 0, sizeof(r_queries));
4094 r_qwskincache = NULL;
4095 r_qwskincache_size = 0;
4097 // due to caching of texture_t references, the collision cache must be reset
4098 Collision_Cache_Reset(true);
4100 // set up r_skinframe loading system for textures
4101 memset(&r_skinframe, 0, sizeof(r_skinframe));
4102 r_skinframe.loadsequence = 1;
4103 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4105 r_main_texturepool = R_AllocTexturePool();
4106 R_BuildBlankTextures();
4108 if (vid.support.arb_texture_cube_map)
4111 R_BuildNormalizationCube();
4113 r_texture_fogattenuation = NULL;
4114 r_texture_fogheighttexture = NULL;
4115 r_texture_gammaramps = NULL;
4116 //r_texture_fogintensity = NULL;
4117 memset(&r_fb, 0, sizeof(r_fb));
4118 r_glsl_permutation = NULL;
4119 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4120 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4121 glslshaderstring = NULL;
4123 r_hlsl_permutation = NULL;
4124 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4125 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4127 hlslshaderstring = NULL;
4128 memset(&r_svbsp, 0, sizeof (r_svbsp));
4130 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4131 r_texture_numcubemaps = 0;
4133 r_refdef.fogmasktable_density = 0;
4136 // For Steelstorm Android
4137 // FIXME CACHE the program and reload
4138 // FIXME see possible combinations for SS:BR android
4139 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4140 R_SetupShader_SetPermutationGLSL(0, 12);
4141 R_SetupShader_SetPermutationGLSL(0, 13);
4142 R_SetupShader_SetPermutationGLSL(0, 8388621);
4143 R_SetupShader_SetPermutationGLSL(3, 0);
4144 R_SetupShader_SetPermutationGLSL(3, 2048);
4145 R_SetupShader_SetPermutationGLSL(5, 0);
4146 R_SetupShader_SetPermutationGLSL(5, 2);
4147 R_SetupShader_SetPermutationGLSL(5, 2048);
4148 R_SetupShader_SetPermutationGLSL(5, 8388608);
4149 R_SetupShader_SetPermutationGLSL(11, 1);
4150 R_SetupShader_SetPermutationGLSL(11, 2049);
4151 R_SetupShader_SetPermutationGLSL(11, 8193);
4152 R_SetupShader_SetPermutationGLSL(11, 10241);
4153 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4157 static void gl_main_shutdown(void)
4160 R_FrameData_Reset();
4161 R_BufferData_Reset();
4163 R_Main_FreeViewCache();
4165 switch(vid.renderpath)
4167 case RENDERPATH_GL11:
4168 case RENDERPATH_GL13:
4169 case RENDERPATH_GL20:
4170 case RENDERPATH_GLES1:
4171 case RENDERPATH_GLES2:
4172 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4174 qglDeleteQueriesARB(r_maxqueries, r_queries);
4177 case RENDERPATH_D3D9:
4178 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4180 case RENDERPATH_D3D10:
4181 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4183 case RENDERPATH_D3D11:
4184 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4186 case RENDERPATH_SOFT:
4192 memset(r_queries, 0, sizeof(r_queries));
4194 r_qwskincache = NULL;
4195 r_qwskincache_size = 0;
4197 // clear out the r_skinframe state
4198 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4199 memset(&r_skinframe, 0, sizeof(r_skinframe));
4202 Mem_Free(r_svbsp.nodes);
4203 memset(&r_svbsp, 0, sizeof (r_svbsp));
4204 R_FreeTexturePool(&r_main_texturepool);
4205 loadingscreentexture = NULL;
4206 r_texture_blanknormalmap = NULL;
4207 r_texture_white = NULL;
4208 r_texture_grey128 = NULL;
4209 r_texture_black = NULL;
4210 r_texture_whitecube = NULL;
4211 r_texture_normalizationcube = NULL;
4212 r_texture_fogattenuation = NULL;
4213 r_texture_fogheighttexture = NULL;
4214 r_texture_gammaramps = NULL;
4215 r_texture_numcubemaps = 0;
4216 //r_texture_fogintensity = NULL;
4217 memset(&r_fb, 0, sizeof(r_fb));
4220 r_glsl_permutation = NULL;
4221 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4222 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4223 glslshaderstring = NULL;
4225 r_hlsl_permutation = NULL;
4226 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4227 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4229 hlslshaderstring = NULL;
4232 static void gl_main_newmap(void)
4234 // FIXME: move this code to client
4235 char *entities, entname[MAX_QPATH];
4237 Mem_Free(r_qwskincache);
4238 r_qwskincache = NULL;
4239 r_qwskincache_size = 0;
4242 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4243 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4245 CL_ParseEntityLump(entities);
4249 if (cl.worldmodel->brush.entities)
4250 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4252 R_Main_FreeViewCache();
4254 R_FrameData_Reset();
4255 R_BufferData_Reset();
4258 void GL_Main_Init(void)
4261 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4263 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4264 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4265 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4266 if (gamemode == GAME_NEHAHRA)
4268 Cvar_RegisterVariable (&gl_fogenable);
4269 Cvar_RegisterVariable (&gl_fogdensity);
4270 Cvar_RegisterVariable (&gl_fogred);
4271 Cvar_RegisterVariable (&gl_foggreen);
4272 Cvar_RegisterVariable (&gl_fogblue);
4273 Cvar_RegisterVariable (&gl_fogstart);
4274 Cvar_RegisterVariable (&gl_fogend);
4275 Cvar_RegisterVariable (&gl_skyclip);
4277 Cvar_RegisterVariable(&r_motionblur);
4278 Cvar_RegisterVariable(&r_damageblur);
4279 Cvar_RegisterVariable(&r_motionblur_averaging);
4280 Cvar_RegisterVariable(&r_motionblur_randomize);
4281 Cvar_RegisterVariable(&r_motionblur_minblur);
4282 Cvar_RegisterVariable(&r_motionblur_maxblur);
4283 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4284 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4285 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4286 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4287 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4288 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4289 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4290 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4291 Cvar_RegisterVariable(&r_equalize_entities_by);
4292 Cvar_RegisterVariable(&r_equalize_entities_to);
4293 Cvar_RegisterVariable(&r_depthfirst);
4294 Cvar_RegisterVariable(&r_useinfinitefarclip);
4295 Cvar_RegisterVariable(&r_farclip_base);
4296 Cvar_RegisterVariable(&r_farclip_world);
4297 Cvar_RegisterVariable(&r_nearclip);
4298 Cvar_RegisterVariable(&r_deformvertexes);
4299 Cvar_RegisterVariable(&r_transparent);
4300 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4301 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4302 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4303 Cvar_RegisterVariable(&r_showoverdraw);
4304 Cvar_RegisterVariable(&r_showbboxes);
4305 Cvar_RegisterVariable(&r_showsurfaces);
4306 Cvar_RegisterVariable(&r_showtris);
4307 Cvar_RegisterVariable(&r_shownormals);
4308 Cvar_RegisterVariable(&r_showlighting);
4309 Cvar_RegisterVariable(&r_showshadowvolumes);
4310 Cvar_RegisterVariable(&r_showcollisionbrushes);
4311 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4312 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4313 Cvar_RegisterVariable(&r_showdisabledepthtest);
4314 Cvar_RegisterVariable(&r_drawportals);
4315 Cvar_RegisterVariable(&r_drawentities);
4316 Cvar_RegisterVariable(&r_draw2d);
4317 Cvar_RegisterVariable(&r_drawworld);
4318 Cvar_RegisterVariable(&r_cullentities_trace);
4319 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4320 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4321 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4322 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4323 Cvar_RegisterVariable(&r_sortentities);
4324 Cvar_RegisterVariable(&r_drawviewmodel);
4325 Cvar_RegisterVariable(&r_drawexteriormodel);
4326 Cvar_RegisterVariable(&r_speeds);
4327 Cvar_RegisterVariable(&r_fullbrights);
4328 Cvar_RegisterVariable(&r_wateralpha);
4329 Cvar_RegisterVariable(&r_dynamic);
4330 Cvar_RegisterVariable(&r_fakelight);
4331 Cvar_RegisterVariable(&r_fakelight_intensity);
4332 Cvar_RegisterVariable(&r_fullbright);
4333 Cvar_RegisterVariable(&r_shadows);
4334 Cvar_RegisterVariable(&r_shadows_darken);
4335 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4336 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4337 Cvar_RegisterVariable(&r_shadows_throwdistance);
4338 Cvar_RegisterVariable(&r_shadows_throwdirection);
4339 Cvar_RegisterVariable(&r_shadows_focus);
4340 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4341 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4342 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4343 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4344 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4345 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4346 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4347 Cvar_RegisterVariable(&r_fog_exp2);
4348 Cvar_RegisterVariable(&r_fog_clear);
4349 Cvar_RegisterVariable(&r_drawfog);
4350 Cvar_RegisterVariable(&r_transparentdepthmasking);
4351 Cvar_RegisterVariable(&r_transparent_sortmindist);
4352 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4353 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4354 Cvar_RegisterVariable(&r_texture_dds_load);
4355 Cvar_RegisterVariable(&r_texture_dds_save);
4356 Cvar_RegisterVariable(&r_textureunits);
4357 Cvar_RegisterVariable(&gl_combine);
4358 Cvar_RegisterVariable(&r_usedepthtextures);
4359 Cvar_RegisterVariable(&r_viewfbo);
4360 Cvar_RegisterVariable(&r_viewscale);
4361 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4362 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4363 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4364 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4365 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4366 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4367 Cvar_RegisterVariable(&r_glsl);
4368 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4369 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4370 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4371 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4372 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4373 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4374 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4375 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4376 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4377 Cvar_RegisterVariable(&r_glsl_postprocess);
4378 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4379 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4380 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4381 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4382 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4383 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4384 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4385 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4386 Cvar_RegisterVariable(&r_celshading);
4387 Cvar_RegisterVariable(&r_celoutlines);
4389 Cvar_RegisterVariable(&r_water);
4390 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4391 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4392 Cvar_RegisterVariable(&r_water_clippingplanebias);
4393 Cvar_RegisterVariable(&r_water_refractdistort);
4394 Cvar_RegisterVariable(&r_water_reflectdistort);
4395 Cvar_RegisterVariable(&r_water_scissormode);
4396 Cvar_RegisterVariable(&r_water_lowquality);
4397 Cvar_RegisterVariable(&r_water_hideplayer);
4398 Cvar_RegisterVariable(&r_water_fbo);
4400 Cvar_RegisterVariable(&r_lerpsprites);
4401 Cvar_RegisterVariable(&r_lerpmodels);
4402 Cvar_RegisterVariable(&r_lerplightstyles);
4403 Cvar_RegisterVariable(&r_waterscroll);
4404 Cvar_RegisterVariable(&r_bloom);
4405 Cvar_RegisterVariable(&r_bloom_colorscale);
4406 Cvar_RegisterVariable(&r_bloom_brighten);
4407 Cvar_RegisterVariable(&r_bloom_blur);
4408 Cvar_RegisterVariable(&r_bloom_resolution);
4409 Cvar_RegisterVariable(&r_bloom_colorexponent);
4410 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4411 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4412 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4413 Cvar_RegisterVariable(&r_hdr_glowintensity);
4414 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4415 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4416 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4417 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4418 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4419 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4420 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4421 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4422 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4423 Cvar_RegisterVariable(&developer_texturelogging);
4424 Cvar_RegisterVariable(&gl_lightmaps);
4425 Cvar_RegisterVariable(&r_test);
4426 Cvar_RegisterVariable(&r_batch_multidraw);
4427 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4428 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4429 Cvar_RegisterVariable(&r_glsl_skeletal);
4430 Cvar_RegisterVariable(&r_glsl_saturation);
4431 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4432 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4433 Cvar_RegisterVariable(&r_framedatasize);
4434 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4435 Cvar_RegisterVariable(&r_buffermegs[i]);
4436 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4437 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4438 Cvar_SetValue("r_fullbrights", 0);
4439 #ifdef DP_MOBILETOUCH
4440 // GLES devices have terrible depth precision in general, so...
4441 Cvar_SetValueQuick(&r_nearclip, 4);
4442 Cvar_SetValueQuick(&r_farclip_base, 4096);
4443 Cvar_SetValueQuick(&r_farclip_world, 0);
4444 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4446 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4449 void Render_Init(void)
4462 R_LightningBeams_Init();
4472 extern char *ENGINE_EXTENSIONS;
4475 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4476 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4477 gl_version = (const char *)qglGetString(GL_VERSION);
4478 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4482 if (!gl_platformextensions)
4483 gl_platformextensions = "";
4485 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4486 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4487 Con_Printf("GL_VERSION: %s\n", gl_version);
4488 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4489 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4491 VID_CheckExtensions();
4493 // LordHavoc: report supported extensions
4495 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4497 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4500 // clear to black (loading plaque will be seen over this)
4501 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4505 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4509 if (r_trippy.integer)
4511 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4513 p = r_refdef.view.frustum + i;
4518 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4522 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4526 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4530 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4534 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4538 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4542 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4546 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4554 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4558 if (r_trippy.integer)
4560 for (i = 0;i < numplanes;i++)
4567 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4571 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4575 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4579 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4583 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4587 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4591 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4595 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4603 //==================================================================================
4605 // LordHavoc: this stores temporary data used within the same frame
4607 typedef struct r_framedata_mem_s
4609 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4610 size_t size; // how much usable space
4611 size_t current; // how much space in use
4612 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4613 size_t wantedsize; // how much space was allocated
4614 unsigned char *data; // start of real data (16byte aligned)
4618 static r_framedata_mem_t *r_framedata_mem;
4620 void R_FrameData_Reset(void)
4622 while (r_framedata_mem)
4624 r_framedata_mem_t *next = r_framedata_mem->purge;
4625 Mem_Free(r_framedata_mem);
4626 r_framedata_mem = next;
4630 static void R_FrameData_Resize(qboolean mustgrow)
4633 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4634 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4635 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4637 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4638 newmem->wantedsize = wantedsize;
4639 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4640 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4641 newmem->current = 0;
4643 newmem->purge = r_framedata_mem;
4644 r_framedata_mem = newmem;
4648 void R_FrameData_NewFrame(void)
4650 R_FrameData_Resize(false);
4651 if (!r_framedata_mem)
4653 // if we ran out of space on the last frame, free the old memory now
4654 while (r_framedata_mem->purge)
4656 // repeatedly remove the second item in the list, leaving only head
4657 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4658 Mem_Free(r_framedata_mem->purge);
4659 r_framedata_mem->purge = next;
4661 // reset the current mem pointer
4662 r_framedata_mem->current = 0;
4663 r_framedata_mem->mark = 0;
4666 void *R_FrameData_Alloc(size_t size)
4671 // align to 16 byte boundary - the data pointer is already aligned, so we
4672 // only need to ensure the size of every allocation is also aligned
4673 size = (size + 15) & ~15;
4675 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4677 // emergency - we ran out of space, allocate more memory
4678 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4679 // this might not be a growing it, but we'll allocate another buffer every time
4680 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4681 R_FrameData_Resize(true);
4684 data = r_framedata_mem->data + r_framedata_mem->current;
4685 r_framedata_mem->current += size;
4687 // count the usage for stats
4688 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4689 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4691 return (void *)data;
4694 void *R_FrameData_Store(size_t size, void *data)
4696 void *d = R_FrameData_Alloc(size);
4698 memcpy(d, data, size);
4702 void R_FrameData_SetMark(void)
4704 if (!r_framedata_mem)
4706 r_framedata_mem->mark = r_framedata_mem->current;
4709 void R_FrameData_ReturnToMark(void)
4711 if (!r_framedata_mem)
4713 r_framedata_mem->current = r_framedata_mem->mark;
4716 //==================================================================================
4718 // avoid reusing the same buffer objects on consecutive frames
4719 #define R_BUFFERDATA_CYCLE 3
4721 typedef struct r_bufferdata_buffer_s
4723 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4724 size_t size; // how much usable space
4725 size_t current; // how much space in use
4726 r_meshbuffer_t *buffer; // the buffer itself
4728 r_bufferdata_buffer_t;
4730 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4731 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4733 /// frees all dynamic buffers
4734 void R_BufferData_Reset(void)
4737 r_bufferdata_buffer_t **p, *mem;
4738 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4740 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4743 p = &r_bufferdata_buffer[cycle][type];
4749 R_Mesh_DestroyMeshBuffer(mem->buffer);
4756 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4757 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4759 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4761 float newvalue = r_buffermegs[type].value;
4763 // increase the cvar if we have to (but only if we already have a mem)
4764 if (mustgrow && mem)
4766 newvalue = bound(0.25f, newvalue, 256.0f);
4767 while (newvalue * 1024*1024 < minsize)
4770 // clamp the cvar to valid range
4771 newvalue = bound(0.25f, newvalue, 256.0f);
4772 if (r_buffermegs[type].value != newvalue)
4773 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4775 // calculate size in bytes
4776 size = (size_t)(newvalue * 1024*1024);
4777 size = bound(131072, size, 256*1024*1024);
4779 // allocate a new buffer if the size is different (purge old one later)
4780 // or if we were told we must grow the buffer
4781 if (!mem || mem->size != size || mustgrow)
4783 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4786 if (type == R_BUFFERDATA_VERTEX)
4787 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4788 else if (type == R_BUFFERDATA_INDEX16)
4789 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4790 else if (type == R_BUFFERDATA_INDEX32)
4791 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4792 else if (type == R_BUFFERDATA_UNIFORM)
4793 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4794 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4795 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4799 void R_BufferData_NewFrame(void)
4802 r_bufferdata_buffer_t **p, *mem;
4803 // cycle to the next frame's buffers
4804 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4805 // if we ran out of space on the last time we used these buffers, free the old memory now
4806 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4808 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4810 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4811 // free all but the head buffer, this is how we recycle obsolete
4812 // buffers after they are no longer in use
4813 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4819 R_Mesh_DestroyMeshBuffer(mem->buffer);
4822 // reset the current offset
4823 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4828 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4830 r_bufferdata_buffer_t *mem;
4834 *returnbufferoffset = 0;
4836 // align size to a byte boundary appropriate for the buffer type, this
4837 // makes all allocations have aligned start offsets
4838 if (type == R_BUFFERDATA_UNIFORM)
4839 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4841 padsize = (datasize + 15) & ~15;
4843 // if we ran out of space in this buffer we must allocate a new one
4844 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)
4845 R_BufferData_Resize(type, true, padsize);
4847 // if the resize did not give us enough memory, fail
4848 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)
4849 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4851 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4852 offset = (int)mem->current;
4853 mem->current += padsize;
4855 // upload the data to the buffer at the chosen offset
4857 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4858 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4860 // count the usage for stats
4861 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4862 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4864 // return the buffer offset
4865 *returnbufferoffset = offset;
4870 //==================================================================================
4872 // LordHavoc: animcache originally written by Echon, rewritten since then
4875 * Animation cache prevents re-generating mesh data for an animated model
4876 * multiple times in one frame for lighting, shadowing, reflections, etc.
4879 void R_AnimCache_Free(void)
4883 void R_AnimCache_ClearCache(void)
4886 entity_render_t *ent;
4888 for (i = 0;i < r_refdef.scene.numentities;i++)
4890 ent = r_refdef.scene.entities[i];
4891 ent->animcache_vertex3f = NULL;
4892 ent->animcache_vertex3f_vertexbuffer = NULL;
4893 ent->animcache_vertex3f_bufferoffset = 0;
4894 ent->animcache_normal3f = NULL;
4895 ent->animcache_normal3f_vertexbuffer = NULL;
4896 ent->animcache_normal3f_bufferoffset = 0;
4897 ent->animcache_svector3f = NULL;
4898 ent->animcache_svector3f_vertexbuffer = NULL;
4899 ent->animcache_svector3f_bufferoffset = 0;
4900 ent->animcache_tvector3f = NULL;
4901 ent->animcache_tvector3f_vertexbuffer = NULL;
4902 ent->animcache_tvector3f_bufferoffset = 0;
4903 ent->animcache_vertexmesh = NULL;
4904 ent->animcache_vertexmesh_vertexbuffer = NULL;
4905 ent->animcache_vertexmesh_bufferoffset = 0;
4906 ent->animcache_skeletaltransform3x4 = NULL;
4907 ent->animcache_skeletaltransform3x4buffer = NULL;
4908 ent->animcache_skeletaltransform3x4offset = 0;
4909 ent->animcache_skeletaltransform3x4size = 0;
4913 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4917 // check if we need the meshbuffers
4918 if (!vid.useinterleavedarrays)
4921 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4922 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4923 // TODO: upload vertexbuffer?
4924 if (ent->animcache_vertexmesh)
4926 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4927 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4928 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4929 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4930 for (i = 0;i < numvertices;i++)
4931 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4932 if (ent->animcache_svector3f)
4933 for (i = 0;i < numvertices;i++)
4934 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4935 if (ent->animcache_tvector3f)
4936 for (i = 0;i < numvertices;i++)
4937 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4938 if (ent->animcache_normal3f)
4939 for (i = 0;i < numvertices;i++)
4940 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4944 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4946 dp_model_t *model = ent->model;
4949 // see if this ent is worth caching
4950 if (!model || !model->Draw || !model->AnimateVertices)
4952 // nothing to cache if it contains no animations and has no skeleton
4953 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4955 // see if it is already cached for gpuskeletal
4956 if (ent->animcache_skeletaltransform3x4)
4958 // see if it is already cached as a mesh
4959 if (ent->animcache_vertex3f)
4961 // check if we need to add normals or tangents
4962 if (ent->animcache_normal3f)
4963 wantnormals = false;
4964 if (ent->animcache_svector3f)
4965 wanttangents = false;
4966 if (!wantnormals && !wanttangents)
4970 // check which kind of cache we need to generate
4971 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4973 // cache the skeleton so the vertex shader can use it
4974 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4975 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4976 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4977 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4978 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4979 // note: this can fail if the buffer is at the grow limit
4980 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4981 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4983 else if (ent->animcache_vertex3f)
4985 // mesh was already cached but we may need to add normals/tangents
4986 // (this only happens with multiple views, reflections, cameras, etc)
4987 if (wantnormals || wanttangents)
4989 numvertices = model->surfmesh.num_vertices;
4991 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4994 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4995 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4997 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4998 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4999 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5000 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5001 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5006 // generate mesh cache
5007 numvertices = model->surfmesh.num_vertices;
5008 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5010 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5013 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5014 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5016 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5017 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5018 if (wantnormals || wanttangents)
5020 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5021 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5022 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5024 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5025 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5026 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5031 void R_AnimCache_CacheVisibleEntities(void)
5034 qboolean wantnormals = true;
5035 qboolean wanttangents = !r_showsurfaces.integer;
5037 switch(vid.renderpath)
5039 case RENDERPATH_GL20:
5040 case RENDERPATH_D3D9:
5041 case RENDERPATH_D3D10:
5042 case RENDERPATH_D3D11:
5043 case RENDERPATH_GLES2:
5045 case RENDERPATH_GL11:
5046 case RENDERPATH_GL13:
5047 case RENDERPATH_GLES1:
5048 wanttangents = false;
5050 case RENDERPATH_SOFT:
5054 if (r_shownormals.integer)
5055 wanttangents = wantnormals = true;
5057 // TODO: thread this
5058 // NOTE: R_PrepareRTLights() also caches entities
5060 for (i = 0;i < r_refdef.scene.numentities;i++)
5061 if (r_refdef.viewcache.entityvisible[i])
5062 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5065 //==================================================================================
5067 extern cvar_t r_overheadsprites_pushback;
5069 static void R_View_UpdateEntityLighting (void)
5072 entity_render_t *ent;
5073 vec3_t tempdiffusenormal, avg;
5074 vec_t f, fa, fd, fdd;
5075 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5077 for (i = 0;i < r_refdef.scene.numentities;i++)
5079 ent = r_refdef.scene.entities[i];
5081 // skip unseen models
5082 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5086 if (ent->model && ent->model == cl.worldmodel)
5088 // TODO: use modellight for r_ambient settings on world?
