2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 3 shows an approximation to vertex or object color (for a very approximate view of the game)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
160 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode; the default setting of 0 uses a framebuffer render when required, and renders directly to the screen otherwise"};
161 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
162 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
163 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
164 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
165 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
166 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
167 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
168 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
170 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
171 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
172 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
173 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
174 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
175 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
176 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
177 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
178 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
179 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
180 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
181 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
185 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
189 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
190 cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
192 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
193 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
194 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
195 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
196 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
197 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
198 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
199 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
200 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
202 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
203 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
204 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
205 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
206 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
208 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
209 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
211 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
212 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
213 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
214 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
215 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
216 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
218 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
219 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
220 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
221 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
222 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
223 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
224 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
225 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
226 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
227 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
229 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
231 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
233 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
235 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
237 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
238 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
239 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
240 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
242 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
243 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
245 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
247 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
248 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
249 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
251 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
252 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
258 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
259 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
261 extern cvar_t v_glslgamma_2d;
263 extern qbool v_flipped_state;
265 r_framebufferstate_t r_fb;
267 /// shadow volume bsp struct with automatically growing nodes buffer
270 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
272 rtexture_t *r_texture_blanknormalmap;
273 rtexture_t *r_texture_white;
274 rtexture_t *r_texture_grey128;
275 rtexture_t *r_texture_black;
276 rtexture_t *r_texture_notexture;
277 rtexture_t *r_texture_whitecube;
278 rtexture_t *r_texture_normalizationcube;
279 rtexture_t *r_texture_fogattenuation;
280 rtexture_t *r_texture_fogheighttexture;
281 rtexture_t *r_texture_gammaramps;
282 unsigned int r_texture_gammaramps_serial;
283 //rtexture_t *r_texture_fogintensity;