5089 VectorSet(ent->modellight_ambient, 0, 0, 0);
5090 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5091 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5095 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5097 // aleady updated by CSQC
5098 // TODO: force modellight on BSP models in this case?
5099 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5103 // fetch the lighting from the worldmodel data
5104 VectorClear(ent->modellight_ambient);
5105 VectorClear(ent->modellight_diffuse);
5106 VectorClear(tempdiffusenormal);
5107 if (ent->flags & RENDER_LIGHT)
5110 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5112 // complete lightning for lit sprites
5113 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5114 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5116 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5117 org[2] = org[2] + r_overheadsprites_pushback.value;
5118 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5121 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5123 if(ent->flags & RENDER_EQUALIZE)
5125 // first fix up ambient lighting...
5126 if(r_equalize_entities_minambient.value > 0)
5128 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5131 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5132 if(fa < r_equalize_entities_minambient.value * fd)
5135 // fa'/fd' = minambient
5136 // fa'+0.25*fd' = fa+0.25*fd
5138 // fa' = fd' * minambient
5139 // fd'*(0.25+minambient) = fa+0.25*fd
5141 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5142 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5144 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5145 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5146 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5147 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5152 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5154 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5155 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5159 // adjust brightness and saturation to target
5160 avg[0] = avg[1] = avg[2] = fa / f;
5161 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5162 avg[0] = avg[1] = avg[2] = fd / f;
5163 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5169 VectorSet(ent->modellight_ambient, 1, 1, 1);
5172 // move the light direction into modelspace coordinates for lighting code
5173 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5174 if(VectorLength2(ent->modellight_lightdir) == 0)
5175 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5176 VectorNormalize(ent->modellight_lightdir);
5180 #define MAX_LINEOFSIGHTTRACES 64
5182 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5185 vec3_t boxmins, boxmaxs;
5188 dp_model_t *model = r_refdef.scene.worldmodel;
5190 if (!model || !model->brush.TraceLineOfSight)
5193 // expand the box a little
5194 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5195 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5196 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5197 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5198 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5199 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5201 // return true if eye is inside enlarged box
5202 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5206 VectorCopy(eye, start);
5207 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5208 if (model->brush.TraceLineOfSight(model, start, end))
5211 // try various random positions
5212 for (i = 0;i < numsamples;i++)
5214 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5215 if (model->brush.TraceLineOfSight(model, start, end))
5223 static void R_View_UpdateEntityVisible (void)
5228 entity_render_t *ent;
5230 if (r_refdef.envmap || r_fb.water.hideplayer)
5231 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5232 else if (chase_active.integer || r_fb.water.renderingscene)
5233 renderimask = RENDER_VIEWMODEL;
5235 renderimask = RENDER_EXTERIORMODEL;
5236 if (!r_drawviewmodel.integer)
5237 renderimask |= RENDER_VIEWMODEL;
5238 if (!r_drawexteriormodel.integer)
5239 renderimask |= RENDER_EXTERIORMODEL;
5240 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5241 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5243 // worldmodel can check visibility
5244 for (i = 0;i < r_refdef.scene.numentities;i++)
5246 ent = r_refdef.scene.entities[i];
5247 if (!(ent->flags & renderimask))
5248 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)))
5249 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))
5250 r_refdef.viewcache.entityvisible[i] = true;
5255 // no worldmodel or it can't check visibility
5256 for (i = 0;i < r_refdef.scene.numentities;i++)
5258 ent = r_refdef.scene.entities[i];
5259 if (!(ent->flags & renderimask))
5260 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)))
5261 r_refdef.viewcache.entityvisible[i] = true;
5264 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5265 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5267 for (i = 0;i < r_refdef.scene.numentities;i++)
5269 if (!r_refdef.viewcache.entityvisible[i])
5271 ent = r_refdef.scene.entities[i];
5272 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5274 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5276 continue; // temp entities do pvs only
5277 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5278 ent->last_trace_visibility = realtime;
5279 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5280 r_refdef.viewcache.entityvisible[i] = 0;
5286 /// only used if skyrendermasked, and normally returns false
5287 static int R_DrawBrushModelsSky (void)
5290 entity_render_t *ent;
5293 for (i = 0;i < r_refdef.scene.numentities;i++)
5295 if (!r_refdef.viewcache.entityvisible[i])
5297 ent = r_refdef.scene.entities[i];
5298 if (!ent->model || !ent->model->DrawSky)
5300 ent->model->DrawSky(ent);
5306 static void R_DrawNoModel(entity_render_t *ent);
5307 static void R_DrawModels(void)
5310 entity_render_t *ent;
5312 for (i = 0;i < r_refdef.scene.numentities;i++)
5314 if (!r_refdef.viewcache.entityvisible[i])
5316 ent = r_refdef.scene.entities[i];
5317 r_refdef.stats[r_stat_entities]++;
5319 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5322 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5323 Con_Printf("R_DrawModels\n");
5324 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]);
5325 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);
5326 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);
5329 if (ent->model && ent->model->Draw != NULL)
5330 ent->model->Draw(ent);
5336 static void R_DrawModelsDepth(void)
5339 entity_render_t *ent;
5341 for (i = 0;i < r_refdef.scene.numentities;i++)
5343 if (!r_refdef.viewcache.entityvisible[i])
5345 ent = r_refdef.scene.entities[i];
5346 if (ent->model && ent->model->DrawDepth != NULL)
5347 ent->model->DrawDepth(ent);
5351 static void R_DrawModelsDebug(void)
5354 entity_render_t *ent;
5356 for (i = 0;i < r_refdef.scene.numentities;i++)
5358 if (!r_refdef.viewcache.entityvisible[i])
5360 ent = r_refdef.scene.entities[i];
5361 if (ent->model && ent->model->DrawDebug != NULL)
5362 ent->model->DrawDebug(ent);
5366 static void R_DrawModelsAddWaterPlanes(void)
5369 entity_render_t *ent;
5371 for (i = 0;i < r_refdef.scene.numentities;i++)
5373 if (!r_refdef.viewcache.entityvisible[i])
5375 ent = r_refdef.scene.entities[i];
5376 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5377 ent->model->DrawAddWaterPlanes(ent);
5381 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}};
5383 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5385 if (r_hdr_irisadaptation.integer)
5390 vec3_t diffusenormal;
5392 vec_t brightness = 0.0f;
5397 VectorCopy(r_refdef.view.forward, forward);
5398 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5400 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5401 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5402 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5403 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5404 d = DotProduct(forward, diffusenormal);
5405 brightness += VectorLength(ambient);
5407 brightness += d * VectorLength(diffuse);
5409 brightness *= 1.0f / c;
5410 brightness += 0.00001f; // make sure it's never zero
5411 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5412 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5413 current = r_hdr_irisadaptation_value.value;
5415 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5416 else if (current > goal)
5417 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5418 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5419 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5421 else if (r_hdr_irisadaptation_value.value != 1.0f)
5422 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5425 static void R_View_SetFrustum(const int *scissor)
5428 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5429 vec3_t forward, left, up, origin, v;
5433 // flipped x coordinates (because x points left here)
5434 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5435 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5437 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5438 switch(vid.renderpath)
5440 case RENDERPATH_D3D9:
5441 case RENDERPATH_D3D10:
5442 case RENDERPATH_D3D11:
5443 // non-flipped y coordinates
5444 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5445 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5447 case RENDERPATH_SOFT:
5448 case RENDERPATH_GL11:
5449 case RENDERPATH_GL13:
5450 case RENDERPATH_GL20:
5451 case RENDERPATH_GLES1:
5452 case RENDERPATH_GLES2:
5453 // non-flipped y coordinates
5454 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5455 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5460 // we can't trust r_refdef.view.forward and friends in reflected scenes
5461 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5464 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5465 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5466 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5467 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5468 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5469 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5470 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5471 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5472 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5473 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5474 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5475 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5479 zNear = r_refdef.nearclip;
5480 nudge = 1.0 - 1.0 / (1<<23);
5481 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5482 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5483 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5484 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5485 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5486 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5487 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5488 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5494 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5495 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5496 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5497 r_refdef.view.frustum[0].dist = m[15] - m[12];
5499 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5500 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5501 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5502 r_refdef.view.frustum[1].dist = m[15] + m[12];
5504 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5505 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5506 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5507 r_refdef.view.frustum[2].dist = m[15] - m[13];
5509 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5510 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5511 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5512 r_refdef.view.frustum[3].dist = m[15] + m[13];
5514 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5515 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5516 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5517 r_refdef.view.frustum[4].dist = m[15] - m[14];
5519 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5520 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5521 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5522 r_refdef.view.frustum[5].dist = m[15] + m[14];
5525 if (r_refdef.view.useperspective)
5527 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5528 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]);
5529 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]);
5530 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]);
5531 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]);
5533 // then the normals from the corners relative to origin
5534 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5535 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5536 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5537 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5539 // in a NORMAL view, forward cross left == up
5540 // in a REFLECTED view, forward cross left == down
5541 // so our cross products above need to be adjusted for a left handed coordinate system
5542 CrossProduct(forward, left, v);
5543 if(DotProduct(v, up) < 0)
5545 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5546 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5547 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5548 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5551 // Leaving those out was a mistake, those were in the old code, and they
5552 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5553 // I couldn't reproduce it after adding those normalizations. --blub
5554 VectorNormalize(r_refdef.view.frustum[0].normal);
5555 VectorNormalize(r_refdef.view.frustum[1].normal);
5556 VectorNormalize(r_refdef.view.frustum[2].normal);
5557 VectorNormalize(r_refdef.view.frustum[3].normal);
5559 // make the corners absolute
5560 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5561 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5562 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5563 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5566 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5568 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5569 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5570 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5571 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5572 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5576 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5577 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5578 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5579 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5580 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5581 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5582 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5583 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5584 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5585 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5587 r_refdef.view.numfrustumplanes = 5;
5589 if (r_refdef.view.useclipplane)
5591 r_refdef.view.numfrustumplanes = 6;
5592 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5595 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5596 PlaneClassify(r_refdef.view.frustum + i);
5598 // LordHavoc: note to all quake engine coders, Quake had a special case
5599 // for 90 degrees which assumed a square view (wrong), so I removed it,
5600 // Quake2 has it disabled as well.
5602 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5603 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5604 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5605 //PlaneClassify(&frustum[0]);
5607 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5608 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5609 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5610 //PlaneClassify(&frustum[1]);
5612 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5613 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5614 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5615 //PlaneClassify(&frustum[2]);
5617 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5618 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5619 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5620 //PlaneClassify(&frustum[3]);
5623 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5624 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5625 //PlaneClassify(&frustum[4]);
5628 static void R_View_UpdateWithScissor(const int *myscissor)
5630 R_Main_ResizeViewCache();
5631 R_View_SetFrustum(myscissor);
5632 R_View_WorldVisibility(r_refdef.view.useclipplane);
5633 R_View_UpdateEntityVisible();
5634 R_View_UpdateEntityLighting();
5637 static void R_View_Update(void)
5639 R_Main_ResizeViewCache();
5640 R_View_SetFrustum(NULL);
5641 R_View_WorldVisibility(r_refdef.view.useclipplane);
5642 R_View_UpdateEntityVisible();
5643 R_View_UpdateEntityLighting();
5646 float viewscalefpsadjusted = 1.0f;
5648 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5650 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5651 scale = bound(0.03125f, scale, 1.0f);
5652 *outwidth = (int)ceil(width * scale);
5653 *outheight = (int)ceil(height * scale);
5656 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5658 const float *customclipplane = NULL;
5660 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5661 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5663 // LordHavoc: couldn't figure out how to make this approach the
5664 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5665 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5666 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5667 dist = r_refdef.view.clipplane.dist;
5668 plane[0] = r_refdef.view.clipplane.normal[0];
5669 plane[1] = r_refdef.view.clipplane.normal[1];
5670 plane[2] = r_refdef.view.clipplane.normal[2];
5672 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5675 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5676 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5678 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5679 if (!r_refdef.view.useperspective)
5680 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5681 else if (vid.stencil && r_useinfinitefarclip.integer)
5682 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5684 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5685 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5686 R_SetViewport(&r_refdef.view.viewport);
5687 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5689 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5690 float screenplane[4];
5691 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5692 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5693 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5694 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5695 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5699 void R_EntityMatrix(const matrix4x4_t *matrix)
5701 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5703 gl_modelmatrixchanged = false;
5704 gl_modelmatrix = *matrix;
5705 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5706 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5707 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5708 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5710 switch(vid.renderpath)
5712 case RENDERPATH_D3D9:
5714 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5715 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5718 case RENDERPATH_D3D10:
5719 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5721 case RENDERPATH_D3D11:
5722 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5724 case RENDERPATH_GL11:
5725 case RENDERPATH_GL13:
5726 case RENDERPATH_GLES1:
5728 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5731 case RENDERPATH_SOFT:
5732 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5733 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5735 case RENDERPATH_GL20:
5736 case RENDERPATH_GLES2:
5737 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5738 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5744 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5746 r_viewport_t viewport;
5750 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5751 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5752 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5753 R_SetViewport(&viewport);
5754 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5755 GL_Color(1, 1, 1, 1);
5756 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5757 GL_BlendFunc(GL_ONE, GL_ZERO);
5758 GL_ScissorTest(false);
5759 GL_DepthMask(false);
5760 GL_DepthRange(0, 1);
5761 GL_DepthTest(false);
5762 GL_DepthFunc(GL_LEQUAL);
5763 R_EntityMatrix(&identitymatrix);
5764 R_Mesh_ResetTextureState();
5765 GL_PolygonOffset(0, 0);
5766 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5767 switch(vid.renderpath)
5769 case RENDERPATH_GL11:
5770 case RENDERPATH_GL13:
5771 case RENDERPATH_GL20:
5772 case RENDERPATH_GLES1:
5773 case RENDERPATH_GLES2:
5774 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5776 case RENDERPATH_D3D9:
5777 case RENDERPATH_D3D10:
5778 case RENDERPATH_D3D11:
5779 case RENDERPATH_SOFT:
5782 GL_CullFace(GL_NONE);
5787 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5791 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5794 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5798 R_SetupView(true, fbo, depthtexture, colortexture);
5799 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5800 GL_Color(1, 1, 1, 1);
5801 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5802 GL_BlendFunc(GL_ONE, GL_ZERO);
5803 GL_ScissorTest(true);
5805 GL_DepthRange(0, 1);
5807 GL_DepthFunc(GL_LEQUAL);
5808 R_EntityMatrix(&identitymatrix);
5809 R_Mesh_ResetTextureState();
5810 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5811 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5812 switch(vid.renderpath)
5814 case RENDERPATH_GL11:
5815 case RENDERPATH_GL13:
5816 case RENDERPATH_GL20:
5817 case RENDERPATH_GLES1:
5818 case RENDERPATH_GLES2:
5819 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5821 case RENDERPATH_D3D9:
5822 case RENDERPATH_D3D10:
5823 case RENDERPATH_D3D11:
5824 case RENDERPATH_SOFT:
5827 GL_CullFace(r_refdef.view.cullface_back);
5832 R_RenderView_UpdateViewVectors
5835 void R_RenderView_UpdateViewVectors(void)
5837 // break apart the view matrix into vectors for various purposes
5838 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5839 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5840 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5841 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5842 // make an inverted copy of the view matrix for tracking sprites
5843 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5846 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5847 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5849 static void R_Water_StartFrame(void)
5852 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5853 r_waterstate_waterplane_t *p;
5854 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5856 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5859 switch(vid.renderpath)
5861 case RENDERPATH_GL20:
5862 case RENDERPATH_D3D9:
5863 case RENDERPATH_D3D10:
5864 case RENDERPATH_D3D11:
5865 case RENDERPATH_SOFT:
5866 case RENDERPATH_GLES2:
5868 case RENDERPATH_GL11:
5869 case RENDERPATH_GL13:
5870 case RENDERPATH_GLES1:
5874 // set waterwidth and waterheight to the water resolution that will be
5875 // used (often less than the screen resolution for faster rendering)
5876 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5878 // calculate desired texture sizes
5879 // can't use water if the card does not support the texture size
5880 if (!r_water.integer || r_showsurfaces.integer)
5881 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5882 else if (vid.support.arb_texture_non_power_of_two)
5884 texturewidth = waterwidth;
5885 textureheight = waterheight;
5886 camerawidth = waterwidth;
5887 cameraheight = waterheight;
5891 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5892 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5893 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5894 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5897 // allocate textures as needed
5898 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5900 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5901 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5903 if (p->texture_refraction)
5904 R_FreeTexture(p->texture_refraction);
5905 p->texture_refraction = NULL;
5906 if (p->fbo_refraction)
5907 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5908 p->fbo_refraction = 0;
5909 if (p->texture_reflection)
5910 R_FreeTexture(p->texture_reflection);
5911 p->texture_reflection = NULL;
5912 if (p->fbo_reflection)
5913 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5914 p->fbo_reflection = 0;
5915 if (p->texture_camera)
5916 R_FreeTexture(p->texture_camera);
5917 p->texture_camera = NULL;
5919 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5922 memset(&r_fb.water, 0, sizeof(r_fb.water));
5923 r_fb.water.texturewidth = texturewidth;
5924 r_fb.water.textureheight = textureheight;
5925 r_fb.water.camerawidth = camerawidth;
5926 r_fb.water.cameraheight = cameraheight;
5929 if (r_fb.water.texturewidth)
5931 int scaledwidth, scaledheight;
5933 r_fb.water.enabled = true;
5935 // water resolution is usually reduced
5936 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5937 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5938 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5940 // set up variables that will be used in shader setup
5941 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5942 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5943 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5944 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5947 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5948 r_fb.water.numwaterplanes = 0;
5951 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5953 int planeindex, bestplaneindex, vertexindex;
5954 vec3_t mins, maxs, normal, center, v, n;
5955 vec_t planescore, bestplanescore;
5957 r_waterstate_waterplane_t *p;
5958 texture_t *t = R_GetCurrentTexture(surface->texture);
5960 rsurface.texture = t;
5961 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5962 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5963 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5965 // average the vertex normals, find the surface bounds (after deformvertexes)
5966 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5967 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5968 VectorCopy(n, normal);
5969 VectorCopy(v, mins);
5970 VectorCopy(v, maxs);
5971 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5973 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5974 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5975 VectorAdd(normal, n, normal);
5976 mins[0] = min(mins[0], v[0]);
5977 mins[1] = min(mins[1], v[1]);
5978 mins[2] = min(mins[2], v[2]);
5979 maxs[0] = max(maxs[0], v[0]);
5980 maxs[1] = max(maxs[1], v[1]);
5981 maxs[2] = max(maxs[2], v[2]);
5983 VectorNormalize(normal);
5984 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5986 VectorCopy(normal, plane.normal);
5987 VectorNormalize(plane.normal);
5988 plane.dist = DotProduct(center, plane.normal);
5989 PlaneClassify(&plane);
5990 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5992 // skip backfaces (except if nocullface is set)
5993 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5995 VectorNegate(plane.normal, plane.normal);
5997 PlaneClassify(&plane);
6001 // find a matching plane if there is one
6002 bestplaneindex = -1;
6003 bestplanescore = 1048576.0f;
6004 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6006 if(p->camera_entity == t->camera_entity)
6008 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6009 if (bestplaneindex < 0 || bestplanescore > planescore)
6011 bestplaneindex = planeindex;
6012 bestplanescore = planescore;
6016 planeindex = bestplaneindex;
6018 // if this surface does not fit any known plane rendered this frame, add one
6019 if (planeindex < 0 || bestplanescore > 0.001f)
6021 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6023 // store the new plane
6024 planeindex = r_fb.water.numwaterplanes++;
6025 p = r_fb.water.waterplanes + planeindex;
6027 // clear materialflags and pvs
6028 p->materialflags = 0;
6029 p->pvsvalid = false;
6030 p->camera_entity = t->camera_entity;
6031 VectorCopy(mins, p->mins);
6032 VectorCopy(maxs, p->maxs);
6036 // We're totally screwed.
6042 // merge mins/maxs when we're adding this surface to the plane
6043 p = r_fb.water.waterplanes + planeindex;
6044 p->mins[0] = min(p->mins[0], mins[0]);
6045 p->mins[1] = min(p->mins[1], mins[1]);
6046 p->mins[2] = min(p->mins[2], mins[2]);
6047 p->maxs[0] = max(p->maxs[0], maxs[0]);
6048 p->maxs[1] = max(p->maxs[1], maxs[1]);
6049 p->maxs[2] = max(p->maxs[2], maxs[2]);
6051 // merge this surface's materialflags into the waterplane
6052 p->materialflags |= t->currentmaterialflags;
6053 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6055 // merge this surface's PVS into the waterplane
6056 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6057 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6059 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6065 extern cvar_t r_drawparticles;
6066 extern cvar_t r_drawdecals;
6068 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6071 r_refdef_view_t originalview;
6072 r_refdef_view_t myview;
6073 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;
6074 r_waterstate_waterplane_t *p;
6076 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6079 originalview = r_refdef.view;
6081 // lowquality hack, temporarily shut down some cvars and restore afterwards
6082 qualityreduction = r_water_lowquality.integer;
6083 if (qualityreduction > 0)
6085 if (qualityreduction >= 1)
6087 old_r_shadows = r_shadows.integer;
6088 old_r_worldrtlight = r_shadow_realtime_world.integer;
6089 old_r_dlight = r_shadow_realtime_dlight.integer;
6090 Cvar_SetValueQuick(&r_shadows, 0);
6091 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6092 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6094 if (qualityreduction >= 2)
6096 old_r_dynamic = r_dynamic.integer;
6097 old_r_particles = r_drawparticles.integer;
6098 old_r_decals = r_drawdecals.integer;
6099 Cvar_SetValueQuick(&r_dynamic, 0);
6100 Cvar_SetValueQuick(&r_drawparticles, 0);
6101 Cvar_SetValueQuick(&r_drawdecals, 0);
6105 // make sure enough textures are allocated
6106 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6108 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6110 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6112 if (!p->texture_refraction)
6113 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6114 if (!p->texture_refraction)
6118 if (r_fb.water.depthtexture == NULL)
6119 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6120 if (p->fbo_refraction == 0)
6121 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6124 else if (p->materialflags & MATERIALFLAG_CAMERA)
6126 if (!p->texture_camera)
6127 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6128 if (!p->texture_camera)
6132 if (r_fb.water.depthtexture == NULL)
6133 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6134 if (p->fbo_camera == 0)
6135 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6139 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6141 if (!p->texture_reflection)
6142 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6143 if (!p->texture_reflection)
6147 if (r_fb.water.depthtexture == NULL)
6148 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6149 if (p->fbo_reflection == 0)
6150 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6156 r_refdef.view = originalview;
6157 r_refdef.view.showdebug = false;
6158 r_refdef.view.width = r_fb.water.waterwidth;
6159 r_refdef.view.height = r_fb.water.waterheight;
6160 r_refdef.view.useclipplane = true;
6161 myview = r_refdef.view;
6162 r_fb.water.renderingscene = true;
6163 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6165 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6167 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6169 r_refdef.view = myview;
6170 if(r_water_scissormode.integer)
6172 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6173 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6174 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6177 // render reflected scene and copy into texture
6178 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6179 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6180 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6181 r_refdef.view.clipplane = p->plane;
6182 // reverse the cullface settings for this render
6183 r_refdef.view.cullface_front = GL_FRONT;
6184 r_refdef.view.cullface_back = GL_BACK;
6185 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6187 r_refdef.view.usecustompvs = true;
6189 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6191 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6194 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6195 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6196 R_ClearScreen(r_refdef.fogenabled);
6197 if(r_water_scissormode.integer & 2)
6198 R_View_UpdateWithScissor(myscissor);
6201 R_AnimCache_CacheVisibleEntities();
6202 if(r_water_scissormode.integer & 1)
6203 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6204 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6206 if (!p->fbo_reflection)
6207 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6208 r_fb.water.hideplayer = false;
6211 // render the normal view scene and copy into texture
6212 // (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)
6213 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6215 r_refdef.view = myview;
6216 if(r_water_scissormode.integer)
6218 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6219 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6220 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6223 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6225 r_refdef.view.clipplane = p->plane;
6226 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6227 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6229 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6231 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6232 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6233 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6234 R_RenderView_UpdateViewVectors();
6235 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6237 r_refdef.view.usecustompvs = true;
6238 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);
6242 PlaneClassify(&r_refdef.view.clipplane);
6244 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6245 R_ClearScreen(r_refdef.fogenabled);
6246 if(r_water_scissormode.integer & 2)
6247 R_View_UpdateWithScissor(myscissor);
6250 R_AnimCache_CacheVisibleEntities();
6251 if(r_water_scissormode.integer & 1)
6252 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6253 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6255 if (!p->fbo_refraction)
6256 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6257 r_fb.water.hideplayer = false;
6259 else if (p->materialflags & MATERIALFLAG_CAMERA)
6261 r_refdef.view = myview;
6263 r_refdef.view.clipplane = p->plane;
6264 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6265 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6267 r_refdef.view.width = r_fb.water.camerawidth;
6268 r_refdef.view.height = r_fb.water.cameraheight;
6269 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6270 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6271 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6272 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6274 if(p->camera_entity)
6276 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6277 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6280 // note: all of the view is used for displaying... so
6281 // there is no use in scissoring
6283 // reverse the cullface settings for this render
6284 r_refdef.view.cullface_front = GL_FRONT;
6285 r_refdef.view.cullface_back = GL_BACK;
6286 // also reverse the view matrix
6287 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
6288 R_RenderView_UpdateViewVectors();
6289 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6291 r_refdef.view.usecustompvs = true;
6292 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);
6295 // camera needs no clipplane
6296 r_refdef.view.useclipplane = false;
6298 PlaneClassify(&r_refdef.view.clipplane);
6300 r_fb.water.hideplayer = false;
6302 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6303 R_ClearScreen(r_refdef.fogenabled);
6305 R_AnimCache_CacheVisibleEntities();
6306 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6309 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6310 r_fb.water.hideplayer = false;
6314 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6315 r_fb.water.renderingscene = false;
6316 r_refdef.view = originalview;
6317 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6318 if (!r_fb.water.depthtexture)
6319 R_ClearScreen(r_refdef.fogenabled);
6321 R_AnimCache_CacheVisibleEntities();
6324 r_refdef.view = originalview;
6325 r_fb.water.renderingscene = false;
6326 Cvar_SetValueQuick(&r_water, 0);
6327 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6329 // lowquality hack, restore cvars
6330 if (qualityreduction > 0)
6332 if (qualityreduction >= 1)
6334 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6335 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6336 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6338 if (qualityreduction >= 2)
6340 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6341 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6342 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6347 static void R_Bloom_StartFrame(void)
6350 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6351 int viewwidth, viewheight;
6352 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6353 textype_t textype = TEXTYPE_COLORBUFFER;
6355 switch (vid.renderpath)
6357 case RENDERPATH_GL20:
6358 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6359 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6361 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6362 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6365 case RENDERPATH_GL11:
6366 case RENDERPATH_GL13:
6367 case RENDERPATH_GLES1:
6368 case RENDERPATH_GLES2:
6369 case RENDERPATH_D3D9:
6370 case RENDERPATH_D3D10:
6371 case RENDERPATH_D3D11:
6372 r_fb.usedepthtextures = false;
6374 case RENDERPATH_SOFT:
6375 r_fb.usedepthtextures = true;
6379 if (r_viewscale_fpsscaling.integer)
6381 double actualframetime;
6382 double targetframetime;
6384 actualframetime = r_refdef.lastdrawscreentime;
6385 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6386 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6387 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6388 if (r_viewscale_fpsscaling_stepsize.value > 0)
6389 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6390 viewscalefpsadjusted += adjust;
6391 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6394 viewscalefpsadjusted = 1.0f;
6396 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6398 switch(vid.renderpath)
6400 case RENDERPATH_GL20:
6401 case RENDERPATH_D3D9:
6402 case RENDERPATH_D3D10:
6403 case RENDERPATH_D3D11:
6404 case RENDERPATH_SOFT:
6405 case RENDERPATH_GLES2:
6407 case RENDERPATH_GL11:
6408 case RENDERPATH_GL13:
6409 case RENDERPATH_GLES1:
6413 // set bloomwidth and bloomheight to the bloom resolution that will be
6414 // used (often less than the screen resolution for faster rendering)
6415 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6416 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6417 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6418 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6419 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6421 // calculate desired texture sizes
6422 if (vid.support.arb_texture_non_power_of_two)
6424 screentexturewidth = vid.width;
6425 screentextureheight = vid.height;
6426 bloomtexturewidth = r_fb.bloomwidth;
6427 bloomtextureheight = r_fb.bloomheight;
6431 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6432 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6433 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6434 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6437 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))
6439 Cvar_SetValueQuick(&r_bloom, 0);
6440 Cvar_SetValueQuick(&r_motionblur, 0);
6441 Cvar_SetValueQuick(&r_damageblur, 0);
6444 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6446 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6448 && r_viewscale.value == 1.0f
6449 && !r_viewscale_fpsscaling.integer)
6450 screentexturewidth = screentextureheight = 0;
6451 if (!r_bloom.integer)
6452 bloomtexturewidth = bloomtextureheight = 0;
6454 // allocate textures as needed
6455 if (r_fb.screentexturewidth != screentexturewidth
6456 || r_fb.screentextureheight != screentextureheight
6457 || r_fb.bloomtexturewidth != bloomtexturewidth
6458 || r_fb.bloomtextureheight != bloomtextureheight
6459 || r_fb.textype != textype
6460 || useviewfbo != (r_fb.fbo != 0))
6462 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6464 if (r_fb.bloomtexture[i])
6465 R_FreeTexture(r_fb.bloomtexture[i]);
6466 r_fb.bloomtexture[i] = NULL;
6468 if (r_fb.bloomfbo[i])
6469 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6470 r_fb.bloomfbo[i] = 0;
6474 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6477 if (r_fb.colortexture)
6478 R_FreeTexture(r_fb.colortexture);
6479 r_fb.colortexture = NULL;
6481 if (r_fb.depthtexture)
6482 R_FreeTexture(r_fb.depthtexture);
6483 r_fb.depthtexture = NULL;
6485 if (r_fb.ghosttexture)
6486 R_FreeTexture(r_fb.ghosttexture);
6487 r_fb.ghosttexture = NULL;
6489 r_fb.screentexturewidth = screentexturewidth;
6490 r_fb.screentextureheight = screentextureheight;
6491 r_fb.bloomtexturewidth = bloomtexturewidth;
6492 r_fb.bloomtextureheight = bloomtextureheight;
6493 r_fb.textype = textype;
6495 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6497 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6498 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);
6499 r_fb.ghosttexture_valid = false;
6500 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6503 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6504 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6505 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6509 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6511 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6513 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6515 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6520 // bloom texture is a different resolution
6521 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6522 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6523 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6524 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6525 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6527 // set up a texcoord array for the full resolution screen image
6528 // (we have to keep this around to copy back during final render)
6529 r_fb.screentexcoord2f[0] = 0;
6530 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6531 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6532 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6533 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6534 r_fb.screentexcoord2f[5] = 0;
6535 r_fb.screentexcoord2f[6] = 0;
6536 r_fb.screentexcoord2f[7] = 0;
6540 for (i = 1;i < 8;i += 2)
6542 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6546 // set up a texcoord array for the reduced resolution bloom image
6547 // (which will be additive blended over the screen image)
6548 r_fb.bloomtexcoord2f[0] = 0;
6549 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6550 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6551 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6552 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6553 r_fb.bloomtexcoord2f[5] = 0;
6554 r_fb.bloomtexcoord2f[6] = 0;
6555 r_fb.bloomtexcoord2f[7] = 0;
6557 switch(vid.renderpath)
6559 case RENDERPATH_GL11:
6560 case RENDERPATH_GL13:
6561 case RENDERPATH_GL20:
6562 case RENDERPATH_SOFT:
6563 case RENDERPATH_GLES1:
6564 case RENDERPATH_GLES2:
6566 case RENDERPATH_D3D9:
6567 case RENDERPATH_D3D10:
6568 case RENDERPATH_D3D11:
6569 for (i = 0;i < 4;i++)
6571 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6572 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6573 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6574 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6579 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6582 r_refdef.view.clear = true;
6585 static void R_Bloom_MakeTexture(void)
6588 float xoffset, yoffset, r, brighten;
6590 float colorscale = r_bloom_colorscale.value;
6592 r_refdef.stats[r_stat_bloom]++;
6595 // this copy is unnecessary since it happens in R_BlendView already
6598 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6599 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6603 // scale down screen texture to the bloom texture size
6605 r_fb.bloomindex = 0;
6606 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6607 R_SetViewport(&r_fb.bloomviewport);
6608 GL_DepthTest(false);
6609 GL_BlendFunc(GL_ONE, GL_ZERO);
6610 GL_Color(colorscale, colorscale, colorscale, 1);
6611 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6612 switch(vid.renderpath)
6614 case RENDERPATH_GL11:
6615 case RENDERPATH_GL13:
6616 case RENDERPATH_GL20:
6617 case RENDERPATH_GLES1:
6618 case RENDERPATH_GLES2:
6619 case RENDERPATH_SOFT:
6620 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6622 case RENDERPATH_D3D9:
6623 case RENDERPATH_D3D10:
6624 case RENDERPATH_D3D11:
6625 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6628 // TODO: do boxfilter scale-down in shader?
6629 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6630 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6631 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6633 // we now have a properly scaled bloom image
6634 if (!r_fb.bloomfbo[r_fb.bloomindex])
6636 // copy it into the bloom texture
6637 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6638 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6641 // multiply bloom image by itself as many times as desired
6642 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6644 intex = r_fb.bloomtexture[r_fb.bloomindex];
6645 r_fb.bloomindex ^= 1;
6646 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6648 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6649 if (!r_fb.bloomfbo[r_fb.bloomindex])
6651 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6652 GL_Color(r,r,r,1); // apply fix factor
6657 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6658 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6659 GL_Color(1,1,1,1); // no fix factor supported here
6661 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6662 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6663 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6664 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6666 if (!r_fb.bloomfbo[r_fb.bloomindex])
6668 // copy the darkened image to a texture
6669 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6670 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6674 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6675 brighten = r_bloom_brighten.value;
6676 brighten = sqrt(brighten);
6678 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6680 for (dir = 0;dir < 2;dir++)
6682 intex = r_fb.bloomtexture[r_fb.bloomindex];
6683 r_fb.bloomindex ^= 1;
6684 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6685 // blend on at multiple vertical offsets to achieve a vertical blur
6686 // TODO: do offset blends using GLSL
6687 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6688 GL_BlendFunc(GL_ONE, GL_ZERO);
6689 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6690 for (x = -range;x <= range;x++)
6692 if (!dir){xoffset = 0;yoffset = x;}
6693 else {xoffset = x;yoffset = 0;}
6694 xoffset /= (float)r_fb.bloomtexturewidth;
6695 yoffset /= (float)r_fb.bloomtextureheight;
6696 // compute a texcoord array with the specified x and y offset
6697 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6698 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6699 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6700 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6701 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6702 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6703 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6704 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6705 // this r value looks like a 'dot' particle, fading sharply to
6706 // black at the edges
6707 // (probably not realistic but looks good enough)
6708 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6709 //r = brighten/(range*2+1);
6710 r = brighten / (range * 2 + 1);
6712 r *= (1 - x*x/(float)(range*range));
6713 GL_Color(r, r, r, 1);
6714 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6715 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6716 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6717 GL_BlendFunc(GL_ONE, GL_ONE);
6720 if (!r_fb.bloomfbo[r_fb.bloomindex])
6722 // copy the vertically or horizontally blurred bloom view to a texture
6723 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6724 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6729 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6731 unsigned int permutation;
6732 float uservecs[4][4];
6734 R_EntityMatrix(&identitymatrix);
6736 switch (vid.renderpath)
6738 case RENDERPATH_GL20:
6739 case RENDERPATH_D3D9:
6740 case RENDERPATH_D3D10:
6741 case RENDERPATH_D3D11:
6742 case RENDERPATH_SOFT:
6743 case RENDERPATH_GLES2:
6745 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6746 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6747 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6748 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6749 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6751 if (r_fb.colortexture)
6755 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6756 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6759 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6761 // declare variables
6762 float blur_factor, blur_mouseaccel, blur_velocity;
6763 static float blur_average;
6764 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6766 // set a goal for the factoring
6767 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6768 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6769 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6770 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6771 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6772 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6774 // from the goal, pick an averaged value between goal and last value
6775 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6776 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6778 // enforce minimum amount of blur
6779 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6781 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6783 // calculate values into a standard alpha
6784 cl.motionbluralpha = 1 - exp(-
6786 (r_motionblur.value * blur_factor / 80)
6788 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6791 max(0.0001, cl.time - cl.oldtime) // fps independent
6794 // randomization for the blur value to combat persistent ghosting
6795 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6796 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6799 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6800 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6802 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6803 GL_Color(1, 1, 1, cl.motionbluralpha);
6804 switch(vid.renderpath)
6806 case RENDERPATH_GL11:
6807 case RENDERPATH_GL13:
6808 case RENDERPATH_GL20:
6809 case RENDERPATH_GLES1:
6810 case RENDERPATH_GLES2:
6811 case RENDERPATH_SOFT:
6812 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6814 case RENDERPATH_D3D9:
6815 case RENDERPATH_D3D10:
6816 case RENDERPATH_D3D11:
6817 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6820 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6821 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6822 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6825 // updates old view angles for next pass
6826 VectorCopy(cl.viewangles, blur_oldangles);
6828 // copy view into the ghost texture
6829 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6830 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6831 r_fb.ghosttexture_valid = true;
6836 // no r_fb.colortexture means we're rendering to the real fb
6837 // we may still have to do view tint...
6838 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6840 // apply a color tint to the whole view
6841 R_ResetViewRendering2D(0, NULL, NULL);
6842 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6843 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6844 R_SetupShader_Generic_NoTexture(false, true);
6845 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6846 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6848 break; // no screen processing, no bloom, skip it
6851 if (r_fb.bloomtexture[0])
6853 // make the bloom texture
6854 R_Bloom_MakeTexture();
6857 #if _MSC_VER >= 1400
6858 #define sscanf sscanf_s
6860 memset(uservecs, 0, sizeof(uservecs));
6861 if (r_glsl_postprocess_uservec1_enable.integer)
6862 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6863 if (r_glsl_postprocess_uservec2_enable.integer)
6864 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6865 if (r_glsl_postprocess_uservec3_enable.integer)
6866 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6867 if (r_glsl_postprocess_uservec4_enable.integer)
6868 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6870 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6871 GL_Color(1, 1, 1, 1);
6872 GL_BlendFunc(GL_ONE, GL_ZERO);
6874 switch(vid.renderpath)
6876 case RENDERPATH_GL20:
6877 case RENDERPATH_GLES2:
6878 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6879 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6880 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6881 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6882 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6883 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]);
6884 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6885 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]);
6886 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]);
6887 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]);
6888 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]);
6889 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6890 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6891 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);
6893 case RENDERPATH_D3D9:
6895 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6896 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6897 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6898 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6899 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6900 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6901 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6902 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6903 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6904 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6905 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6906 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6907 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6908 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6909 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6912 case RENDERPATH_D3D10:
6913 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6915 case RENDERPATH_D3D11:
6916 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6918 case RENDERPATH_SOFT:
6919 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6920 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6921 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6922 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6923 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6924 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6926 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6927 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6928 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6929 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6932 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6937 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6938 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6940 case RENDERPATH_GL11:
6941 case RENDERPATH_GL13:
6942 case RENDERPATH_GLES1:
6943 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6945 // apply a color tint to the whole view
6946 R_ResetViewRendering2D(0, NULL, NULL);
6947 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6948 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6949 R_SetupShader_Generic_NoTexture(false, true);
6950 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6951 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6957 matrix4x4_t r_waterscrollmatrix;
6959 void R_UpdateFog(void)
6962 if (gamemode == GAME_NEHAHRA)
6964 if (gl_fogenable.integer)
6966 r_refdef.oldgl_fogenable = true;
6967 r_refdef.fog_density = gl_fogdensity.value;
6968 r_refdef.fog_red = gl_fogred.value;
6969 r_refdef.fog_green = gl_foggreen.value;
6970 r_refdef.fog_blue = gl_fogblue.value;
6971 r_refdef.fog_alpha = 1;
6972 r_refdef.fog_start = 0;
6973 r_refdef.fog_end = gl_skyclip.value;
6974 r_refdef.fog_height = 1<<30;
6975 r_refdef.fog_fadedepth = 128;
6977 else if (r_refdef.oldgl_fogenable)
6979 r_refdef.oldgl_fogenable = false;
6980 r_refdef.fog_density = 0;
6981 r_refdef.fog_red = 0;
6982 r_refdef.fog_green = 0;
6983 r_refdef.fog_blue = 0;
6984 r_refdef.fog_alpha = 0;
6985 r_refdef.fog_start = 0;
6986 r_refdef.fog_end = 0;
6987 r_refdef.fog_height = 1<<30;
6988 r_refdef.fog_fadedepth = 128;
6993 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6994 r_refdef.fog_start = max(0, r_refdef.fog_start);
6995 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6997 if (r_refdef.fog_density && r_drawfog.integer)
6999 r_refdef.fogenabled = true;
7000 // this is the point where the fog reaches 0.9986 alpha, which we
7001 // consider a good enough cutoff point for the texture
7002 // (0.9986 * 256 == 255.6)
7003 if (r_fog_exp2.integer)
7004 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7006 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7007 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7008 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7009 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7010 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7011 R_BuildFogHeightTexture();
7012 // fog color was already set
7013 // update the fog texture
7014 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)
7015 R_BuildFogTexture();
7016 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7017 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7020 r_refdef.fogenabled = false;
7023 if (r_refdef.fog_density)
7025 r_refdef.fogcolor[0] = r_refdef.fog_red;
7026 r_refdef.fogcolor[1] = r_refdef.fog_green;
7027 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7029 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7030 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7031 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7032 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7036 VectorCopy(r_refdef.fogcolor, fogvec);
7037 // color.rgb *= ContrastBoost * SceneBrightness;
7038 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7039 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7040 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7041 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7046 void R_UpdateVariables(void)
7050 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7052 r_refdef.farclip = r_farclip_base.value;
7053 if (r_refdef.scene.worldmodel)
7054 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7055 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7057 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7058 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7059 r_refdef.polygonfactor = 0;
7060 r_refdef.polygonoffset = 0;
7061 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7062 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7064 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7065 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7066 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7067 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7068 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7069 if (FAKELIGHT_ENABLED)
7071 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7073 else if (r_refdef.scene.worldmodel)
7075 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7077 if (r_showsurfaces.integer)
7079 r_refdef.scene.rtworld = false;
7080 r_refdef.scene.rtworldshadows = false;
7081 r_refdef.scene.rtdlight = false;
7082 r_refdef.scene.rtdlightshadows = false;
7083 r_refdef.lightmapintensity = 0;
7086 r_gpuskeletal = false;
7087 switch(vid.renderpath)
7089 case RENDERPATH_GL20:
7090 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7091 case RENDERPATH_D3D9:
7092 case RENDERPATH_D3D10:
7093 case RENDERPATH_D3D11:
7094 case RENDERPATH_SOFT:
7095 case RENDERPATH_GLES2:
7096 if(v_glslgamma.integer && !vid_gammatables_trivial)
7098 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7100 // build GLSL gamma texture
7101 #define RAMPWIDTH 256
7102 unsigned short ramp[RAMPWIDTH * 3];
7103 unsigned char rampbgr[RAMPWIDTH][4];
7106 r_texture_gammaramps_serial = vid_gammatables_serial;
7108 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7109 for(i = 0; i < RAMPWIDTH; ++i)
7111 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7112 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7113 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7116 if (r_texture_gammaramps)
7118 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7122 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7128 // remove GLSL gamma texture
7131 case RENDERPATH_GL11:
7132 case RENDERPATH_GL13:
7133 case RENDERPATH_GLES1:
7138 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7139 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7145 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7146 if( scenetype != r_currentscenetype ) {
7147 // store the old scenetype
7148 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7149 r_currentscenetype = scenetype;
7150 // move in the new scene
7151 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7160 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7162 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7163 if( scenetype == r_currentscenetype ) {
7164 return &r_refdef.scene;
7166 return &r_scenes_store[ scenetype ];
7170 static int R_SortEntities_Compare(const void *ap, const void *bp)
7172 const entity_render_t *a = *(const entity_render_t **)ap;