284 rtexture_t *r_texture_reflectcube;
286 // TODO: hash lookups?
287 typedef struct cubemapinfo_s
294 int r_texture_numcubemaps;
295 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
297 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
298 unsigned int r_numqueries;
299 unsigned int r_maxqueries;
301 typedef struct r_qwskincache_s
303 char name[MAX_QPATH];
304 skinframe_t *skinframe;
308 static r_qwskincache_t *r_qwskincache;
309 static int r_qwskincache_size;
311 /// vertex coordinates for a quad that covers the screen exactly
312 extern const float r_screenvertex3f[12];
313 const float r_screenvertex3f[12] =
321 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
324 for (i = 0;i < verts;i++)
335 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
338 for (i = 0;i < verts;i++)
348 // FIXME: move this to client?
351 if (gamemode == GAME_NEHAHRA)
353 Cvar_Set(&cvars_all, "gl_fogenable", "0");
354 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
355 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
356 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
357 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
359 r_refdef.fog_density = 0;
360 r_refdef.fog_red = 0;
361 r_refdef.fog_green = 0;
362 r_refdef.fog_blue = 0;
363 r_refdef.fog_alpha = 1;
364 r_refdef.fog_start = 0;
365 r_refdef.fog_end = 16384;
366 r_refdef.fog_height = 1<<30;
367 r_refdef.fog_fadedepth = 128;
368 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
371 static void R_BuildBlankTextures(void)
373 unsigned char data[4];
374 data[2] = 128; // normal X
375 data[1] = 128; // normal Y
376 data[0] = 255; // normal Z
377 data[3] = 255; // height
378 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
383 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
388 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 static void R_BuildNoTexture(void)
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 dp_strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstrings[] =
598 #include "shader_glsl.h"
602 //=======================================================================================================================================================
604 typedef struct shaderpermutationinfo_s
609 shaderpermutationinfo_t;
611 typedef struct shadermodeinfo_s
613 const char *sourcebasename;
614 const char *extension;
615 const char **builtinshaderstrings;
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
627 {"#define USEDIFFUSE\n", " diffuse"},
628 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629 {"#define USEVIEWTINT\n", " viewtint"},
630 {"#define USECOLORMAPPING\n", " colormapping"},
631 {"#define USESATURATION\n", " saturation"},
632 {"#define USEFOGINSIDE\n", " foginside"},
633 {"#define USEFOGOUTSIDE\n", " fogoutside"},
634 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636 {"#define USEGAMMARAMPS\n", " gammaramps"},
637 {"#define USECUBEFILTER\n", " cubefilter"},
638 {"#define USEGLOW\n", " glow"},
639 {"#define USEBLOOM\n", " bloom"},
640 {"#define USESPECULAR\n", " specular"},
641 {"#define USEPOSTPROCESSING\n", " postprocessing"},
642 {"#define USEREFLECTION\n", " reflection"},
643 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
647 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
648 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
649 {"#define USEALPHAKILL\n", " alphakill"},
650 {"#define USEREFLECTCUBE\n", " reflectcube"},
651 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
652 {"#define USEBOUNCEGRID\n", " bouncegrid"},
653 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
654 {"#define USETRIPPY\n", " trippy"},
655 {"#define USEDEPTHRGB\n", " depthrgb"},
656 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
657 {"#define USESKELETAL\n", " skeletal"},
658 {"#define USEOCCLUDE\n", " occlude"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
664 // SHADERLANGUAGE_GLSL
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 struct r_glsl_permutation_s;
687 typedef struct r_glsl_permutation_s
690 struct r_glsl_permutation_s *hashnext;
692 uint64_t permutation;
694 /// indicates if we have tried compiling this permutation already
696 /// 0 if compilation failed
698 // texture units assigned to each detected uniform
699 int tex_Texture_First;
700 int tex_Texture_Second;
701 int tex_Texture_GammaRamps;
702 int tex_Texture_Normal;
703 int tex_Texture_Color;
704 int tex_Texture_Gloss;
705 int tex_Texture_Glow;
706 int tex_Texture_SecondaryNormal;
707 int tex_Texture_SecondaryColor;
708 int tex_Texture_SecondaryGloss;
709 int tex_Texture_SecondaryGlow;
710 int tex_Texture_Pants;
711 int tex_Texture_Shirt;
712 int tex_Texture_FogHeightTexture;
713 int tex_Texture_FogMask;
714 int tex_Texture_LightGrid;
715 int tex_Texture_Lightmap;
716 int tex_Texture_Deluxemap;
717 int tex_Texture_Attenuation;
718 int tex_Texture_Cube;
719 int tex_Texture_Refraction;
720 int tex_Texture_Reflection;
721 int tex_Texture_ShadowMap2D;
722 int tex_Texture_CubeProjection;
723 int tex_Texture_ScreenNormalMap;
724 int tex_Texture_ScreenDiffuse;
725 int tex_Texture_ScreenSpecular;
726 int tex_Texture_ReflectMask;
727 int tex_Texture_ReflectCube;
728 int tex_Texture_BounceGrid;
729 /// locations of detected uniforms in program object, or -1 if not found
730 int loc_Texture_First;