7173 const entity_render_t *b = *(const entity_render_t **)bp;
7176 if(a->model < b->model)
7178 if(a->model > b->model)
7182 // TODO possibly calculate the REAL skinnum here first using
7184 if(a->skinnum < b->skinnum)
7186 if(a->skinnum > b->skinnum)
7189 // everything we compared is equal
7192 static void R_SortEntities(void)
7194 // below or equal 2 ents, sorting never gains anything
7195 if(r_refdef.scene.numentities <= 2)
7198 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7206 int dpsoftrast_test;
7207 extern cvar_t r_shadow_bouncegrid;
7208 void R_RenderView(void)
7210 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7212 rtexture_t *depthtexture;
7213 rtexture_t *colortexture;
7215 dpsoftrast_test = r_test.integer;
7217 if (r_timereport_active)
7218 R_TimeReport("start");
7219 r_textureframe++; // used only by R_GetCurrentTexture
7220 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7222 if(R_CompileShader_CheckStaticParms())
7225 if (!r_drawentities.integer)
7226 r_refdef.scene.numentities = 0;
7227 else if (r_sortentities.integer)
7230 R_AnimCache_ClearCache();
7232 /* adjust for stereo display */
7233 if(R_Stereo_Active())
7235 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);
7236 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7239 if (r_refdef.view.isoverlay)
7241 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7242 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7243 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7244 R_TimeReport("depthclear");
7246 r_refdef.view.showdebug = false;
7248 r_fb.water.enabled = false;
7249 r_fb.water.numwaterplanes = 0;
7251 R_RenderScene(0, NULL, NULL);
7253 r_refdef.view.matrix = originalmatrix;
7259 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7261 r_refdef.view.matrix = originalmatrix;
7265 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7267 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7268 // in sRGB fallback, behave similar to true sRGB: convert this
7269 // value from linear to sRGB
7270 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7272 R_RenderView_UpdateViewVectors();
7274 R_Shadow_UpdateWorldLightSelection();
7276 R_Bloom_StartFrame();
7278 // apply bloom brightness offset
7279 if(r_fb.bloomtexture[0])
7280 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7282 R_Water_StartFrame();
7284 // now we probably have an fbo to render into
7286 depthtexture = r_fb.depthtexture;
7287 colortexture = r_fb.colortexture;
7290 if (r_timereport_active)
7291 R_TimeReport("viewsetup");
7293 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7295 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7297 R_ClearScreen(r_refdef.fogenabled);
7298 if (r_timereport_active)
7299 R_TimeReport("viewclear");
7301 r_refdef.view.clear = true;
7303 r_refdef.view.showdebug = true;
7306 if (r_timereport_active)
7307 R_TimeReport("visibility");
7309 R_AnimCache_CacheVisibleEntities();
7310 if (r_timereport_active)
7311 R_TimeReport("animcache");
7313 R_Shadow_UpdateBounceGridTexture();
7314 if (r_timereport_active && r_shadow_bouncegrid.integer)
7315 R_TimeReport("bouncegrid");
7317 r_fb.water.numwaterplanes = 0;
7318 if (r_fb.water.enabled)
7319 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7321 R_RenderScene(fbo, depthtexture, colortexture);
7322 r_fb.water.numwaterplanes = 0;
7324 R_BlendView(fbo, depthtexture, colortexture);
7325 if (r_timereport_active)
7326 R_TimeReport("blendview");
7328 GL_Scissor(0, 0, vid.width, vid.height);
7329 GL_ScissorTest(false);
7331 r_refdef.view.matrix = originalmatrix;
7336 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7338 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7340 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7341 if (r_timereport_active)
7342 R_TimeReport("waterworld");
7345 // don't let sound skip if going slow
7346 if (r_refdef.scene.extraupdate)
7349 R_DrawModelsAddWaterPlanes();
7350 if (r_timereport_active)
7351 R_TimeReport("watermodels");
7353 if (r_fb.water.numwaterplanes)
7355 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7356 if (r_timereport_active)
7357 R_TimeReport("waterscenes");
7361 extern cvar_t cl_locs_show;
7362 static void R_DrawLocs(void);
7363 static void R_DrawEntityBBoxes(void);
7364 static void R_DrawModelDecals(void);
7365 extern cvar_t cl_decals_newsystem;
7366 extern qboolean r_shadow_usingdeferredprepass;
7367 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7369 qboolean shadowmapping = false;
7371 if (r_timereport_active)
7372 R_TimeReport("beginscene");
7374 r_refdef.stats[r_stat_renders]++;
7378 // don't let sound skip if going slow
7379 if (r_refdef.scene.extraupdate)
7382 R_MeshQueue_BeginScene();
7386 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);
7388 if (r_timereport_active)
7389 R_TimeReport("skystartframe");
7391 if (cl.csqc_vidvars.drawworld)
7393 // don't let sound skip if going slow
7394 if (r_refdef.scene.extraupdate)
7397 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7399 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7400 if (r_timereport_active)
7401 R_TimeReport("worldsky");
7404 if (R_DrawBrushModelsSky() && r_timereport_active)
7405 R_TimeReport("bmodelsky");
7407 if (skyrendermasked && skyrenderlater)
7409 // we have to force off the water clipping plane while rendering sky
7410 R_SetupView(false, fbo, depthtexture, colortexture);
7412 R_SetupView(true, fbo, depthtexture, colortexture);
7413 if (r_timereport_active)
7414 R_TimeReport("sky");
7418 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7419 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7420 R_Shadow_PrepareModelShadows();
7421 if (r_timereport_active)
7422 R_TimeReport("preparelights");
7424 if (R_Shadow_ShadowMappingEnabled())
7425 shadowmapping = true;
7427 if (r_shadow_usingdeferredprepass)
7428 R_Shadow_DrawPrepass();
7430 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7432 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7433 if (r_timereport_active)
7434 R_TimeReport("worlddepth");
7436 if (r_depthfirst.integer >= 2)
7438 R_DrawModelsDepth();
7439 if (r_timereport_active)
7440 R_TimeReport("modeldepth");
7443 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7445 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7446 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7447 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7448 // don't let sound skip if going slow
7449 if (r_refdef.scene.extraupdate)
7453 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7455 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7456 if (r_timereport_active)
7457 R_TimeReport("world");
7460 // don't let sound skip if going slow
7461 if (r_refdef.scene.extraupdate)
7465 if (r_timereport_active)
7466 R_TimeReport("models");
7468 // don't let sound skip if going slow
7469 if (r_refdef.scene.extraupdate)
7472 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7474 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7475 R_DrawModelShadows(fbo, depthtexture, colortexture);
7476 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7477 // don't let sound skip if going slow
7478 if (r_refdef.scene.extraupdate)
7482 if (!r_shadow_usingdeferredprepass)
7484 R_Shadow_DrawLights();
7485 if (r_timereport_active)
7486 R_TimeReport("rtlights");
7489 // don't let sound skip if going slow
7490 if (r_refdef.scene.extraupdate)
7493 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7495 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7496 R_DrawModelShadows(fbo, depthtexture, colortexture);
7497 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7498 // don't let sound skip if going slow
7499 if (r_refdef.scene.extraupdate)
7503 if (cl.csqc_vidvars.drawworld)
7505 if (cl_decals_newsystem.integer)
7507 R_DrawModelDecals();
7508 if (r_timereport_active)
7509 R_TimeReport("modeldecals");
7514 if (r_timereport_active)
7515 R_TimeReport("decals");
7519 if (r_timereport_active)
7520 R_TimeReport("particles");
7523 if (r_timereport_active)
7524 R_TimeReport("explosions");
7526 R_DrawLightningBeams();
7527 if (r_timereport_active)
7528 R_TimeReport("lightning");
7532 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7534 if (r_refdef.view.showdebug)
7536 if (cl_locs_show.integer)
7539 if (r_timereport_active)
7540 R_TimeReport("showlocs");
7543 if (r_drawportals.integer)
7546 if (r_timereport_active)
7547 R_TimeReport("portals");
7550 if (r_showbboxes.value > 0)
7552 R_DrawEntityBBoxes();
7553 if (r_timereport_active)
7554 R_TimeReport("bboxes");
7558 if (r_transparent.integer)
7560 R_MeshQueue_RenderTransparent();
7561 if (r_timereport_active)
7562 R_TimeReport("drawtrans");
7565 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))
7567 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7568 if (r_timereport_active)
7569 R_TimeReport("worlddebug");
7570 R_DrawModelsDebug();
7571 if (r_timereport_active)
7572 R_TimeReport("modeldebug");
7575 if (cl.csqc_vidvars.drawworld)
7577 R_Shadow_DrawCoronas();
7578 if (r_timereport_active)
7579 R_TimeReport("coronas");
7584 GL_DepthTest(false);
7585 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7586 GL_Color(1, 1, 1, 1);
7587 qglBegin(GL_POLYGON);
7588 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7589 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7590 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7591 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7593 qglBegin(GL_POLYGON);
7594 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7595 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7596 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7597 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7599 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7603 // don't let sound skip if going slow
7604 if (r_refdef.scene.extraupdate)
7608 static const unsigned short bboxelements[36] =
7618 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7621 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7623 RSurf_ActiveWorldEntity();
7625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7626 GL_DepthMask(false);
7627 GL_DepthRange(0, 1);
7628 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7629 // R_Mesh_ResetTextureState();
7631 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7632 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7633 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7634 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7635 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7636 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7637 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7638 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7639 R_FillColors(color4f, 8, cr, cg, cb, ca);
7640 if (r_refdef.fogenabled)
7642 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7644 f1 = RSurf_FogVertex(v);
7646 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7647 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7648 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7651 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7652 R_Mesh_ResetTextureState();
7653 R_SetupShader_Generic_NoTexture(false, false);
7654 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7657 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7659 prvm_prog_t *prog = SVVM_prog;
7662 prvm_edict_t *edict;
7664 // this function draws bounding boxes of server entities
7668 GL_CullFace(GL_NONE);
7669 R_SetupShader_Generic_NoTexture(false, false);
7671 for (i = 0;i < numsurfaces;i++)
7673 edict = PRVM_EDICT_NUM(surfacelist[i]);
7674 switch ((int)PRVM_serveredictfloat(edict, solid))
7676 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7677 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7678 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7679 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7680 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7681 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7682 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7684 color[3] *= r_showbboxes.value;
7685 color[3] = bound(0, color[3], 1);
7686 GL_DepthTest(!r_showdisabledepthtest.integer);
7687 GL_CullFace(r_refdef.view.cullface_front);
7688 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7692 static void R_DrawEntityBBoxes(void)
7695 prvm_edict_t *edict;
7697 prvm_prog_t *prog = SVVM_prog;
7699 // this function draws bounding boxes of server entities
7703 for (i = 0;i < prog->num_edicts;i++)
7705 edict = PRVM_EDICT_NUM(i);
7706 if (edict->priv.server->free)
7708 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7709 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7711 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7713 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7714 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7718 static const int nomodelelement3i[24] =
7730 static const unsigned short nomodelelement3s[24] =
7742 static const float nomodelvertex3f[6*3] =
7752 static const float nomodelcolor4f[6*4] =
7754 0.0f, 0.0f, 0.5f, 1.0f,
7755 0.0f, 0.0f, 0.5f, 1.0f,
7756 0.0f, 0.5f, 0.0f, 1.0f,
7757 0.0f, 0.5f, 0.0f, 1.0f,
7758 0.5f, 0.0f, 0.0f, 1.0f,
7759 0.5f, 0.0f, 0.0f, 1.0f
7762 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7768 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);
7770 // this is only called once per entity so numsurfaces is always 1, and
7771 // surfacelist is always {0}, so this code does not handle batches
7773 if (rsurface.ent_flags & RENDER_ADDITIVE)
7775 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7776 GL_DepthMask(false);
7778 else if (rsurface.colormod[3] < 1)
7780 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7781 GL_DepthMask(false);
7785 GL_BlendFunc(GL_ONE, GL_ZERO);
7788 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7789 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7790 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7791 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7792 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7793 for (i = 0, c = color4f;i < 6;i++, c += 4)
7795 c[0] *= rsurface.colormod[0];
7796 c[1] *= rsurface.colormod[1];
7797 c[2] *= rsurface.colormod[2];
7798 c[3] *= rsurface.colormod[3];
7800 if (r_refdef.fogenabled)
7802 for (i = 0, c = color4f;i < 6;i++, c += 4)
7804 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7806 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7807 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7808 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7811 // R_Mesh_ResetTextureState();
7812 R_SetupShader_Generic_NoTexture(false, false);
7813 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7814 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7817 void R_DrawNoModel(entity_render_t *ent)
7820 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7821 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7822 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7824 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7827 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7829 vec3_t right1, right2, diff, normal;
7831 VectorSubtract (org2, org1, normal);
7833 // calculate 'right' vector for start
7834 VectorSubtract (r_refdef.view.origin, org1, diff);
7835 CrossProduct (normal, diff, right1);
7836 VectorNormalize (right1);
7838 // calculate 'right' vector for end
7839 VectorSubtract (r_refdef.view.origin, org2, diff);
7840 CrossProduct (normal, diff, right2);
7841 VectorNormalize (right2);
7843 vert[ 0] = org1[0] + width * right1[0];
7844 vert[ 1] = org1[1] + width * right1[1];
7845 vert[ 2] = org1[2] + width * right1[2];
7846 vert[ 3] = org1[0] - width * right1[0];
7847 vert[ 4] = org1[1] - width * right1[1];
7848 vert[ 5] = org1[2] - width * right1[2];
7849 vert[ 6] = org2[0] - width * right2[0];
7850 vert[ 7] = org2[1] - width * right2[1];
7851 vert[ 8] = org2[2] - width * right2[2];
7852 vert[ 9] = org2[0] + width * right2[0];
7853 vert[10] = org2[1] + width * right2[1];
7854 vert[11] = org2[2] + width * right2[2];
7857 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)
7859 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7860 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7861 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7862 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7863 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7864 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7865 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7866 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7867 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7868 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7869 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7870 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7873 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7878 VectorSet(v, x, y, z);
7879 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7880 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7882 if (i == mesh->numvertices)
7884 if (mesh->numvertices < mesh->maxvertices)
7886 VectorCopy(v, vertex3f);
7887 mesh->numvertices++;
7889 return mesh->numvertices;
7895 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7899 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7900 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7901 e = mesh->element3i + mesh->numtriangles * 3;
7902 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7904 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7905 if (mesh->numtriangles < mesh->maxtriangles)
7910 mesh->numtriangles++;
7912 element[1] = element[2];
7916 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7920 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7921 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7922 e = mesh->element3i + mesh->numtriangles * 3;
7923 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7925 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7926 if (mesh->numtriangles < mesh->maxtriangles)
7931 mesh->numtriangles++;
7933 element[1] = element[2];
7937 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7938 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7940 int planenum, planenum2;
7943 mplane_t *plane, *plane2;
7945 double temppoints[2][256*3];
7946 // figure out how large a bounding box we need to properly compute this brush
7948 for (w = 0;w < numplanes;w++)
7949 maxdist = max(maxdist, fabs(planes[w].dist));
7950 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7951 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7952 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7956 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7957 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7959 if (planenum2 == planenum)
7961 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);
7964 if (tempnumpoints < 3)
7966 // generate elements forming a triangle fan for this polygon
7967 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7971 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7973 texturelayer_t *layer;
7974 layer = t->currentlayers + t->currentnumlayers++;
7976 layer->depthmask = depthmask;
7977 layer->blendfunc1 = blendfunc1;
7978 layer->blendfunc2 = blendfunc2;
7979 layer->texture = texture;
7980 layer->texmatrix = *matrix;
7981 layer->color[0] = r;
7982 layer->color[1] = g;
7983 layer->color[2] = b;
7984 layer->color[3] = a;
7987 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7989 if(parms[0] == 0 && parms[1] == 0)
7991 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7992 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7997 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8000 index = parms[2] + rsurface.shadertime * parms[3];
8001 index -= floor(index);
8002 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8005 case Q3WAVEFUNC_NONE:
8006 case Q3WAVEFUNC_NOISE:
8007 case Q3WAVEFUNC_COUNT:
8010 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8011 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8012 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8013 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8014 case Q3WAVEFUNC_TRIANGLE:
8016 f = index - floor(index);
8029 f = parms[0] + parms[1] * f;
8030 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8031 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8035 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8042 matrix4x4_t matrix, temp;
8043 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8044 // it's better to have one huge fixup every 9 hours than gradual
8045 // degradation over time which looks consistently bad after many hours.
8047 // tcmod scroll in particular suffers from this degradation which can't be
8048 // effectively worked around even with floor() tricks because we don't
8049 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8050 // a workaround involving floor() would be incorrect anyway...
8051 shadertime = rsurface.shadertime;
8052 if (shadertime >= 32768.0f)
8053 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8054 switch(tcmod->tcmod)
8058 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8059 matrix = r_waterscrollmatrix;
8061 matrix = identitymatrix;
8063 case Q3TCMOD_ENTITYTRANSLATE:
8064 // this is used in Q3 to allow the gamecode to control texcoord
8065 // scrolling on the entity, which is not supported in darkplaces yet.
8066 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8068 case Q3TCMOD_ROTATE:
8069 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8070 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8071 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8074 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8076 case Q3TCMOD_SCROLL:
8077 // this particular tcmod is a "bug for bug" compatible one with regards to
8078 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8079 // specifically did the wrapping and so we must mimic that...
8080 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8081 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8082 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8084 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8085 w = (int) tcmod->parms[0];
8086 h = (int) tcmod->parms[1];
8087 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8089 idx = (int) floor(f * w * h);
8090 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8092 case Q3TCMOD_STRETCH:
8093 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8094 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8096 case Q3TCMOD_TRANSFORM:
8097 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8098 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8099 VectorSet(tcmat + 6, 0 , 0 , 1);
8100 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8101 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8103 case Q3TCMOD_TURBULENT:
8104 // this is handled in the RSurf_PrepareVertices function
8105 matrix = identitymatrix;
8109 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8112 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8114 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8115 char name[MAX_QPATH];
8116 skinframe_t *skinframe;
8117 unsigned char pixels[296*194];
8118 strlcpy(cache->name, skinname, sizeof(cache->name));
8119 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8120 if (developer_loading.integer)
8121 Con_Printf("loading %s\n", name);
8122 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8123 if (!skinframe || !skinframe->base)
8126 fs_offset_t filesize;
8128 f = FS_LoadFile(name, tempmempool, true, &filesize);
8131 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8132 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8136 cache->skinframe = skinframe;
8139 texture_t *R_GetCurrentTexture(texture_t *t)
8142 const entity_render_t *ent = rsurface.entity;
8143 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8144 q3shaderinfo_layer_tcmod_t *tcmod;
8146 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8147 return t->currentframe;
8148 t->update_lastrenderframe = r_textureframe;
8149 t->update_lastrenderentity = (void *)ent;
8151 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8152 t->camera_entity = ent->entitynumber;
8154 t->camera_entity = 0;
8156 // switch to an alternate material if this is a q1bsp animated material
8158 texture_t *texture = t;
8159 int s = rsurface.ent_skinnum;
8160 if ((unsigned int)s >= (unsigned int)model->numskins)
8162 if (model->skinscenes)
8164 if (model->skinscenes[s].framecount > 1)
8165 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8167 s = model->skinscenes[s].firstframe;
8170 t = t + s * model->num_surfaces;
8173 // use an alternate animation if the entity's frame is not 0,
8174 // and only if the texture has an alternate animation
8175 if (t->animated == 2) // q2bsp
8176 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8177 else if (rsurface.ent_alttextures && t->anim_total[1])
8178 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8180 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8182 texture->currentframe = t;
8185 // update currentskinframe to be a qw skin or animation frame
8186 if (rsurface.ent_qwskin >= 0)
8188 i = rsurface.ent_qwskin;
8189 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8191 r_qwskincache_size = cl.maxclients;
8193 Mem_Free(r_qwskincache);
8194 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8196 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8197 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8198 t->currentskinframe = r_qwskincache[i].skinframe;
8199 if (t->currentskinframe == NULL)
8200 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8202 else if (t->numskinframes >= 2)
8203 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8204 if (t->backgroundnumskinframes >= 2)
8205 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8207 t->currentmaterialflags = t->basematerialflags;
8208 t->currentalpha = rsurface.colormod[3] * t->basealpha;
8209 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8210 t->currentalpha *= r_wateralpha.value;
8211 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8212 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8213 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8214 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8215 if (!(rsurface.ent_flags & RENDER_LIGHT))
8216 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8217 else if (FAKELIGHT_ENABLED)
8219 // no modellight if using fakelight for the map
8221 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8223 // pick a model lighting mode
8224 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8225 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8227 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8229 if (rsurface.ent_flags & RENDER_ADDITIVE)
8230 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8231 else if (t->currentalpha < 1)
8232 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8233 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8234 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8235 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8236 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8237 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8238 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8239 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8240 if (t->backgroundnumskinframes)
8241 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8242 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8244 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8245 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8248 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8249 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8251 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8252 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8254 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8255 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8257 // there is no tcmod
8258 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8260 t->currenttexmatrix = r_waterscrollmatrix;
8261 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8263 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8265 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8266 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8269 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8270 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8271 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8272 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8274 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8275 if (t->currentskinframe->qpixels)
8276 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8277 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8278 if (!t->basetexture)
8279 t->basetexture = r_texture_notexture;
8280 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8281 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8282 t->nmaptexture = t->currentskinframe->nmap;
8283 if (!t->nmaptexture)
8284 t->nmaptexture = r_texture_blanknormalmap;
8285 t->glosstexture = r_texture_black;
8286 t->glowtexture = t->currentskinframe->glow;
8287 t->fogtexture = t->currentskinframe->fog;
8288 t->reflectmasktexture = t->currentskinframe->reflect;
8289 if (t->backgroundnumskinframes)
8291 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8292 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8293 t->backgroundglosstexture = r_texture_black;
8294 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8295 if (!t->backgroundnmaptexture)
8296 t->backgroundnmaptexture = r_texture_blanknormalmap;
8297 // make sure that if glow is going to be used, both textures are not NULL
8298 if (!t->backgroundglowtexture && t->glowtexture)
8299 t->backgroundglowtexture = r_texture_black;
8300 if (!t->glowtexture && t->backgroundglowtexture)
8301 t->glowtexture = r_texture_black;
8305 t->backgroundbasetexture = r_texture_white;
8306 t->backgroundnmaptexture = r_texture_blanknormalmap;
8307 t->backgroundglosstexture = r_texture_black;
8308 t->backgroundglowtexture = NULL;
8310 t->specularpower = r_shadow_glossexponent.value;
8311 // TODO: store reference values for these in the texture?
8312 t->specularscale = 0;
8313 if (r_shadow_gloss.integer > 0)
8315 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8317 if (r_shadow_glossintensity.value > 0)
8319 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8320 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8321 t->specularscale = r_shadow_glossintensity.value;
8324 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8326 t->glosstexture = r_texture_white;
8327 t->backgroundglosstexture = r_texture_white;
8328 t->specularscale = r_shadow_gloss2intensity.value;
8329 t->specularpower = r_shadow_gloss2exponent.value;
8332 t->specularscale *= t->specularscalemod;
8333 t->specularpower *= t->specularpowermod;
8334 t->rtlightambient = 0;
8336 // lightmaps mode looks bad with dlights using actual texturing, so turn
8337 // off the colormap and glossmap, but leave the normalmap on as it still
8338 // accurately represents the shading involved
8339 if (gl_lightmaps.integer)
8341 t->basetexture = r_texture_grey128;
8342 t->pantstexture = r_texture_black;
8343 t->shirttexture = r_texture_black;
8344 if (gl_lightmaps.integer < 2)
8345 t->nmaptexture = r_texture_blanknormalmap;
8346 t->glosstexture = r_texture_black;
8347 t->glowtexture = NULL;
8348 t->fogtexture = NULL;
8349 t->reflectmasktexture = NULL;
8350 t->backgroundbasetexture = NULL;
8351 if (gl_lightmaps.integer < 2)
8352 t->backgroundnmaptexture = r_texture_blanknormalmap;
8353 t->backgroundglosstexture = r_texture_black;
8354 t->backgroundglowtexture = NULL;
8355 t->specularscale = 0;
8356 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8359 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8360 VectorClear(t->dlightcolor);
8361 t->currentnumlayers = 0;
8362 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8364 int blendfunc1, blendfunc2;
8366 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8368 blendfunc1 = GL_SRC_ALPHA;
8369 blendfunc2 = GL_ONE;
8371 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8373 blendfunc1 = GL_SRC_ALPHA;
8374 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8376 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8378 blendfunc1 = t->customblendfunc[0];
8379 blendfunc2 = t->customblendfunc[1];
8383 blendfunc1 = GL_ONE;
8384 blendfunc2 = GL_ZERO;
8386 // don't colormod evilblend textures
8387 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8388 VectorSet(t->lightmapcolor, 1, 1, 1);
8389 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8390 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8392 // fullbright is not affected by r_refdef.lightmapintensity
8393 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8394 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8395 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8396 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8397 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8401 vec3_t ambientcolor;
8403 // set the color tint used for lights affecting this surface
8404 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8406 // q3bsp has no lightmap updates, so the lightstylevalue that
8407 // would normally be baked into the lightmap must be
8408 // applied to the color
8409 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8410 if (model->type == mod_brushq3)
8411 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8412 colorscale *= r_refdef.lightmapintensity;
8413 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8414 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8415 // basic lit geometry
8416 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8417 // add pants/shirt if needed
8418 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8419 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8420 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8421 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8422 // now add ambient passes if needed
8423 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8425 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8426 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8427 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8428 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8429 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8432 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8434 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8436 // if this is opaque use alpha blend which will darken the earlier
8439 // if this is an alpha blended material, all the earlier passes
8440 // were darkened by fog already, so we only need to add the fog
8441 // color ontop through the fog mask texture
8443 // if this is an additive blended material, all the earlier passes
8444 // were darkened by fog already, and we should not add fog color
8445 // (because the background was not darkened, there is no fog color
8446 // that was lost behind it).
8447 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8454 rsurfacestate_t rsurface;
8456 void RSurf_ActiveWorldEntity(void)
8458 dp_model_t *model = r_refdef.scene.worldmodel;
8459 //if (rsurface.entity == r_refdef.scene.worldentity)
8461 rsurface.entity = r_refdef.scene.worldentity;
8462 rsurface.skeleton = NULL;
8463 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8464 rsurface.ent_skinnum = 0;
8465 rsurface.ent_qwskin = -1;
8466 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8467 rsurface.shadertime = r_refdef.scene.time;
8468 rsurface.matrix = identitymatrix;
8469 rsurface.inversematrix = identitymatrix;
8470 rsurface.matrixscale = 1;
8471 rsurface.inversematrixscale = 1;
8472 R_EntityMatrix(&identitymatrix);
8473 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8474 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8475 rsurface.fograngerecip = r_refdef.fograngerecip;
8476 rsurface.fogheightfade = r_refdef.fogheightfade;
8477 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8478 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8479 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8480 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8481 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8482 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8483 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8484 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8485 rsurface.colormod[3] = 1;
8486 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8487 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8488 rsurface.frameblend[0].lerp = 1;
8489 rsurface.ent_alttextures = false;
8490 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8491 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8492 rsurface.entityskeletaltransform3x4 = NULL;
8493 rsurface.entityskeletaltransform3x4buffer = NULL;
8494 rsurface.entityskeletaltransform3x4offset = 0;
8495 rsurface.entityskeletaltransform3x4size = 0;;
8496 rsurface.entityskeletalnumtransforms = 0;
8497 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8498 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8499 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8500 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8501 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8502 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8503 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8504 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8505 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8506 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8507 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8508 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8509 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8510 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8511 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8512 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8513 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8514 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8515 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8516 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8517 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8518 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8519 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8520 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8521 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8522 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8523 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8524 rsurface.modelelement3i = model->surfmesh.data_element3i;
8525 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8526 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8527 rsurface.modelelement3s = model->surfmesh.data_element3s;
8528 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8529 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8530 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8531 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8532 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8533 rsurface.modelsurfaces = model->data_surfaces;
8534 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8535 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8536 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8537 rsurface.modelgeneratedvertex = false;
8538 rsurface.batchgeneratedvertex = false;
8539 rsurface.batchfirstvertex = 0;
8540 rsurface.batchnumvertices = 0;
8541 rsurface.batchfirsttriangle = 0;
8542 rsurface.batchnumtriangles = 0;
8543 rsurface.batchvertex3f = NULL;
8544 rsurface.batchvertex3f_vertexbuffer = NULL;
8545 rsurface.batchvertex3f_bufferoffset = 0;
8546 rsurface.batchsvector3f = NULL;
8547 rsurface.batchsvector3f_vertexbuffer = NULL;
8548 rsurface.batchsvector3f_bufferoffset = 0;
8549 rsurface.batchtvector3f = NULL;
8550 rsurface.batchtvector3f_vertexbuffer = NULL;
8551 rsurface.batchtvector3f_bufferoffset = 0;
8552 rsurface.batchnormal3f = NULL;
8553 rsurface.batchnormal3f_vertexbuffer = NULL;
8554 rsurface.batchnormal3f_bufferoffset = 0;
8555 rsurface.batchlightmapcolor4f = NULL;
8556 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8557 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8558 rsurface.batchtexcoordtexture2f = NULL;
8559 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8560 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8561 rsurface.batchtexcoordlightmap2f = NULL;
8562 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8563 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8564 rsurface.batchskeletalindex4ub = NULL;
8565 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8566 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8567 rsurface.batchskeletalweight4ub = NULL;
8568 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8569 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8570 rsurface.batchvertexmesh = NULL;
8571 rsurface.batchvertexmesh_vertexbuffer = NULL;
8572 rsurface.batchvertexmesh_bufferoffset = 0;
8573 rsurface.batchelement3i = NULL;
8574 rsurface.batchelement3i_indexbuffer = NULL;
8575 rsurface.batchelement3i_bufferoffset = 0;
8576 rsurface.batchelement3s = NULL;
8577 rsurface.batchelement3s_indexbuffer = NULL;
8578 rsurface.batchelement3s_bufferoffset = 0;
8579 rsurface.passcolor4f = NULL;
8580 rsurface.passcolor4f_vertexbuffer = NULL;
8581 rsurface.passcolor4f_bufferoffset = 0;
8582 rsurface.forcecurrenttextureupdate = false;
8585 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8587 dp_model_t *model = ent->model;
8588 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8590 rsurface.entity = (entity_render_t *)ent;
8591 rsurface.skeleton = ent->skeleton;
8592 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8593 rsurface.ent_skinnum = ent->skinnum;
8594 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;
8595 rsurface.ent_flags = ent->flags;
8596 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8597 rsurface.matrix = ent->matrix;
8598 rsurface.inversematrix = ent->inversematrix;
8599 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8600 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8601 R_EntityMatrix(&rsurface.matrix);
8602 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8603 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8604 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8605 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8606 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8607 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8608 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8609 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8610 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8611 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8612 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8613 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8614 rsurface.colormod[3] = ent->alpha;
8615 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8616 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8617 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8618 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8619 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8620 if (ent->model->brush.submodel && !prepass)
8622 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8623 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8625 // if the animcache code decided it should use the shader path, skip the deform step
8626 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8627 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8628 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8629 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8630 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8631 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8633 if (ent->animcache_vertex3f)
8635 r_refdef.stats[r_stat_batch_entitycache_count]++;
8636 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8637 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8638 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8639 rsurface.modelvertex3f = ent->animcache_vertex3f;
8640 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8641 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8642 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8643 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8644 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8645 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8646 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8647 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8648 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8649 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8650 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8651 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8652 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8653 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8655 else if (wanttangents)
8657 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8658 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8659 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8660 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8661 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8662 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8663 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8664 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8665 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8666 rsurface.modelvertexmesh = NULL;
8667 rsurface.modelvertexmesh_vertexbuffer = NULL;
8668 rsurface.modelvertexmesh_bufferoffset = 0;
8669 rsurface.modelvertex3f_vertexbuffer = NULL;
8670 rsurface.modelvertex3f_bufferoffset = 0;
8671 rsurface.modelvertex3f_vertexbuffer = 0;
8672 rsurface.modelvertex3f_bufferoffset = 0;
8673 rsurface.modelsvector3f_vertexbuffer = 0;
8674 rsurface.modelsvector3f_bufferoffset = 0;
8675 rsurface.modeltvector3f_vertexbuffer = 0;
8676 rsurface.modeltvector3f_bufferoffset = 0;
8677 rsurface.modelnormal3f_vertexbuffer = 0;
8678 rsurface.modelnormal3f_bufferoffset = 0;
8680 else if (wantnormals)
8682 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8683 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8684 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8685 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8686 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8687 rsurface.modelsvector3f = NULL;
8688 rsurface.modeltvector3f = NULL;
8689 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8690 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8691 rsurface.modelvertexmesh = NULL;
8692 rsurface.modelvertexmesh_vertexbuffer = NULL;
8693 rsurface.modelvertexmesh_bufferoffset = 0;
8694 rsurface.modelvertex3f_vertexbuffer = NULL;
8695 rsurface.modelvertex3f_bufferoffset = 0;
8696 rsurface.modelvertex3f_vertexbuffer = 0;
8697 rsurface.modelvertex3f_bufferoffset = 0;
8698 rsurface.modelsvector3f_vertexbuffer = 0;
8699 rsurface.modelsvector3f_bufferoffset = 0;
8700 rsurface.modeltvector3f_vertexbuffer = 0;
8701 rsurface.modeltvector3f_bufferoffset = 0;
8702 rsurface.modelnormal3f_vertexbuffer = 0;
8703 rsurface.modelnormal3f_bufferoffset = 0;
8707 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8708 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8709 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8710 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8711 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8712 rsurface.modelsvector3f = NULL;
8713 rsurface.modeltvector3f = NULL;
8714 rsurface.modelnormal3f = NULL;
8715 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8716 rsurface.modelvertexmesh = NULL;
8717 rsurface.modelvertexmesh_vertexbuffer = NULL;
8718 rsurface.modelvertexmesh_bufferoffset = 0;
8719 rsurface.modelvertex3f_vertexbuffer = NULL;
8720 rsurface.modelvertex3f_bufferoffset = 0;
8721 rsurface.modelvertex3f_vertexbuffer = 0;
8722 rsurface.modelvertex3f_bufferoffset = 0;
8723 rsurface.modelsvector3f_vertexbuffer = 0;
8724 rsurface.modelsvector3f_bufferoffset = 0;
8725 rsurface.modeltvector3f_vertexbuffer = 0;
8726 rsurface.modeltvector3f_bufferoffset = 0;
8727 rsurface.modelnormal3f_vertexbuffer = 0;
8728 rsurface.modelnormal3f_bufferoffset = 0;
8730 rsurface.modelgeneratedvertex = true;
8734 if (rsurface.entityskeletaltransform3x4)
8736 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8737 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8738 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8739 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8743 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8744 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8745 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8746 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8748 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8749 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8750 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8751 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8752 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8753 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8754 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8755 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8756 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8757 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8758 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8759 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8760 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8761 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8762 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8763 rsurface.modelgeneratedvertex = false;
8765 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8766 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8767 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8768 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8769 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8770 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8771 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8772 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8773 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8774 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8775 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8776 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8777 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8778 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8779 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8780 rsurface.modelelement3i = model->surfmesh.data_element3i;
8781 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8782 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8783 rsurface.modelelement3s = model->surfmesh.data_element3s;
8784 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8785 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8786 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8787 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8788 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8789 rsurface.modelsurfaces = model->data_surfaces;
8790 rsurface.batchgeneratedvertex = false;
8791 rsurface.batchfirstvertex = 0;
8792 rsurface.batchnumvertices = 0;
8793 rsurface.batchfirsttriangle = 0;
8794 rsurface.batchnumtriangles = 0;
8795 rsurface.batchvertex3f = NULL;
8796 rsurface.batchvertex3f_vertexbuffer = NULL;
8797 rsurface.batchvertex3f_bufferoffset = 0;
8798 rsurface.batchsvector3f = NULL;
8799 rsurface.batchsvector3f_vertexbuffer = NULL;
8800 rsurface.batchsvector3f_bufferoffset = 0;
8801 rsurface.batchtvector3f = NULL;
8802 rsurface.batchtvector3f_vertexbuffer = NULL;
8803 rsurface.batchtvector3f_bufferoffset = 0;
8804 rsurface.batchnormal3f = NULL;
8805 rsurface.batchnormal3f_vertexbuffer = NULL;
8806 rsurface.batchnormal3f_bufferoffset = 0;
8807 rsurface.batchlightmapcolor4f = NULL;
8808 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8809 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8810 rsurface.batchtexcoordtexture2f = NULL;
8811 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8812 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8813 rsurface.batchtexcoordlightmap2f = NULL;
8814 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8815 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8816 rsurface.batchskeletalindex4ub = NULL;
8817 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8818 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8819 rsurface.batchskeletalweight4ub = NULL;
8820 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8821 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8822 rsurface.batchvertexmesh = NULL;
8823 rsurface.batchvertexmesh_vertexbuffer = NULL;
8824 rsurface.batchvertexmesh_bufferoffset = 0;
8825 rsurface.batchelement3i = NULL;
8826 rsurface.batchelement3i_indexbuffer = NULL;
8827 rsurface.batchelement3i_bufferoffset = 0;
8828 rsurface.batchelement3s = NULL;
8829 rsurface.batchelement3s_indexbuffer = NULL;
8830 rsurface.batchelement3s_bufferoffset = 0;
8831 rsurface.passcolor4f = NULL;
8832 rsurface.passcolor4f_vertexbuffer = NULL;
8833 rsurface.passcolor4f_bufferoffset = 0;
8834 rsurface.forcecurrenttextureupdate = false;
8837 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)
8839 rsurface.entity = r_refdef.scene.worldentity;
8840 rsurface.skeleton = NULL;
8841 rsurface.ent_skinnum = 0;
8842 rsurface.ent_qwskin = -1;
8843 rsurface.ent_flags = entflags;
8844 rsurface.shadertime = r_refdef.scene.time - shadertime;
8845 rsurface.modelnumvertices = numvertices;
8846 rsurface.modelnumtriangles = numtriangles;
8847 rsurface.matrix = *matrix;
8848 rsurface.inversematrix = *inversematrix;
8849 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8850 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8851 R_EntityMatrix(&rsurface.matrix);
8852 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8853 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8854 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8855 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8856 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8857 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8858 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8859 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8860 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8861 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8862 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8863 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8864 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8865 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8866 rsurface.frameblend[0].lerp = 1;
8867 rsurface.ent_alttextures = false;
8868 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8869 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8870 rsurface.entityskeletaltransform3x4 = NULL;
8871 rsurface.entityskeletaltransform3x4buffer = NULL;
8872 rsurface.entityskeletaltransform3x4offset = 0;
8873 rsurface.entityskeletaltransform3x4size = 0;
8874 rsurface.entityskeletalnumtransforms = 0;
8875 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8876 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8877 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8878 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8881 rsurface.modelvertex3f = (float *)vertex3f;
8882 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8883 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8884 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8886 else if (wantnormals)
8888 rsurface.modelvertex3f = (float *)vertex3f;
8889 rsurface.modelsvector3f = NULL;
8890 rsurface.modeltvector3f = NULL;
8891 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8895 rsurface.modelvertex3f = (float *)vertex3f;
8896 rsurface.modelsvector3f = NULL;
8897 rsurface.modeltvector3f = NULL;
8898 rsurface.modelnormal3f = NULL;
8900 rsurface.modelvertexmesh = NULL;
8901 rsurface.modelvertexmesh_vertexbuffer = NULL;
8902 rsurface.modelvertexmesh_bufferoffset = 0;
8903 rsurface.modelvertex3f_vertexbuffer = 0;
8904 rsurface.modelvertex3f_bufferoffset = 0;
8905 rsurface.modelsvector3f_vertexbuffer = 0;
8906 rsurface.modelsvector3f_bufferoffset = 0;
8907 rsurface.modeltvector3f_vertexbuffer = 0;
8908 rsurface.modeltvector3f_bufferoffset = 0;
8909 rsurface.modelnormal3f_vertexbuffer = 0;
8910 rsurface.modelnormal3f_bufferoffset = 0;
8911 rsurface.modelgeneratedvertex = true;
8912 rsurface.modellightmapcolor4f = (float *)color4f;
8913 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8914 rsurface.modellightmapcolor4f_bufferoffset = 0;
8915 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8916 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8917 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8918 rsurface.modeltexcoordlightmap2f = NULL;
8919 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8920 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8921 rsurface.modelskeletalindex4ub = NULL;
8922 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8923 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8924 rsurface.modelskeletalweight4ub = NULL;
8925 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8926 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8927 rsurface.modelelement3i = (int *)element3i;
8928 rsurface.modelelement3i_indexbuffer = NULL;
8929 rsurface.modelelement3i_bufferoffset = 0;
8930 rsurface.modelelement3s = (unsigned short *)element3s;
8931 rsurface.modelelement3s_indexbuffer = NULL;
8932 rsurface.modelelement3s_bufferoffset = 0;
8933 rsurface.modellightmapoffsets = NULL;
8934 rsurface.modelsurfaces = NULL;
8935 rsurface.batchgeneratedvertex = false;
8936 rsurface.batchfirstvertex = 0;
8937 rsurface.batchnumvertices = 0;
8938 rsurface.batchfirsttriangle = 0;
8939 rsurface.batchnumtriangles = 0;
8940 rsurface.batchvertex3f = NULL;
8941 rsurface.batchvertex3f_vertexbuffer = NULL;
8942 rsurface.batchvertex3f_bufferoffset = 0;
8943 rsurface.batchsvector3f = NULL;
8944 rsurface.batchsvector3f_vertexbuffer = NULL;
8945 rsurface.batchsvector3f_bufferoffset = 0;
8946 rsurface.batchtvector3f = NULL;
8947 rsurface.batchtvector3f_vertexbuffer = NULL;
8948 rsurface.batchtvector3f_bufferoffset = 0;
8949 rsurface.batchnormal3f = NULL;
8950 rsurface.batchnormal3f_vertexbuffer = NULL;
8951 rsurface.batchnormal3f_bufferoffset = 0;
8952 rsurface.batchlightmapcolor4f = NULL;
8953 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8954 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8955 rsurface.batchtexcoordtexture2f = NULL;
8956 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8957 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8958 rsurface.batchtexcoordlightmap2f = NULL;
8959 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8960 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8961 rsurface.batchskeletalindex4ub = NULL;
8962 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8963 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8964 rsurface.batchskeletalweight4ub = NULL;
8965 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8966 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8967 rsurface.batchvertexmesh = NULL;
8968 rsurface.batchvertexmesh_vertexbuffer = NULL;
8969 rsurface.batchvertexmesh_bufferoffset = 0;
8970 rsurface.batchelement3i = NULL;
8971 rsurface.batchelement3i_indexbuffer = NULL;
8972 rsurface.batchelement3i_bufferoffset = 0;
8973 rsurface.batchelement3s = NULL;
8974 rsurface.batchelement3s_indexbuffer = NULL;
8975 rsurface.batchelement3s_bufferoffset = 0;
8976 rsurface.passcolor4f = NULL;
8977 rsurface.passcolor4f_vertexbuffer = NULL;
8978 rsurface.passcolor4f_bufferoffset = 0;
8979 rsurface.forcecurrenttextureupdate = true;
8981 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8983 if ((wantnormals || wanttangents) && !normal3f)
8985 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8986 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8988 if (wanttangents && !svector3f)
8990 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8991 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8992 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8997 float RSurf_FogPoint(const float *v)
8999 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9000 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9001 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9002 float FogHeightFade = r_refdef.fogheightfade;
9004 unsigned int fogmasktableindex;
9005 if (r_refdef.fogplaneviewabove)
9006 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9008 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9009 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9010 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9013 float RSurf_FogVertex(const float *v)
9015 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9016 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9017 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9018 float FogHeightFade = rsurface.fogheightfade;
9020 unsigned int fogmasktableindex;
9021 if (r_refdef.fogplaneviewabove)
9022 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9024 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9025 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9026 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9029 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9032 for (i = 0;i < numelements;i++)
9033 outelement3i[i] = inelement3i[i] + adjust;
9036 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9037 extern cvar_t gl_vbo;
9038 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9046 int surfacefirsttriangle;
9047 int surfacenumtriangles;
9048 int surfacefirstvertex;
9049 int surfaceendvertex;
9050 int surfacenumvertices;
9051 int batchnumsurfaces = texturenumsurfaces;
9052 int batchnumvertices;
9053 int batchnumtriangles;
9057 qboolean dynamicvertex;
9061 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9064 q3shaderinfo_deform_t *deform;
9065 const msurface_t *surface, *firstsurface;
9066 r_vertexmesh_t *vertexmesh;
9067 if (!texturenumsurfaces)
9069 // find vertex range of this surface batch
9071 firstsurface = texturesurfacelist[0];
9072 firsttriangle = firstsurface->num_firsttriangle;
9073 batchnumvertices = 0;
9074 batchnumtriangles = 0;
9075 firstvertex = endvertex = firstsurface->num_firstvertex;
9076 for (i = 0;i < texturenumsurfaces;i++)
9078 surface = texturesurfacelist[i];
9079 if (surface != firstsurface + i)
9081 surfacefirstvertex = surface->num_firstvertex;
9082 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9083 surfacenumvertices = surface->num_vertices;
9084 surfacenumtriangles = surface->num_triangles;
9085 if (firstvertex > surfacefirstvertex)
9086 firstvertex = surfacefirstvertex;
9087 if (endvertex < surfaceendvertex)
9088 endvertex = surfaceendvertex;
9089 batchnumvertices += surfacenumvertices;
9090 batchnumtriangles += surfacenumtriangles;
9093 r_refdef.stats[r_stat_batch_batches]++;
9095 r_refdef.stats[r_stat_batch_withgaps]++;
9096 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9097 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9098 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9100 // we now know the vertex range used, and if there are any gaps in it
9101 rsurface.batchfirstvertex = firstvertex;
9102 rsurface.batchnumvertices = endvertex - firstvertex;
9103 rsurface.batchfirsttriangle = firsttriangle;
9104 rsurface.batchnumtriangles = batchnumtriangles;
9106 // this variable holds flags for which properties have been updated that
9107 // may require regenerating vertexmesh array...
9110 // check if any dynamic vertex processing must occur
9111 dynamicvertex = false;
9113 // a cvar to force the dynamic vertex path to be taken, for debugging
9114 if (r_batch_debugdynamicvertexpath.integer)
9118 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9119 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9120 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9121 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9123 dynamicvertex = true;
9126 // if there is a chance of animated vertex colors, it's a dynamic batch
9127 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9131 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9132 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9133 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9134 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9136 dynamicvertex = true;
9137 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9140 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9142 switch (deform->deform)
9145 case Q3DEFORM_PROJECTIONSHADOW:
9146 case Q3DEFORM_TEXT0:
9147 case Q3DEFORM_TEXT1:
9148 case Q3DEFORM_TEXT2:
9149 case Q3DEFORM_TEXT3:
9150 case Q3DEFORM_TEXT4:
9151 case Q3DEFORM_TEXT5:
9152 case Q3DEFORM_TEXT6:
9153 case Q3DEFORM_TEXT7:
9156 case Q3DEFORM_AUTOSPRITE:
9159 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9160 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9161 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9162 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9164 dynamicvertex = true;
9165 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9166 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9168 case Q3DEFORM_AUTOSPRITE2:
9171 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9172 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9173 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9174 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9176 dynamicvertex = true;
9177 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9178 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9180 case Q3DEFORM_NORMAL:
9183 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9184 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9185 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9186 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9188 dynamicvertex = true;
9189 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9190 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9193 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9194 break; // if wavefunc is a nop, ignore this transform
9197 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9198 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9199 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9200 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9202 dynamicvertex = true;
9203 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9204 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9206 case Q3DEFORM_BULGE:
9209 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9210 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9211 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9212 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9214 dynamicvertex = true;
9215 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9216 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9219 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9220 break; // if wavefunc is a nop, ignore this transform
9223 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9224 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9225 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9226 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9228 dynamicvertex = true;
9229 batchneed |= BATCHNEED_ARRAY_VERTEX;
9230 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9234 switch(rsurface.texture->tcgen.tcgen)
9237 case Q3TCGEN_TEXTURE:
9239 case Q3TCGEN_LIGHTMAP:
9242 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9243 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9244 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9245 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9247 dynamicvertex = true;
9248 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9249 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9251 case Q3TCGEN_VECTOR:
9254 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9255 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9256 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9257 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9259 dynamicvertex = true;
9260 batchneed |= BATCHNEED_ARRAY_VERTEX;
9261 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9263 case Q3TCGEN_ENVIRONMENT:
9266 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9267 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9268 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9269 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9271 dynamicvertex = true;
9272 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9273 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9276 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9280 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9281 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9282 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9283 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9285 dynamicvertex = true;
9286 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9287 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9290 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9294 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9295 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9296 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9297 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9299 dynamicvertex = true;
9300 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9303 // when the model data has no vertex buffer (dynamic mesh), we need to
9305 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9306 batchneed |= BATCHNEED_NOGAPS;
9308 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9309 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9310 // we ensure this by treating the vertex batch as dynamic...
9311 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9315 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9316 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9317 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9318 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9320 dynamicvertex = true;
9325 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9326 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9327 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9328 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9329 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9330 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9331 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9332 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9335 // if needsupdate, we have to do a dynamic vertex batch for sure
9336 if (needsupdate & batchneed)
9340 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9341 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9342 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9343 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9345 dynamicvertex = true;
9348 // see if we need to build vertexmesh from arrays
9349 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9353 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9354 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9355 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9356 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9358 dynamicvertex = true;
9361 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9362 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9363 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9365 rsurface.batchvertex3f = rsurface.modelvertex3f;
9366 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9367 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9368 rsurface.batchsvector3f = rsurface.modelsvector3f;
9369 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9370 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9371 rsurface.batchtvector3f = rsurface.modeltvector3f;
9372 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9373 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9374 rsurface.batchnormal3f = rsurface.modelnormal3f;
9375 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9376 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9377 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9378 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9379 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9380 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9381 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9382 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9383 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9384 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9385 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9386 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9387 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9388 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9389 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9390 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9391 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9392 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9393 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9394 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9395 rsurface.batchelement3i = rsurface.modelelement3i;
9396 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9397 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9398 rsurface.batchelement3s = rsurface.modelelement3s;
9399 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9400 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9401 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9402 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9403 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9404 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9405 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9407 // if any dynamic vertex processing has to occur in software, we copy the
9408 // entire surface list together before processing to rebase the vertices
9409 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9411 // if any gaps exist and we do not have a static vertex buffer, we have to
9412 // copy the surface list together to avoid wasting upload bandwidth on the
9413 // vertices in the gaps.
9415 // if gaps exist and we have a static vertex buffer, we can choose whether
9416 // to combine the index buffer ranges into one dynamic index buffer or
9417 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9419 // in many cases the batch is reduced to one draw call.
9421 rsurface.batchmultidraw = false;
9422 rsurface.batchmultidrawnumsurfaces = 0;
9423 rsurface.batchmultidrawsurfacelist = NULL;
9427 // static vertex data, just set pointers...
9428 rsurface.batchgeneratedvertex = false;
9429 // if there are gaps, we want to build a combined index buffer,
9430 // otherwise use the original static buffer with an appropriate offset
9433 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9434 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9435 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9436 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9437 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9439 rsurface.batchmultidraw = true;
9440 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9441 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9444 // build a new triangle elements array for this batch
9445 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9446 rsurface.batchfirsttriangle = 0;
9448 for (i = 0;i < texturenumsurfaces;i++)
9450 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9451 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9452 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9453 numtriangles += surfacenumtriangles;
9455 rsurface.batchelement3i_indexbuffer = NULL;
9456 rsurface.batchelement3i_bufferoffset = 0;
9457 rsurface.batchelement3s = NULL;
9458 rsurface.batchelement3s_indexbuffer = NULL;
9459 rsurface.batchelement3s_bufferoffset = 0;
9460 if (endvertex <= 65536)
9462 // make a 16bit (unsigned short) index array if possible
9463 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9464 for (i = 0;i < numtriangles*3;i++)
9465 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9467 // upload buffer data for the copytriangles batch
9468 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9470 if (rsurface.batchelement3s)
9471 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9472 else if (rsurface.batchelement3i)
9473 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9478 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9479 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9480 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9481 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9486 // something needs software processing, do it for real...
9487 // we only directly handle separate array data in this case and then
9488 // generate interleaved data if needed...
9489 rsurface.batchgeneratedvertex = true;
9490 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9491 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9492 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9493 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9495 // now copy the vertex data into a combined array and make an index array
9496 // (this is what Quake3 does all the time)
9497 // we also apply any skeletal animation here that would have been done in
9498 // the vertex shader, because most of the dynamic vertex animation cases
9499 // need actual vertex positions and normals
9500 //if (dynamicvertex)
9502 rsurface.batchvertexmesh = NULL;
9503 rsurface.batchvertexmesh_vertexbuffer = NULL;
9504 rsurface.batchvertexmesh_bufferoffset = 0;
9505 rsurface.batchvertex3f = NULL;
9506 rsurface.batchvertex3f_vertexbuffer = NULL;
9507 rsurface.batchvertex3f_bufferoffset = 0;
9508 rsurface.batchsvector3f = NULL;
9509 rsurface.batchsvector3f_vertexbuffer = NULL;
9510 rsurface.batchsvector3f_bufferoffset = 0;
9511 rsurface.batchtvector3f = NULL;
9512 rsurface.batchtvector3f_vertexbuffer = NULL;
9513 rsurface.batchtvector3f_bufferoffset = 0;
9514 rsurface.batchnormal3f = NULL;
9515 rsurface.batchnormal3f_vertexbuffer = NULL;
9516 rsurface.batchnormal3f_bufferoffset = 0;
9517 rsurface.batchlightmapcolor4f = NULL;
9518 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9519 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9520 rsurface.batchtexcoordtexture2f = NULL;
9521 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9522 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9523 rsurface.batchtexcoordlightmap2f = NULL;
9524 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9525 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9526 rsurface.batchskeletalindex4ub = NULL;
9527 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9528 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9529 rsurface.batchskeletalweight4ub = NULL;
9530 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9531 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9532 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9533 rsurface.batchelement3i_indexbuffer = NULL;
9534 rsurface.batchelement3i_bufferoffset = 0;
9535 rsurface.batchelement3s = NULL;
9536 rsurface.batchelement3s_indexbuffer = NULL;
9537 rsurface.batchelement3s_bufferoffset = 0;
9538 rsurface.batchskeletaltransform3x4buffer = NULL;
9539 rsurface.batchskeletaltransform3x4offset = 0;
9540 rsurface.batchskeletaltransform3x4size = 0;
9541 // we'll only be setting up certain arrays as needed
9542 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9543 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9544 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9545 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9546 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9547 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9548 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9550 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9551 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9553 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9554 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9555 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9556 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9557 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9558 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9559 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9561 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9562 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9566 for (i = 0;i < texturenumsurfaces;i++)
9568 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9569 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9570 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9571 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9572 // copy only the data requested
9573 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9574 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9575 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9577 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9579 if (rsurface.batchvertex3f)
9580 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9582 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9584 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9586 if (rsurface.modelnormal3f)
9587 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9589 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9591 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9593 if (rsurface.modelsvector3f)
9595 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9596 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9600 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9601 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9604 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9606 if (rsurface.modellightmapcolor4f)
9607 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9609 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9611 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9613 if (rsurface.modeltexcoordtexture2f)
9614 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9616 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9618 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9620 if (rsurface.modeltexcoordlightmap2f)
9621 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9623 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9625 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9627 if (rsurface.modelskeletalindex4ub)
9629 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9630 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9634 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9635 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9636 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9637 for (j = 0;j < surfacenumvertices;j++)
9642 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9643 numvertices += surfacenumvertices;
9644 numtriangles += surfacenumtriangles;
9647 // generate a 16bit index array as well if possible
9648 // (in general, dynamic batches fit)
9649 if (numvertices <= 65536)
9651 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9652 for (i = 0;i < numtriangles*3;i++)
9653 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9656 // since we've copied everything, the batch now starts at 0
9657 rsurface.batchfirstvertex = 0;
9658 rsurface.batchnumvertices = batchnumvertices;
9659 rsurface.batchfirsttriangle = 0;
9660 rsurface.batchnumtriangles = batchnumtriangles;
9663 // apply skeletal animation that would have been done in the vertex shader
9664 if (rsurface.batchskeletaltransform3x4)
9666 const unsigned char *si;
9667 const unsigned char *sw;
9669 const float *b = rsurface.batchskeletaltransform3x4;
9670 float *vp, *vs, *vt, *vn;
9672 float m[3][4], n[3][4];
9673 float tp[3], ts[3], tt[3], tn[3];
9674 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9675 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9676 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9677 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9678 si = rsurface.batchskeletalindex4ub;
9679 sw = rsurface.batchskeletalweight4ub;
9680 vp = rsurface.batchvertex3f;
9681 vs = rsurface.batchsvector3f;
9682 vt = rsurface.batchtvector3f;
9683 vn = rsurface.batchnormal3f;
9684 memset(m[0], 0, sizeof(m));
9685 memset(n[0], 0, sizeof(n));
9686 for (i = 0;i < batchnumvertices;i++)
9688 t[0] = b + si[0]*12;
9691 // common case - only one matrix
9705 else if (sw[2] + sw[3])
9708 t[1] = b + si[1]*12;
9709 t[2] = b + si[2]*12;
9710 t[3] = b + si[3]*12;
9711 w[0] = sw[0] * (1.0f / 255.0f);
9712 w[1] = sw[1] * (1.0f / 255.0f);
9713 w[2] = sw[2] * (1.0f / 255.0f);
9714 w[3] = sw[3] * (1.0f / 255.0f);
9715 // blend the matrices
9716 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9717 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9718 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9719 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9720 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9721 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9722 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9723 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9724 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9725 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9726 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9727 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9732 t[1] = b + si[1]*12;
9733 w[0] = sw[0] * (1.0f / 255.0f);
9734 w[1] = sw[1] * (1.0f / 255.0f);
9735 // blend the matrices
9736 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9737 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9738 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9739 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9740 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9741 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9742 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9743 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9744 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9745 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9746 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9747 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9751 // modify the vertex
9753 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9754 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9755 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9759 // the normal transformation matrix is a set of cross products...
9760 CrossProduct(m[1], m[2], n[0]);
9761 CrossProduct(m[2], m[0], n[1]);
9762 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9764 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9765 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9766 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9767 VectorNormalize(vn);
9772 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9773 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9774 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9775 VectorNormalize(vs);
9778 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9779 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9780 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9781 VectorNormalize(vt);
9786 rsurface.batchskeletaltransform3x4 = NULL;
9787 rsurface.batchskeletalnumtransforms = 0;
9790 // q1bsp surfaces rendered in vertex color mode have to have colors
9791 // calculated based on lightstyles
9792 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9794 // generate color arrays for the surfaces in this list
9799 const unsigned char *lm;
9800 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9801 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9802 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9804 for (i = 0;i < texturenumsurfaces;i++)
9806 surface = texturesurfacelist[i];
9807 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9808 surfacenumvertices = surface->num_vertices;
9809 if (surface->lightmapinfo->samples)
9811 for (j = 0;j < surfacenumvertices;j++)
9813 lm = surface->lightmapinfo->samples + offsets[j];
9814 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9815 VectorScale(lm, scale, c);
9816 if (surface->lightmapinfo->styles[1] != 255)
9818 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9820 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9821 VectorMA(c, scale, lm, c);
9822 if (surface->lightmapinfo->styles[2] != 255)
9825 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9826 VectorMA(c, scale, lm, c);
9827 if (surface->lightmapinfo->styles[3] != 255)
9830 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9831 VectorMA(c, scale, lm, c);
9838 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);
9844 for (j = 0;j < surfacenumvertices;j++)
9846 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9853 // if vertices are deformed (sprite flares and things in maps, possibly
9854 // water waves, bulges and other deformations), modify the copied vertices
9856 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9858 switch (deform->deform)
9861 case Q3DEFORM_PROJECTIONSHADOW:
9862 case Q3DEFORM_TEXT0:
9863 case Q3DEFORM_TEXT1:
9864 case Q3DEFORM_TEXT2:
9865 case Q3DEFORM_TEXT3:
9866 case Q3DEFORM_TEXT4:
9867 case Q3DEFORM_TEXT5:
9868 case Q3DEFORM_TEXT6:
9869 case Q3DEFORM_TEXT7:
9872 case Q3DEFORM_AUTOSPRITE:
9873 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9874 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9875 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9876 VectorNormalize(newforward);
9877 VectorNormalize(newright);
9878 VectorNormalize(newup);
9879 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9880 // rsurface.batchvertex3f_vertexbuffer = NULL;
9881 // rsurface.batchvertex3f_bufferoffset = 0;
9882 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9883 // rsurface.batchsvector3f_vertexbuffer = NULL;
9884 // rsurface.batchsvector3f_bufferoffset = 0;
9885 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9886 // rsurface.batchtvector3f_vertexbuffer = NULL;
9887 // rsurface.batchtvector3f_bufferoffset = 0;
9888 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9889 // rsurface.batchnormal3f_vertexbuffer = NULL;
9890 // rsurface.batchnormal3f_bufferoffset = 0;
9891 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9892 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9893 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9894 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9895 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);
9896 // a single autosprite surface can contain multiple sprites...
9897 for (j = 0;j < batchnumvertices - 3;j += 4)
9899 VectorClear(center);
9900 for (i = 0;i < 4;i++)
9901 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9902 VectorScale(center, 0.25f, center);
9903 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9904 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9905 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9906 for (i = 0;i < 4;i++)
9908 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9909 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9912 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9913 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9914 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);
9916 case Q3DEFORM_AUTOSPRITE2:
9917 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9918 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9919 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9920 VectorNormalize(newforward);
9921 VectorNormalize(newright);
9922 VectorNormalize(newup);
9923 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9924 // rsurface.batchvertex3f_vertexbuffer = NULL;
9925 // rsurface.batchvertex3f_bufferoffset = 0;
9927 const float *v1, *v2;
9937 memset(shortest, 0, sizeof(shortest));
9938 // a single autosprite surface can contain multiple sprites...
9939 for (j = 0;j < batchnumvertices - 3;j += 4)
9941 VectorClear(center);
9942 for (i = 0;i < 4;i++)
9943 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9944 VectorScale(center, 0.25f, center);
9945 // find the two shortest edges, then use them to define the
9946 // axis vectors for rotating around the central axis
9947 for (i = 0;i < 6;i++)
9949 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9950 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9951 l = VectorDistance2(v1, v2);
9952 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9954 l += (1.0f / 1024.0f);
9955 if (shortest[0].length2 > l || i == 0)
9957 shortest[1] = shortest[0];
9958 shortest[0].length2 = l;
9959 shortest[0].v1 = v1;
9960 shortest[0].v2 = v2;
9962 else if (shortest[1].length2 > l || i == 1)
9964 shortest[1].length2 = l;
9965 shortest[1].v1 = v1;
9966 shortest[1].v2 = v2;
9969 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9970 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9971 // this calculates the right vector from the shortest edge
9972 // and the up vector from the edge midpoints
9973 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9974 VectorNormalize(right);
9975 VectorSubtract(end, start, up);
9976 VectorNormalize(up);
9977 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9978 VectorSubtract(rsurface.localvieworigin, center, forward);
9979 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9980 VectorNegate(forward, forward);
9981 VectorReflect(forward, 0, up, forward);
9982 VectorNormalize(forward);
9983 CrossProduct(up, forward, newright);
9984 VectorNormalize(newright);
9985 // rotate the quad around the up axis vector, this is made
9986 // especially easy by the fact we know the quad is flat,
9987 // so we only have to subtract the center position and
9988 // measure distance along the right vector, and then
9989 // multiply that by the newright vector and add back the
9991 // we also need to subtract the old position to undo the
9992 // displacement from the center, which we do with a
9993 // DotProduct, the subtraction/addition of center is also
9994 // optimized into DotProducts here
9995 l = DotProduct(right, center);
9996 for (i = 0;i < 4;i++)
9998 v1 = rsurface.batchvertex3f + 3*(j+i);
9999 f = DotProduct(right, v1) - l;
10000 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10004 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10006 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10007 // rsurface.batchnormal3f_vertexbuffer = NULL;
10008 // rsurface.batchnormal3f_bufferoffset = 0;
10009 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10011 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10013 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10014 // rsurface.batchsvector3f_vertexbuffer = NULL;
10015 // rsurface.batchsvector3f_bufferoffset = 0;
10016 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10017 // rsurface.batchtvector3f_vertexbuffer = NULL;
10018 // rsurface.batchtvector3f_bufferoffset = 0;
10019 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);
10022 case Q3DEFORM_NORMAL:
10023 // deform the normals to make reflections wavey
10024 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10025 rsurface.batchnormal3f_vertexbuffer = NULL;
10026 rsurface.batchnormal3f_bufferoffset = 0;
10027 for (j = 0;j < batchnumvertices;j++)
10030 float *normal = rsurface.batchnormal3f + 3*j;
10031 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10032 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10033 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10034 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10035 VectorNormalize(normal);
10037 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10039 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10040 // rsurface.batchsvector3f_vertexbuffer = NULL;
10041 // rsurface.batchsvector3f_bufferoffset = 0;
10042 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10043 // rsurface.batchtvector3f_vertexbuffer = NULL;
10044 // rsurface.batchtvector3f_bufferoffset = 0;
10045 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);
10048 case Q3DEFORM_WAVE:
10049 // deform vertex array to make wavey water and flags and such
10050 waveparms[0] = deform->waveparms[0];
10051 waveparms[1] = deform->waveparms[1];
10052 waveparms[2] = deform->waveparms[2];
10053 waveparms[3] = deform->waveparms[3];
10054 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10055 break; // if wavefunc is a nop, don't make a dynamic vertex array
10056 // this is how a divisor of vertex influence on deformation
10057 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10058 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10059 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10060 // rsurface.batchvertex3f_vertexbuffer = NULL;
10061 // rsurface.batchvertex3f_bufferoffset = 0;
10062 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10063 // rsurface.batchnormal3f_vertexbuffer = NULL;
10064 // rsurface.batchnormal3f_bufferoffset = 0;
10065 for (j = 0;j < batchnumvertices;j++)
10067 // if the wavefunc depends on time, evaluate it per-vertex
10070 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10071 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10073 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10075 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10076 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10077 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10079 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10080 // rsurface.batchsvector3f_vertexbuffer = NULL;
10081 // rsurface.batchsvector3f_bufferoffset = 0;
10082 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10083 // rsurface.batchtvector3f_vertexbuffer = NULL;
10084 // rsurface.batchtvector3f_bufferoffset = 0;
10085 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);
10088 case Q3DEFORM_BULGE:
10089 // deform vertex array to make the surface have moving bulges
10090 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10091 // rsurface.batchvertex3f_vertexbuffer = NULL;
10092 // rsurface.batchvertex3f_bufferoffset = 0;
10093 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10094 // rsurface.batchnormal3f_vertexbuffer = NULL;
10095 // rsurface.batchnormal3f_bufferoffset = 0;
10096 for (j = 0;j < batchnumvertices;j++)
10098 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10099 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10101 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10102 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10103 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10105 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10106 // rsurface.batchsvector3f_vertexbuffer = NULL;
10107 // rsurface.batchsvector3f_bufferoffset = 0;
10108 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10109 // rsurface.batchtvector3f_vertexbuffer = NULL;
10110 // rsurface.batchtvector3f_bufferoffset = 0;
10111 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);
10114 case Q3DEFORM_MOVE:
10115 // deform vertex array
10116 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10117 break; // if wavefunc is a nop, don't make a dynamic vertex array
10118 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10119 VectorScale(deform->parms, scale, waveparms);
10120 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10121 // rsurface.batchvertex3f_vertexbuffer = NULL;
10122 // rsurface.batchvertex3f_bufferoffset = 0;
10123 for (j = 0;j < batchnumvertices;j++)
10124 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10129 if (rsurface.batchtexcoordtexture2f)
10131 // generate texcoords based on the chosen texcoord source
10132 switch(rsurface.texture->tcgen.tcgen)
10135 case Q3TCGEN_TEXTURE:
10137 case Q3TCGEN_LIGHTMAP:
10138 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10139 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10140 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10141 if (rsurface.batchtexcoordlightmap2f)
10142 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10144 case Q3TCGEN_VECTOR:
10145 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10146 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10147 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10148 for (j = 0;j < batchnumvertices;j++)
10150 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10151 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10154 case Q3TCGEN_ENVIRONMENT:
10155 // make environment reflections using a spheremap
10156 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10157 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10158 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10159 for (j = 0;j < batchnumvertices;j++)
10161 // identical to Q3A's method, but executed in worldspace so
10162 // carried models can be shiny too
10164 float viewer[3], d, reflected[3], worldreflected[3];
10166 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10167 // VectorNormalize(viewer);
10169 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10171 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10172 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10173 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10174 // note: this is proportinal to viewer, so we can normalize later
10176 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10177 VectorNormalize(worldreflected);
10179 // note: this sphere map only uses world x and z!
10180 // so positive and negative y will LOOK THE SAME.
10181 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10182 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10186 // the only tcmod that needs software vertex processing is turbulent, so
10187 // check for it here and apply the changes if needed
10188 // and we only support that as the first one
10189 // (handling a mixture of turbulent and other tcmods would be problematic
10190 // without punting it entirely to a software path)
10191 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10193 amplitude = rsurface.texture->tcmods[0].parms[1];
10194 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10195 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10196 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10197 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10198 for (j = 0;j < batchnumvertices;j++)
10200 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);
10201 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10206 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10208 // convert the modified arrays to vertex structs
10209 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10210 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10211 // rsurface.batchvertexmesh_bufferoffset = 0;
10212 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10213 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10214 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10215 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10216 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10217 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10218 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10220 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10222 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10223 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10226 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10227 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10228 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10229 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10230 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10231 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10232 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10233 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10234 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10235 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10237 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10239 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10240 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10245 // upload buffer data for the dynamic batch
10246 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10248 if (rsurface.batchvertexmesh)
10249 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10252 if (rsurface.batchvertex3f)
10253 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10254 if (rsurface.batchsvector3f)
10255 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10256 if (rsurface.batchtvector3f)
10257 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10258 if (rsurface.batchnormal3f)
10259 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10260 if (rsurface.batchlightmapcolor4f)
10261 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10262 if (rsurface.batchtexcoordtexture2f)
10263 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10264 if (rsurface.batchtexcoordlightmap2f)
10265 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10266 if (rsurface.batchskeletalindex4ub)
10267 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10268 if (rsurface.batchskeletalweight4ub)
10269 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10271 if (rsurface.batchelement3s)
10272 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10273 else if (rsurface.batchelement3i)
10274 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10278 void RSurf_DrawBatch(void)
10280 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10281 // through the pipeline, killing it earlier in the pipeline would have
10282 // per-surface overhead rather than per-batch overhead, so it's best to
10283 // reject it here, before it hits glDraw.
10284 if (rsurface.batchnumtriangles == 0)
10287 // batch debugging code
10288 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10294 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10295 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10298 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10300 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10302 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10303 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);
10310 if (rsurface.batchmultidraw)
10312 // issue multiple draws rather than copying index data
10313 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10314 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10315 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10316 for (i = 0;i < numsurfaces;)
10318 // combine consecutive surfaces as one draw
10319 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10320 if (surfacelist[j] != surfacelist[k] + 1)
10322 firstvertex = surfacelist[i]->num_firstvertex;
10323 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10324 firsttriangle = surfacelist[i]->num_firsttriangle;
10325 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10326 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);
10332 // there is only one consecutive run of index data (may have been combined)
10333 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);
10337 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10339 // pick the closest matching water plane
10340 int planeindex, vertexindex, bestplaneindex = -1;
10344 r_waterstate_waterplane_t *p;
10345 qboolean prepared = false;
10347 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10349 if(p->camera_entity != rsurface.texture->camera_entity)
10354 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10356 if(rsurface.batchnumvertices == 0)
10359 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10361 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10362 d += fabs(PlaneDiff(vert, &p->plane));
10364 if (bestd > d || bestplaneindex < 0)
10367 bestplaneindex = planeindex;
10370 return bestplaneindex;
10371 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10372 // this situation though, as it might be better to render single larger
10373 // batches with useless stuff (backface culled for example) than to
10374 // render multiple smaller batches
10377 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10380 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10381 rsurface.passcolor4f_vertexbuffer = 0;
10382 rsurface.passcolor4f_bufferoffset = 0;
10383 for (i = 0;i < rsurface.batchnumvertices;i++)
10384 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10387 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10394 if (rsurface.passcolor4f)
10396 // generate color arrays
10397 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10398 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10399 rsurface.passcolor4f_vertexbuffer = 0;
10400 rsurface.passcolor4f_bufferoffset = 0;
10401 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10403 f = RSurf_FogVertex(v);
10412 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10413 rsurface.passcolor4f_vertexbuffer = 0;
10414 rsurface.passcolor4f_bufferoffset = 0;
10415 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10417 f = RSurf_FogVertex(v);
10426 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10433 if (!rsurface.passcolor4f)
10435 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10436 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10437 rsurface.passcolor4f_vertexbuffer = 0;
10438 rsurface.passcolor4f_bufferoffset = 0;
10439 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10441 f = RSurf_FogVertex(v);
10442 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10443 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10444 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10449 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10454 if (!rsurface.passcolor4f)
10456 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10457 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10458 rsurface.passcolor4f_vertexbuffer = 0;
10459 rsurface.passcolor4f_bufferoffset = 0;
10460 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10469 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10474 if (!rsurface.passcolor4f)
10476 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10477 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10478 rsurface.passcolor4f_vertexbuffer = 0;
10479 rsurface.passcolor4f_bufferoffset = 0;
10480 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10482 c2[0] = c[0] + r_refdef.scene.ambient;
10483 c2[1] = c[1] + r_refdef.scene.ambient;
10484 c2[2] = c[2] + r_refdef.scene.ambient;
10489 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10492 rsurface.passcolor4f = NULL;
10493 rsurface.passcolor4f_vertexbuffer = 0;
10494 rsurface.passcolor4f_bufferoffset = 0;
10495 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10496 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10497 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10498 GL_Color(r, g, b, a);
10499 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10500 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10501 R_Mesh_TexMatrix(0, NULL);
10505 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10507 // TODO: optimize applyfog && applycolor case
10508 // just apply fog if necessary, and tint the fog color array if necessary
10509 rsurface.passcolor4f = NULL;
10510 rsurface.passcolor4f_vertexbuffer = 0;
10511 rsurface.passcolor4f_bufferoffset = 0;
10512 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10513 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10514 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10515 GL_Color(r, g, b, a);
10519 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10522 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10523 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10524 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10525 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10526 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10527 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10528 GL_Color(r, g, b, a);
10532 static void RSurf_DrawBatch_GL11_ClampColor(void)
10537 if (!rsurface.passcolor4f)
10539 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10541 c2[0] = bound(0.0f, c1[0], 1.0f);
10542 c2[1] = bound(0.0f, c1[1], 1.0f);
10543 c2[2] = bound(0.0f, c1[2], 1.0f);
10544 c2[3] = bound(0.0f, c1[3], 1.0f);
10548 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10558 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10559 rsurface.passcolor4f_vertexbuffer = 0;
10560 rsurface.passcolor4f_bufferoffset = 0;
10561 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10563 f = -DotProduct(r_refdef.view.forward, n);
10565 f = f * 0.85 + 0.15; // work around so stuff won't get black
10566 f *= r_refdef.lightmapintensity;
10567 Vector4Set(c, f, f, f, 1);
10571 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10573 RSurf_DrawBatch_GL11_ApplyFakeLight();
10574 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10575 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10576 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10577 GL_Color(r, g, b, a);
10581 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10589 vec3_t ambientcolor;
10590 vec3_t diffusecolor;
10594 VectorCopy(rsurface.modellight_lightdir, lightdir);
10595 f = 0.5f * r_refdef.lightmapintensity;
10596 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10597 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10598 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10599 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10600 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10601 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10603 if (VectorLength2(diffusecolor) > 0)
10605 // q3-style directional shading
10606 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10607 rsurface.passcolor4f_vertexbuffer = 0;
10608 rsurface.passcolor4f_bufferoffset = 0;
10609 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10611 if ((f = DotProduct(n, lightdir)) > 0)
10612 VectorMA(ambientcolor, f, diffusecolor, c);
10614 VectorCopy(ambientcolor, c);
10621 *applycolor = false;
10625 *r = ambientcolor[0];
10626 *g = ambientcolor[1];
10627 *b = ambientcolor[2];
10628 rsurface.passcolor4f = NULL;
10629 rsurface.passcolor4f_vertexbuffer = 0;
10630 rsurface.passcolor4f_bufferoffset = 0;
10634 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10636 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10637 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10638 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10639 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10640 GL_Color(r, g, b, a);
10644 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10652 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10653 rsurface.passcolor4f_vertexbuffer = 0;
10654 rsurface.passcolor4f_bufferoffset = 0;
10656 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10658 f = 1 - RSurf_FogVertex(v);
10666 void RSurf_SetupDepthAndCulling(void)
10668 // submodels are biased to avoid z-fighting with world surfaces that they
10669 // may be exactly overlapping (avoids z-fighting artifacts on certain
10670 // doors and things in Quake maps)
10671 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10672 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10673 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10674 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10677 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10679 // transparent sky would be ridiculous
10680 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10682 R_SetupShader_Generic_NoTexture(false, false);
10683 skyrenderlater = true;
10684 RSurf_SetupDepthAndCulling();
10685 GL_DepthMask(true);
10686 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10687 // skymasking on them, and Quake3 never did sky masking (unlike
10688 // software Quake and software Quake2), so disable the sky masking
10689 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10690 // and skymasking also looks very bad when noclipping outside the
10691 // level, so don't use it then either.
10692 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10694 R_Mesh_ResetTextureState();
10695 if (skyrendermasked)
10697 R_SetupShader_DepthOrShadow(false, false, false);
10698 // depth-only (masking)
10699 GL_ColorMask(0,0,0,0);
10700 // just to make sure that braindead drivers don't draw
10701 // anything despite that colormask...
10702 GL_BlendFunc(GL_ZERO, GL_ONE);
10703 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10704 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10708 R_SetupShader_Generic_NoTexture(false, false);
10710 GL_BlendFunc(GL_ONE, GL_ZERO);
10711 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10712 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10713 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10716 if (skyrendermasked)
10717 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10719 R_Mesh_ResetTextureState();
10720 GL_Color(1, 1, 1, 1);
10723 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10724 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10725 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10727 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10731 // render screenspace normalmap to texture
10732 GL_DepthMask(true);
10733 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10738 // bind lightmap texture
10740 // water/refraction/reflection/camera surfaces have to be handled specially
10741 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10743 int start, end, startplaneindex;
10744 for (start = 0;start < texturenumsurfaces;start = end)
10746 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10747 if(startplaneindex < 0)
10749 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10750 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10754 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10756 // now that we have a batch using the same planeindex, render it
10757 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10759 // render water or distortion background
10760 GL_DepthMask(true);
10761 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10763 // blend surface on top
10764 GL_DepthMask(false);
10765 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10768 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10770 // render surface with reflection texture as input
10771 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10772 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10779 // render surface batch normally
10780 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10781 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10785 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10787 // OpenGL 1.3 path - anything not completely ancient
10788 qboolean applycolor;
10791 const texturelayer_t *layer;
10792 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10793 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10795 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10798 int layertexrgbscale;
10799 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10801 if (layerindex == 0)
10802 GL_AlphaTest(true);
10805 GL_AlphaTest(false);
10806 GL_DepthFunc(GL_EQUAL);
10809 GL_DepthMask(layer->depthmask && writedepth);
10810 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10811 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10813 layertexrgbscale = 4;
10814 VectorScale(layer->color, 0.25f, layercolor);
10816 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10818 layertexrgbscale = 2;
10819 VectorScale(layer->color, 0.5f, layercolor);
10823 layertexrgbscale = 1;
10824 VectorScale(layer->color, 1.0f, layercolor);
10826 layercolor[3] = layer->color[3];
10827 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10828 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10829 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10830 switch (layer->type)
10832 case TEXTURELAYERTYPE_LITTEXTURE:
10833 // single-pass lightmapped texture with 2x rgbscale
10834 R_Mesh_TexBind(0, r_texture_white);
10835 R_Mesh_TexMatrix(0, NULL);
10836 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10837 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10838 R_Mesh_TexBind(1, layer->texture);
10839 R_Mesh_TexMatrix(1, &layer->texmatrix);
10840 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10841 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10842 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10843 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10844 else if (FAKELIGHT_ENABLED)
10845 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10846 else if (rsurface.uselightmaptexture)
10847 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10849 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851 case TEXTURELAYERTYPE_TEXTURE:
10852 // singletexture unlit texture with transparency support
10853 R_Mesh_TexBind(0, layer->texture);
10854 R_Mesh_TexMatrix(0, &layer->texmatrix);
10855 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10856 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10857 R_Mesh_TexBind(1, 0);
10858 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10859 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10861 case TEXTURELAYERTYPE_FOG:
10862 // singletexture fogging
10863 if (layer->texture)
10865 R_Mesh_TexBind(0, layer->texture);
10866 R_Mesh_TexMatrix(0, &layer->texmatrix);
10867 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10868 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10872 R_Mesh_TexBind(0, 0);
10873 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10875 R_Mesh_TexBind(1, 0);
10876 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10877 // generate a color array for the fog pass
10878 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10879 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10883 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10886 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10888 GL_DepthFunc(GL_LEQUAL);
10889 GL_AlphaTest(false);
10893 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10895 // OpenGL 1.1 - crusty old voodoo path
10898 const texturelayer_t *layer;
10899 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10900 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10902 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10904 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10906 if (layerindex == 0)
10907 GL_AlphaTest(true);
10910 GL_AlphaTest(false);
10911 GL_DepthFunc(GL_EQUAL);
10914 GL_DepthMask(layer->depthmask && writedepth);
10915 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10916 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10917 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10918 switch (layer->type)
10920 case TEXTURELAYERTYPE_LITTEXTURE:
10921 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10923 // two-pass lit texture with 2x rgbscale
10924 // first the lightmap pass
10925 R_Mesh_TexBind(0, r_texture_white);
10926 R_Mesh_TexMatrix(0, NULL);
10927 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10928 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10929 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10930 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10931 else if (FAKELIGHT_ENABLED)
10932 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10933 else if (rsurface.uselightmaptexture)
10934 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10936 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10937 // then apply the texture to it
10938 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10939 R_Mesh_TexBind(0, layer->texture);
10940 R_Mesh_TexMatrix(0, &layer->texmatrix);
10941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10943 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10947 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10948 R_Mesh_TexBind(0, layer->texture);
10949 R_Mesh_TexMatrix(0, &layer->texmatrix);
10950 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10951 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10952 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10953 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10954 else if (FAKELIGHT_ENABLED)
10955 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10957 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10960 case TEXTURELAYERTYPE_TEXTURE:
10961 // singletexture unlit texture with transparency support
10962 R_Mesh_TexBind(0, layer->texture);
10963 R_Mesh_TexMatrix(0, &layer->texmatrix);
10964 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10965 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10966 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10968 case TEXTURELAYERTYPE_FOG:
10969 // singletexture fogging
10970 if (layer->texture)
10972 R_Mesh_TexBind(0, layer->texture);
10973 R_Mesh_TexMatrix(0, &layer->texmatrix);
10974 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10975 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10979 R_Mesh_TexBind(0, 0);
10980 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10982 // generate a color array for the fog pass
10983 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10984 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10988 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10991 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10993 GL_DepthFunc(GL_LEQUAL);
10994 GL_AlphaTest(false);
10998 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11002 r_vertexgeneric_t *batchvertex;
11005 // R_Mesh_ResetTextureState();
11006 R_SetupShader_Generic_NoTexture(false, false);
11008 if(rsurface.texture && rsurface.texture->currentskinframe)
11010 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11011 c[3] *= rsurface.texture->currentalpha;
11021 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11023 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11024 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11025 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11028 // brighten it up (as texture value 127 means "unlit")
11029 c[0] *= 2 * r_refdef.view.colorscale;
11030 c[1] *= 2 * r_refdef.view.colorscale;
11031 c[2] *= 2 * r_refdef.view.colorscale;
11033 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11034 c[3] *= r_wateralpha.value;
11036 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11038 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11039 GL_DepthMask(false);
11041 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11043 GL_BlendFunc(GL_ONE, GL_ONE);
11044 GL_DepthMask(false);
11046 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11048 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11049 GL_DepthMask(false);
11051 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11053 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11054 GL_DepthMask(false);
11058 GL_BlendFunc(GL_ONE, GL_ZERO);
11059 GL_DepthMask(writedepth);
11062 if (r_showsurfaces.integer == 3)
11064 rsurface.passcolor4f = NULL;
11066 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11068 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11070 rsurface.passcolor4f = NULL;
11071 rsurface.passcolor4f_vertexbuffer = 0;
11072 rsurface.passcolor4f_bufferoffset = 0;
11074 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11076 qboolean applycolor = true;
11079 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11081 r_refdef.lightmapintensity = 1;
11082 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11083 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11085 else if (FAKELIGHT_ENABLED)
11087 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11089 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11090 RSurf_DrawBatch_GL11_ApplyFakeLight();
11091 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11095 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11097 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11098 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11099 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11102 if(!rsurface.passcolor4f)
11103 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11105 RSurf_DrawBatch_GL11_ApplyAmbient();
11106 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11107 if(r_refdef.fogenabled)
11108 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11109 RSurf_DrawBatch_GL11_ClampColor();
11111 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11112 R_SetupShader_Generic_NoTexture(false, false);
11115 else if (!r_refdef.view.showdebug)
11117 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11118 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11119 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11121 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11122 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11124 R_Mesh_PrepareVertices_Generic_Unlock();
11127 else if (r_showsurfaces.integer == 4)
11129 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11130 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11131 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11133 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11134 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11135 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11137 R_Mesh_PrepareVertices_Generic_Unlock();
11140 else if (r_showsurfaces.integer == 2)
11143 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11144 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11145 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11147 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11148 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11149 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11150 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11151 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11152 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11153 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11155 R_Mesh_PrepareVertices_Generic_Unlock();
11156 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11160 int texturesurfaceindex;
11162 const msurface_t *surface;
11163 float surfacecolor4f[4];
11164 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11165 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11167 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11169 surface = texturesurfacelist[texturesurfaceindex];
11170 k = (int)(((size_t)surface) / sizeof(msurface_t));
11171 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11172 for (j = 0;j < surface->num_vertices;j++)
11174 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11175 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11179 R_Mesh_PrepareVertices_Generic_Unlock();
11184 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11187 RSurf_SetupDepthAndCulling();
11188 if (r_showsurfaces.integer)
11190 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11193 switch (vid.renderpath)
11195 case RENDERPATH_GL20:
11196 case RENDERPATH_D3D9:
11197 case RENDERPATH_D3D10:
11198 case RENDERPATH_D3D11:
11199 case RENDERPATH_SOFT:
11200 case RENDERPATH_GLES2:
11201 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11203 case RENDERPATH_GL13:
11204 case RENDERPATH_GLES1:
11205 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11207 case RENDERPATH_GL11:
11208 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11214 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11217 RSurf_SetupDepthAndCulling();
11218 if (r_showsurfaces.integer)
11220 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11223 switch (vid.renderpath)
11225 case RENDERPATH_GL20:
11226 case RENDERPATH_D3D9:
11227 case RENDERPATH_D3D10:
11228 case RENDERPATH_D3D11:
11229 case RENDERPATH_SOFT:
11230 case RENDERPATH_GLES2:
11231 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11233 case RENDERPATH_GL13:
11234 case RENDERPATH_GLES1:
11235 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11237 case RENDERPATH_GL11:
11238 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11244 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11247 int texturenumsurfaces, endsurface;
11248 texture_t *texture;
11249 const msurface_t *surface;
11250 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11252 // if the model is static it doesn't matter what value we give for
11253 // wantnormals and wanttangents, so this logic uses only rules applicable
11254 // to a model, knowing that they are meaningless otherwise
11255 if (ent == r_refdef.scene.worldentity)
11256 RSurf_ActiveWorldEntity();
11257 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11258 RSurf_ActiveModelEntity(ent, false, false, false);
11261 switch (vid.renderpath)
11263 case RENDERPATH_GL20:
11264 case RENDERPATH_D3D9:
11265 case RENDERPATH_D3D10:
11266 case RENDERPATH_D3D11:
11267 case RENDERPATH_SOFT:
11268 case RENDERPATH_GLES2:
11269 RSurf_ActiveModelEntity(ent, true, true, false);
11271 case RENDERPATH_GL11:
11272 case RENDERPATH_GL13:
11273 case RENDERPATH_GLES1:
11274 RSurf_ActiveModelEntity(ent, true, false, false);
11279 if (r_transparentdepthmasking.integer)
11281 qboolean setup = false;
11282 for (i = 0;i < numsurfaces;i = j)
11285 surface = rsurface.modelsurfaces + surfacelist[i];
11286 texture = surface->texture;
11287 rsurface.texture = R_GetCurrentTexture(texture);
11288 rsurface.lightmaptexture = NULL;
11289 rsurface.deluxemaptexture = NULL;
11290 rsurface.uselightmaptexture = false;
11291 // scan ahead until we find a different texture
11292 endsurface = min(i + 1024, numsurfaces);
11293 texturenumsurfaces = 0;
11294 texturesurfacelist[texturenumsurfaces++] = surface;
11295 for (;j < endsurface;j++)
11297 surface = rsurface.modelsurfaces + surfacelist[j];
11298 if (texture != surface->texture)
11300 texturesurfacelist[texturenumsurfaces++] = surface;
11302 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11304 // render the range of surfaces as depth
11308 GL_ColorMask(0,0,0,0);
11310 GL_DepthTest(true);
11311 GL_BlendFunc(GL_ONE, GL_ZERO);
11312 GL_DepthMask(true);
11313 // R_Mesh_ResetTextureState();
11315 RSurf_SetupDepthAndCulling();
11316 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11317 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11318 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11322 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11325 for (i = 0;i < numsurfaces;i = j)
11328 surface = rsurface.modelsurfaces + surfacelist[i];
11329 texture = surface->texture;
11330 rsurface.texture = R_GetCurrentTexture(texture);
11331 // scan ahead until we find a different texture
11332 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11333 texturenumsurfaces = 0;
11334 texturesurfacelist[texturenumsurfaces++] = surface;
11335 if(FAKELIGHT_ENABLED)
11337 rsurface.lightmaptexture = NULL;
11338 rsurface.deluxemaptexture = NULL;
11339 rsurface.uselightmaptexture = false;
11340 for (;j < endsurface;j++)
11342 surface = rsurface.modelsurfaces + surfacelist[j];
11343 if (texture != surface->texture)
11345 texturesurfacelist[texturenumsurfaces++] = surface;
11350 rsurface.lightmaptexture = surface->lightmaptexture;
11351 rsurface.deluxemaptexture = surface->deluxemaptexture;
11352 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11353 for (;j < endsurface;j++)
11355 surface = rsurface.modelsurfaces + surfacelist[j];
11356 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11358 texturesurfacelist[texturenumsurfaces++] = surface;
11361 // render the range of surfaces
11362 if (ent == r_refdef.scene.worldentity)
11363 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11365 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11367 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11370 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11372 // transparent surfaces get pushed off into the transparent queue
11373 int surfacelistindex;
11374 const msurface_t *surface;
11375 vec3_t tempcenter, center;
11376 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11378 surface = texturesurfacelist[surfacelistindex];
11379 if (r_transparent_sortsurfacesbynearest.integer)
11381 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11382 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11383 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11387 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11388 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11389 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11391 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11392 if (rsurface.entity->transparent_offset) // transparent offset
11394 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11395 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11396 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11398 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);
11402 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11404 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11406 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11408 RSurf_SetupDepthAndCulling();
11409 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11410 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11411 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11415 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11419 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11422 if (!rsurface.texture->currentnumlayers)
11424 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11425 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11427 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11429 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11430 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11431 else if (!rsurface.texture->currentnumlayers)
11433 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11435 // in the deferred case, transparent surfaces were queued during prepass
11436 if (!r_shadow_usingdeferredprepass)
11437 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11441 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11442 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11447 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11450 texture_t *texture;
11451 R_FrameData_SetMark();
11452 // break the surface list down into batches by texture and use of lightmapping
11453 for (i = 0;i < numsurfaces;i = j)
11456 // texture is the base texture pointer, rsurface.texture is the
11457 // current frame/skin the texture is directing us to use (for example
11458 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11459 // use skin 1 instead)
11460 texture = surfacelist[i]->texture;
11461 rsurface.texture = R_GetCurrentTexture(texture);
11462 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11464 // if this texture is not the kind we want, skip ahead to the next one
11465 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11469 if(FAKELIGHT_ENABLED || depthonly || prepass)
11471 rsurface.lightmaptexture = NULL;
11472 rsurface.deluxemaptexture = NULL;
11473 rsurface.uselightmaptexture = false;
11474 // simply scan ahead until we find a different texture or lightmap state
11475 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11480 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11481 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11482 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11483 // simply scan ahead until we find a different texture or lightmap state
11484 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11487 // render the range of surfaces
11488 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11490 R_FrameData_ReturnToMark();
11493 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11497 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11500 if (!rsurface.texture->currentnumlayers)
11502 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11503 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11505 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11507 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11508 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11509 else if (!rsurface.texture->currentnumlayers)
11511 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11513 // in the deferred case, transparent surfaces were queued during prepass
11514 if (!r_shadow_usingdeferredprepass)
11515 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11519 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11520 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11525 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11528 texture_t *texture;
11529 R_FrameData_SetMark();
11530 // break the surface list down into batches by texture and use of lightmapping
11531 for (i = 0;i < numsurfaces;i = j)
11534 // texture is the base texture pointer, rsurface.texture is the
11535 // current frame/skin the texture is directing us to use (for example
11536 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11537 // use skin 1 instead)
11538 texture = surfacelist[i]->texture;
11539 rsurface.texture = R_GetCurrentTexture(texture);
11540 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11542 // if this texture is not the kind we want, skip ahead to the next one
11543 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11547 if(FAKELIGHT_ENABLED || depthonly || prepass)
11549 rsurface.lightmaptexture = NULL;
11550 rsurface.deluxemaptexture = NULL;
11551 rsurface.uselightmaptexture = false;
11552 // simply scan ahead until we find a different texture or lightmap state
11553 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11558 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11559 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11560 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11561 // simply scan ahead until we find a different texture or lightmap state
11562 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11565 // render the range of surfaces
11566 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11568 R_FrameData_ReturnToMark();
11571 float locboxvertex3f[6*4*3] =
11573 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11574 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11575 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11576 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11577 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11578 1,0,0, 0,0,0, 0,1,0, 1,1,0
11581 unsigned short locboxelements[6*2*3] =
11586 12,13,14, 12,14,15,
11587 16,17,18, 16,18,19,
11591 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11594 cl_locnode_t *loc = (cl_locnode_t *)ent;
11596 float vertex3f[6*4*3];
11598 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11599 GL_DepthMask(false);
11600 GL_DepthRange(0, 1);
11601 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11602 GL_DepthTest(true);
11603 GL_CullFace(GL_NONE);
11604 R_EntityMatrix(&identitymatrix);
11606 // R_Mesh_ResetTextureState();
11608 i = surfacelist[0];
11609 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11610 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11611 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11612 surfacelist[0] < 0 ? 0.5f : 0.125f);
11614 if (VectorCompare(loc->mins, loc->maxs))
11616 VectorSet(size, 2, 2, 2);
11617 VectorMA(loc->mins, -0.5f, size, mins);
11621 VectorCopy(loc->mins, mins);
11622 VectorSubtract(loc->maxs, loc->mins, size);
11625 for (i = 0;i < 6*4*3;)
11626 for (j = 0;j < 3;j++, i++)
11627 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11629 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11630 R_SetupShader_Generic_NoTexture(false, false);
11631 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11634 void R_DrawLocs(void)
11637 cl_locnode_t *loc, *nearestloc;
11639 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11640 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11642 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11643 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11647 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11649 if (decalsystem->decals)
11650 Mem_Free(decalsystem->decals);
11651 memset(decalsystem, 0, sizeof(*decalsystem));
11654 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)
11657 tridecal_t *decals;
11660 // expand or initialize the system
11661 if (decalsystem->maxdecals <= decalsystem->numdecals)
11663 decalsystem_t old = *decalsystem;
11664 qboolean useshortelements;
11665 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11666 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11667 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)));
11668 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11669 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11670 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11671 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11672 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11673 if (decalsystem->numdecals)
11674 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11676 Mem_Free(old.decals);
11677 for (i = 0;i < decalsystem->maxdecals*3;i++)
11678 decalsystem->element3i[i] = i;
11679 if (useshortelements)
11680 for (i = 0;i < decalsystem->maxdecals*3;i++)
11681 decalsystem->element3s[i] = i;
11684 // grab a decal and search for another free slot for the next one
11685 decals = decalsystem->decals;
11686 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11687 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11689 decalsystem->freedecal = i;
11690 if (decalsystem->numdecals <= i)
11691 decalsystem->numdecals = i + 1;
11693 // initialize the decal
11695 decal->triangleindex = triangleindex;
11696 decal->surfaceindex = surfaceindex;
11697 decal->decalsequence = decalsequence;
11698 decal->color4f[0][0] = c0[0];
11699 decal->color4f[0][1] = c0[1];
11700 decal->color4f[0][2] = c0[2];
11701 decal->color4f[0][3] = 1;
11702 decal->color4f[1][0] = c1[0];
11703 decal->color4f[1][1] = c1[1];
11704 decal->color4f[1][2] = c1[2];
11705 decal->color4f[1][3] = 1;
11706 decal->color4f[2][0] = c2[0];
11707 decal->color4f[2][1] = c2[1];
11708 decal->color4f[2][2] = c2[2];
11709 decal->color4f[2][3] = 1;
11710 decal->vertex3f[0][0] = v0[0];
11711 decal->vertex3f[0][1] = v0[1];
11712 decal->vertex3f[0][2] = v0[2];
11713 decal->vertex3f[1][0] = v1[0];
11714 decal->vertex3f[1][1] = v1[1];
11715 decal->vertex3f[1][2] = v1[2];
11716 decal->vertex3f[2][0] = v2[0];
11717 decal->vertex3f[2][1] = v2[1];
11718 decal->vertex3f[2][2] = v2[2];
11719 decal->texcoord2f[0][0] = t0[0];
11720 decal->texcoord2f[0][1] = t0[1];
11721 decal->texcoord2f[1][0] = t1[0];
11722 decal->texcoord2f[1][1] = t1[1];
11723 decal->texcoord2f[2][0] = t2[0];
11724 decal->texcoord2f[2][1] = t2[1];
11725 TriangleNormal(v0, v1, v2, decal->plane);
11726 VectorNormalize(decal->plane);
11727 decal->plane[3] = DotProduct(v0, decal->plane);
11730 extern cvar_t cl_decals_bias;
11731 extern cvar_t cl_decals_models;
11732 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11733 // baseparms, parms, temps
11734 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)
11739 const float *vertex3f;
11740 const float *normal3f;
11742 float points[2][9][3];
11749 e = rsurface.modelelement3i + 3*triangleindex;
11751 vertex3f = rsurface.modelvertex3f;
11752 normal3f = rsurface.modelnormal3f;
11756 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11758 index = 3*e[cornerindex];
11759 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11764 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11766 index = 3*e[cornerindex];
11767 VectorCopy(vertex3f + index, v[cornerindex]);
11772 //TriangleNormal(v[0], v[1], v[2], normal);
11773 //if (DotProduct(normal, localnormal) < 0.0f)
11775 // clip by each of the box planes formed from the projection matrix
11776 // if anything survives, we emit the decal
11777 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]);
11780 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]);
11783 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]);
11786 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]);
11789 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]);
11792 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]);
11795 // some part of the triangle survived, so we have to accept it...
11798 // dynamic always uses the original triangle
11800 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11802 index = 3*e[cornerindex];
11803 VectorCopy(vertex3f + index, v[cornerindex]);
11806 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11808 // convert vertex positions to texcoords
11809 Matrix4x4_Transform(projection, v[cornerindex], temp);
11810 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11811 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11812 // calculate distance fade from the projection origin
11813 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11814 f = bound(0.0f, f, 1.0f);
11815 c[cornerindex][0] = r * f;
11816 c[cornerindex][1] = g * f;
11817 c[cornerindex][2] = b * f;
11818 c[cornerindex][3] = 1.0f;
11819 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11822 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);
11824 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11825 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);
11827 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)
11829 matrix4x4_t projection;
11830 decalsystem_t *decalsystem;
11833 const msurface_t *surface;
11834 const msurface_t *surfaces;
11835 const int *surfacelist;
11836 const texture_t *texture;
11838 int numsurfacelist;
11839 int surfacelistindex;
11842 float localorigin[3];
11843 float localnormal[3];
11844 float localmins[3];
11845 float localmaxs[3];
11848 float planes[6][4];
11851 int bih_triangles_count;
11852 int bih_triangles[256];
11853 int bih_surfaces[256];
11855 decalsystem = &ent->decalsystem;
11856 model = ent->model;
11857 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11859 R_DecalSystem_Reset(&ent->decalsystem);
11863 if (!model->brush.data_leafs && !cl_decals_models.integer)
11865 if (decalsystem->model)
11866 R_DecalSystem_Reset(decalsystem);
11870 if (decalsystem->model != model)
11871 R_DecalSystem_Reset(decalsystem);
11872 decalsystem->model = model;
11874 RSurf_ActiveModelEntity(ent, true, false, false);
11876 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11877 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11878 VectorNormalize(localnormal);
11879 localsize = worldsize*rsurface.inversematrixscale;
11880 localmins[0] = localorigin[0] - localsize;
11881 localmins[1] = localorigin[1] - localsize;
11882 localmins[2] = localorigin[2] - localsize;
11883 localmaxs[0] = localorigin[0] + localsize;
11884 localmaxs[1] = localorigin[1] + localsize;
11885 localmaxs[2] = localorigin[2] + localsize;
11887 //VectorCopy(localnormal, planes[4]);
11888 //VectorVectors(planes[4], planes[2], planes[0]);
11889 AnglesFromVectors(angles, localnormal, NULL, false);
11890 AngleVectors(angles, planes[0], planes[2], planes[4]);
11891 VectorNegate(planes[0], planes[1]);
11892 VectorNegate(planes[2], planes[3]);
11893 VectorNegate(planes[4], planes[5]);
11894 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11895 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11896 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11897 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11898 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11899 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11904 matrix4x4_t forwardprojection;
11905 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11906 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11911 float projectionvector[4][3];
11912 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11913 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11914 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11915 projectionvector[0][0] = planes[0][0] * ilocalsize;
11916 projectionvector[0][1] = planes[1][0] * ilocalsize;
11917 projectionvector[0][2] = planes[2][0] * ilocalsize;
11918 projectionvector[1][0] = planes[0][1] * ilocalsize;
11919 projectionvector[1][1] = planes[1][1] * ilocalsize;
11920 projectionvector[1][2] = planes[2][1] * ilocalsize;
11921 projectionvector[2][0] = planes[0][2] * ilocalsize;
11922 projectionvector[2][1] = planes[1][2] * ilocalsize;
11923 projectionvector[2][2] = planes[2][2] * ilocalsize;
11924 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11925 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11926 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11927 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11931 dynamic = model->surfmesh.isanimated;
11932 numsurfacelist = model->nummodelsurfaces;
11933 surfacelist = model->sortedmodelsurfaces;
11934 surfaces = model->data_surfaces;
11937 bih_triangles_count = -1;
11940 if(model->render_bih.numleafs)
11941 bih = &model->render_bih;
11942 else if(model->collision_bih.numleafs)
11943 bih = &model->collision_bih;
11946 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11947 if(bih_triangles_count == 0)
11949 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11951 if(bih_triangles_count > 0)
11953 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11955 surfaceindex = bih_surfaces[triangleindex];
11956 surface = surfaces + surfaceindex;
11957 texture = surface->texture;
11958 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11960 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11962 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11967 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11969 surfaceindex = surfacelist[surfacelistindex];
11970 surface = surfaces + surfaceindex;
11971 // check cull box first because it rejects more than any other check
11972 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11974 // skip transparent surfaces
11975 texture = surface->texture;
11976 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11978 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11980 numtriangles = surface->num_triangles;
11981 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11982 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11987 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11988 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)
11990 int renderentityindex;
11991 float worldmins[3];
11992 float worldmaxs[3];
11993 entity_render_t *ent;
11995 if (!cl_decals_newsystem.integer)
11998 worldmins[0] = worldorigin[0] - worldsize;
11999 worldmins[1] = worldorigin[1] - worldsize;
12000 worldmins[2] = worldorigin[2] - worldsize;
12001 worldmaxs[0] = worldorigin[0] + worldsize;
12002 worldmaxs[1] = worldorigin[1] + worldsize;
12003 worldmaxs[2] = worldorigin[2] + worldsize;
12005 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12007 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12009 ent = r_refdef.scene.entities[renderentityindex];
12010 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12013 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12017 typedef struct r_decalsystem_splatqueue_s
12019 vec3_t worldorigin;
12020 vec3_t worldnormal;
12024 unsigned int decalsequence;
12026 r_decalsystem_splatqueue_t;
12028 int r_decalsystem_numqueued = 0;
12029 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12031 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)
12033 r_decalsystem_splatqueue_t *queue;
12035 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12038 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12039 VectorCopy(worldorigin, queue->worldorigin);
12040 VectorCopy(worldnormal, queue->worldnormal);
12041 Vector4Set(queue->color, r, g, b, a);
12042 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12043 queue->worldsize = worldsize;
12044 queue->decalsequence = cl.decalsequence++;
12047 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12050 r_decalsystem_splatqueue_t *queue;
12052 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12053 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);
12054 r_decalsystem_numqueued = 0;
12057 extern cvar_t cl_decals_max;
12058 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12061 decalsystem_t *decalsystem = &ent->decalsystem;
12063 unsigned int killsequence;
12068 if (!decalsystem->numdecals)
12071 if (r_showsurfaces.integer)
12074 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12076 R_DecalSystem_Reset(decalsystem);
12080 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12081 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12083 if (decalsystem->lastupdatetime)
12084 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12087 decalsystem->lastupdatetime = r_refdef.scene.time;
12088 numdecals = decalsystem->numdecals;
12090 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12092 if (decal->color4f[0][3])
12094 decal->lived += frametime;
12095 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12097 memset(decal, 0, sizeof(*decal));
12098 if (decalsystem->freedecal > i)
12099 decalsystem->freedecal = i;
12103 decal = decalsystem->decals;
12104 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12107 // collapse the array by shuffling the tail decals into the gaps
12110 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12111 decalsystem->freedecal++;
12112 if (decalsystem->freedecal == numdecals)
12114 decal[decalsystem->freedecal] = decal[--numdecals];
12117 decalsystem->numdecals = numdecals;
12119 if (numdecals <= 0)
12121 // if there are no decals left, reset decalsystem
12122 R_DecalSystem_Reset(decalsystem);
12126 extern skinframe_t *decalskinframe;
12127 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12130 decalsystem_t *decalsystem = &ent->decalsystem;
12139 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12142 numdecals = decalsystem->numdecals;
12146 if (r_showsurfaces.integer)
12149 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12151 R_DecalSystem_Reset(decalsystem);
12155 // if the model is static it doesn't matter what value we give for
12156 // wantnormals and wanttangents, so this logic uses only rules applicable
12157 // to a model, knowing that they are meaningless otherwise
12158 if (ent == r_refdef.scene.worldentity)
12159 RSurf_ActiveWorldEntity();
12161 RSurf_ActiveModelEntity(ent, false, false, false);
12163 decalsystem->lastupdatetime = r_refdef.scene.time;
12165 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12167 // update vertex positions for animated models
12168 v3f = decalsystem->vertex3f;
12169 c4f = decalsystem->color4f;
12170 t2f = decalsystem->texcoord2f;
12171 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12173 if (!decal->color4f[0][3])
12176 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12180 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12183 // update color values for fading decals
12184 if (decal->lived >= cl_decals_time.value)
12185 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12189 c4f[ 0] = decal->color4f[0][0] * alpha;
12190 c4f[ 1] = decal->color4f[0][1] * alpha;
12191 c4f[ 2] = decal->color4f[0][2] * alpha;
12193 c4f[ 4] = decal->color4f[1][0] * alpha;
12194 c4f[ 5] = decal->color4f[1][1] * alpha;
12195 c4f[ 6] = decal->color4f[1][2] * alpha;
12197 c4f[ 8] = decal->color4f[2][0] * alpha;
12198 c4f[ 9] = decal->color4f[2][1] * alpha;
12199 c4f[10] = decal->color4f[2][2] * alpha;
12202 t2f[0] = decal->texcoord2f[0][0];
12203 t2f[1] = decal->texcoord2f[0][1];
12204 t2f[2] = decal->texcoord2f[1][0];
12205 t2f[3] = decal->texcoord2f[1][1];
12206 t2f[4] = decal->texcoord2f[2][0];
12207 t2f[5] = decal->texcoord2f[2][1];
12209 // update vertex positions for animated models
12210 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12212 e = rsurface.modelelement3i + 3*decal->triangleindex;
12213 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12214 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12215 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12219 VectorCopy(decal->vertex3f[0], v3f);
12220 VectorCopy(decal->vertex3f[1], v3f + 3);
12221 VectorCopy(decal->vertex3f[2], v3f + 6);
12224 if (r_refdef.fogenabled)
12226 alpha = RSurf_FogVertex(v3f);
12227 VectorScale(c4f, alpha, c4f);
12228 alpha = RSurf_FogVertex(v3f + 3);
12229 VectorScale(c4f + 4, alpha, c4f + 4);
12230 alpha = RSurf_FogVertex(v3f + 6);
12231 VectorScale(c4f + 8, alpha, c4f + 8);
12242 r_refdef.stats[r_stat_drawndecals] += numtris;
12244 // now render the decals all at once
12245 // (this assumes they all use one particle font texture!)
12246 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);
12247 // R_Mesh_ResetTextureState();
12248 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12249 GL_DepthMask(false);
12250 GL_DepthRange(0, 1);
12251 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12252 GL_DepthTest(true);
12253 GL_CullFace(GL_NONE);
12254 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12255 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12256 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12260 static void R_DrawModelDecals(void)
12264 // fade faster when there are too many decals
12265 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12266 for (i = 0;i < r_refdef.scene.numentities;i++)
12267 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12269 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12270 for (i = 0;i < r_refdef.scene.numentities;i++)
12271 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12272 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12274 R_DecalSystem_ApplySplatEntitiesQueue();
12276 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12277 for (i = 0;i < r_refdef.scene.numentities;i++)
12278 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12280 r_refdef.stats[r_stat_totaldecals] += numdecals;
12282 if (r_showsurfaces.integer)
12285 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12287 for (i = 0;i < r_refdef.scene.numentities;i++)
12289 if (!r_refdef.viewcache.entityvisible[i])
12291 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12292 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12296 extern cvar_t mod_collision_bih;
12297 static void R_DrawDebugModel(void)
12299 entity_render_t *ent = rsurface.entity;
12300 int i, j, flagsmask;
12301 const msurface_t *surface;
12302 dp_model_t *model = ent->model;
12304 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12307 if (r_showoverdraw.value > 0)
12309 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12310 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12311 R_SetupShader_Generic_NoTexture(false, false);
12312 GL_DepthTest(false);
12313 GL_DepthMask(false);
12314 GL_DepthRange(0, 1);
12315 GL_BlendFunc(GL_ONE, GL_ONE);
12316 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12318 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12320 rsurface.texture = R_GetCurrentTexture(surface->texture);
12321 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12323 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12324 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12325 if (!rsurface.texture->currentlayers->depthmask)
12326 GL_Color(c, 0, 0, 1.0f);
12327 else if (ent == r_refdef.scene.worldentity)
12328 GL_Color(c, c, c, 1.0f);
12330 GL_Color(0, c, 0, 1.0f);
12331 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12335 rsurface.texture = NULL;
12338 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12340 // R_Mesh_ResetTextureState();
12341 R_SetupShader_Generic_NoTexture(false, false);
12342 GL_DepthRange(0, 1);
12343 GL_DepthTest(!r_showdisabledepthtest.integer);
12344 GL_DepthMask(false);
12345 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12347 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12351 qboolean cullbox = false;
12352 const q3mbrush_t *brush;
12353 const bih_t *bih = &model->collision_bih;
12354 const bih_leaf_t *bihleaf;
12355 float vertex3f[3][3];
12356 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12357 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12359 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12361 switch (bihleaf->type)
12364 brush = model->brush.data_brushes + bihleaf->itemindex;
12365 if (brush->colbrushf && brush->colbrushf->numtriangles)
12367 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);
12368 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12369 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12372 case BIH_COLLISIONTRIANGLE:
12373 triangleindex = bihleaf->itemindex;
12374 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12375 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12376 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12377 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);
12378 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12379 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12381 case BIH_RENDERTRIANGLE:
12382 triangleindex = bihleaf->itemindex;
12383 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12384 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12385 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12386 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);
12387 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12388 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12394 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12397 if (r_showtris.integer && qglPolygonMode)
12399 if (r_showdisabledepthtest.integer)
12401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12402 GL_DepthMask(false);
12406 GL_BlendFunc(GL_ONE, GL_ZERO);
12407 GL_DepthMask(true);
12409 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12410 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12412 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12414 rsurface.texture = R_GetCurrentTexture(surface->texture);
12415 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12417 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12418 if (!rsurface.texture->currentlayers->depthmask)
12419 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12420 else if (ent == r_refdef.scene.worldentity)
12421 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12423 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12424 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12428 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12429 rsurface.texture = NULL;
12432 if (r_shownormals.value != 0 && qglBegin)
12436 if (r_showdisabledepthtest.integer)
12438 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12439 GL_DepthMask(false);
12443 GL_BlendFunc(GL_ONE, GL_ZERO);
12444 GL_DepthMask(true);
12446 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12448 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12450 rsurface.texture = R_GetCurrentTexture(surface->texture);
12451 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12453 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12454 qglBegin(GL_LINES);
12455 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12457 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12459 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12460 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12461 qglVertex3f(v[0], v[1], v[2]);
12462 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12463 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12464 qglVertex3f(v[0], v[1], v[2]);
12467 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12469 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12471 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12472 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12473 qglVertex3f(v[0], v[1], v[2]);
12474 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12475 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12476 qglVertex3f(v[0], v[1], v[2]);
12479 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12481 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12483 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12484 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12485 qglVertex3f(v[0], v[1], v[2]);
12486 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12487 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12488 qglVertex3f(v[0], v[1], v[2]);
12491 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12493 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12495 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12496 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12497 qglVertex3f(v[0], v[1], v[2]);
12498 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12499 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12500 qglVertex3f(v[0], v[1], v[2]);
12507 rsurface.texture = NULL;
12512 int r_maxsurfacelist = 0;
12513 const msurface_t **r_surfacelist = NULL;
12514 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12516 int i, j, endj, flagsmask;
12517 dp_model_t *model = r_refdef.scene.worldmodel;
12518 msurface_t *surfaces;
12519 unsigned char *update;
12520 int numsurfacelist = 0;
12524 if (r_maxsurfacelist < model->num_surfaces)
12526 r_maxsurfacelist = model->num_surfaces;
12528 Mem_Free((msurface_t**)r_surfacelist);
12529 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12532 RSurf_ActiveWorldEntity();
12534 surfaces = model->data_surfaces;
12535 update = model->brushq1.lightmapupdateflags;
12537 // update light styles on this submodel
12538 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12540 model_brush_lightstyleinfo_t *style;
12541 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12543 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12545 int *list = style->surfacelist;
12546 style->value = r_refdef.scene.lightstylevalue[style->style];
12547 for (j = 0;j < style->numsurfaces;j++)
12548 update[list[j]] = true;
12553 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12557 R_DrawDebugModel();
12558 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12562 rsurface.lightmaptexture = NULL;
12563 rsurface.deluxemaptexture = NULL;
12564 rsurface.uselightmaptexture = false;
12565 rsurface.texture = NULL;
12566 rsurface.rtlight = NULL;
12567 numsurfacelist = 0;
12568 // add visible surfaces to draw list
12569 for (i = 0;i < model->nummodelsurfaces;i++)
12571 j = model->sortedmodelsurfaces[i];
12572 if (r_refdef.viewcache.world_surfacevisible[j])
12573 r_surfacelist[numsurfacelist++] = surfaces + j;
12575 // update lightmaps if needed
12576 if (model->brushq1.firstrender)
12578 model->brushq1.firstrender = false;
12579 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12581 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12585 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12586 if (r_refdef.viewcache.world_surfacevisible[j])
12588 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12590 // don't do anything if there were no surfaces
12591 if (!numsurfacelist)
12593 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12596 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12598 // add to stats if desired
12599 if (r_speeds.integer && !skysurfaces && !depthonly)
12601 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12602 for (j = 0;j < numsurfacelist;j++)
12603 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12606 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12609 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12611 int i, j, endj, flagsmask;
12612 dp_model_t *model = ent->model;
12613 msurface_t *surfaces;
12614 unsigned char *update;
12615 int numsurfacelist = 0;
12619 if (r_maxsurfacelist < model->num_surfaces)
12621 r_maxsurfacelist = model->num_surfaces;
12623 Mem_Free((msurface_t **)r_surfacelist);
12624 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12627 // if the model is static it doesn't matter what value we give for
12628 // wantnormals and wanttangents, so this logic uses only rules applicable
12629 // to a model, knowing that they are meaningless otherwise
12630 if (ent == r_refdef.scene.worldentity)
12631 RSurf_ActiveWorldEntity();
12632 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12633 RSurf_ActiveModelEntity(ent, false, false, false);
12635 RSurf_ActiveModelEntity(ent, true, true, true);
12636 else if (depthonly)
12638 switch (vid.renderpath)
12640 case RENDERPATH_GL20:
12641 case RENDERPATH_D3D9:
12642 case RENDERPATH_D3D10:
12643 case RENDERPATH_D3D11:
12644 case RENDERPATH_SOFT:
12645 case RENDERPATH_GLES2:
12646 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12648 case RENDERPATH_GL11:
12649 case RENDERPATH_GL13:
12650 case RENDERPATH_GLES1:
12651 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12657 switch (vid.renderpath)
12659 case RENDERPATH_GL20:
12660 case RENDERPATH_D3D9:
12661 case RENDERPATH_D3D10:
12662 case RENDERPATH_D3D11:
12663 case RENDERPATH_SOFT:
12664 case RENDERPATH_GLES2:
12665 RSurf_ActiveModelEntity(ent, true, true, false);
12667 case RENDERPATH_GL11:
12668 case RENDERPATH_GL13:
12669 case RENDERPATH_GLES1:
12670 RSurf_ActiveModelEntity(ent, true, false, false);
12675 surfaces = model->data_surfaces;
12676 update = model->brushq1.lightmapupdateflags;
12678 // update light styles
12679 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12681 model_brush_lightstyleinfo_t *style;
12682 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12684 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12686 int *list = style->surfacelist;
12687 style->value = r_refdef.scene.lightstylevalue[style->style];
12688 for (j = 0;j < style->numsurfaces;j++)
12689 update[list[j]] = true;
12694 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12698 R_DrawDebugModel();
12699 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12703 rsurface.lightmaptexture = NULL;
12704 rsurface.deluxemaptexture = NULL;
12705 rsurface.uselightmaptexture = false;
12706 rsurface.texture = NULL;
12707 rsurface.rtlight = NULL;
12708 numsurfacelist = 0;
12709 // add visible surfaces to draw list
12710 for (i = 0;i < model->nummodelsurfaces;i++)
12711 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12712 // don't do anything if there were no surfaces
12713 if (!numsurfacelist)
12715 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12718 // update lightmaps if needed
12722 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12727 R_BuildLightMap(ent, surfaces + j);
12732 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12734 // add to stats if desired
12735 if (r_speeds.integer && !skysurfaces && !depthonly)
12737 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12738 for (j = 0;j < numsurfacelist;j++)
12739 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12742 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12745 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12747 static texture_t texture;
12748 static msurface_t surface;
12749 const msurface_t *surfacelist = &surface;
12751 // fake enough texture and surface state to render this geometry
12753 texture.update_lastrenderframe = -1; // regenerate this texture
12754 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12755 texture.basealpha = 1.0f;
12756 texture.currentskinframe = skinframe;
12757 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12758 texture.offsetmapping = OFFSETMAPPING_OFF;
12759 texture.offsetscale = 1;
12760 texture.specularscalemod = 1;
12761 texture.specularpowermod = 1;
12762 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12763 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12764 // JUST GREP FOR "specularscalemod = 1".
12766 surface.texture = &texture;
12767 surface.num_triangles = numtriangles;
12768 surface.num_firsttriangle = firsttriangle;
12769 surface.num_vertices = numvertices;
12770 surface.num_firstvertex = firstvertex;
12773 rsurface.texture = R_GetCurrentTexture(surface.texture);
12774 rsurface.lightmaptexture = NULL;
12775 rsurface.deluxemaptexture = NULL;
12776 rsurface.uselightmaptexture = false;
12777 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12780 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)
12782 static msurface_t surface;
12783 const msurface_t *surfacelist = &surface;
12785 // fake enough texture and surface state to render this geometry
12786 surface.texture = texture;
12787 surface.num_triangles = numtriangles;
12788 surface.num_firsttriangle = firsttriangle;
12789 surface.num_vertices = numvertices;
12790 surface.num_firstvertex = firstvertex;
12793 rsurface.texture = R_GetCurrentTexture(surface.texture);
12794 rsurface.lightmaptexture = NULL;
12795 rsurface.deluxemaptexture = NULL;
12796 rsurface.uselightmaptexture = false;
12797 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);