731 int loc_Texture_Second;
732 int loc_Texture_GammaRamps;
733 int loc_Texture_Normal;
734 int loc_Texture_Color;
735 int loc_Texture_Gloss;
736 int loc_Texture_Glow;
737 int loc_Texture_SecondaryNormal;
738 int loc_Texture_SecondaryColor;
739 int loc_Texture_SecondaryGloss;
740 int loc_Texture_SecondaryGlow;
741 int loc_Texture_Pants;
742 int loc_Texture_Shirt;
743 int loc_Texture_FogHeightTexture;
744 int loc_Texture_FogMask;
745 int loc_Texture_LightGrid;
746 int loc_Texture_Lightmap;
747 int loc_Texture_Deluxemap;
748 int loc_Texture_Attenuation;
749 int loc_Texture_Cube;
750 int loc_Texture_Refraction;
751 int loc_Texture_Reflection;
752 int loc_Texture_ShadowMap2D;
753 int loc_Texture_CubeProjection;
754 int loc_Texture_ScreenNormalMap;
755 int loc_Texture_ScreenDiffuse;
756 int loc_Texture_ScreenSpecular;
757 int loc_Texture_ReflectMask;
758 int loc_Texture_ReflectCube;
759 int loc_Texture_BounceGrid;
761 int loc_BloomBlur_Parameters;
763 int loc_Color_Ambient;
764 int loc_Color_Diffuse;
765 int loc_Color_Specular;
769 int loc_DeferredColor_Ambient;
770 int loc_DeferredColor_Diffuse;
771 int loc_DeferredColor_Specular;
772 int loc_DeferredMod_Diffuse;
773 int loc_DeferredMod_Specular;
774 int loc_DistortScaleRefractReflect;
777 int loc_FogHeightFade;
779 int loc_FogPlaneViewDist;
780 int loc_FogRangeRecip;
783 int loc_LightGridMatrix;
784 int loc_LightGridNormalMatrix;
785 int loc_LightPosition;
786 int loc_OffsetMapping_ScaleSteps;
787 int loc_OffsetMapping_LodDistance;
788 int loc_OffsetMapping_Bias;
790 int loc_ReflectColor;
791 int loc_ReflectFactor;
792 int loc_ReflectOffset;
793 int loc_RefractColor;
795 int loc_ScreenCenterRefractReflect;
796 int loc_ScreenScaleRefractReflect;
797 int loc_ScreenToDepth;
798 int loc_ShadowMap_Parameters;
799 int loc_ShadowMap_TextureScale;
800 int loc_SpecularPower;
801 int loc_Skeletal_Transform12;
807 int loc_ViewTintColor;
809 int loc_ModelToLight;
811 int loc_BackgroundTexMatrix;
812 int loc_ModelViewProjectionMatrix;
813 int loc_ModelViewMatrix;
814 int loc_PixelToScreenTexCoord;
815 int loc_ModelToReflectCube;
816 int loc_ShadowMapMatrix;
817 int loc_BloomColorSubtract;
818 int loc_NormalmapScrollBlend;
819 int loc_BounceGridMatrix;
820 int loc_BounceGridIntensity;
821 /// uniform block bindings
822 int ubibind_Skeletal_Transform12_UniformBlock;
823 /// uniform block indices
824 int ubiloc_Skeletal_Transform12_UniformBlock;
826 r_glsl_permutation_t;
828 #define SHADERPERMUTATION_HASHSIZE 256
831 // non-degradable "lightweight" shader parameters to keep the permutations simpler
832 // these can NOT degrade! only use for simple stuff
835 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
836 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
837 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
839 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
840 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
841 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
842 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
843 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
844 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
845 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
846 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
847 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
848 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
849 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
851 #define SHADERSTATICPARMS_COUNT 15
853 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
854 static int shaderstaticparms_count = 0;
856 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
857 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
859 extern qbool r_shadow_shadowmapsampler;
860 extern int r_shadow_shadowmappcf;
861 qbool R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
887 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
890 if (r_shadow_shadowmapsampler)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
892 if (r_shadow_shadowmappcf > 1)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
894 else if (r_shadow_shadowmappcf)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
896 if (r_celshading.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
898 if (r_celoutlines.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
900 if (r_colorfringe.value)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
903 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
906 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
907 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
911 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
913 shaderstaticparms_count = 0;
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
933 /// information about each possible shader permutation
934 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
935 /// currently selected permutation
936 r_glsl_permutation_t *r_glsl_permutation;
937 /// storage for permutations linked in the hash table
938 memexpandablearray_t r_glsl_permutationarray;
940 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
942 //unsigned int hashdepth = 0;
943 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
944 r_glsl_permutation_t *p;
945 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
947 if (p->mode == mode && p->permutation == permutation)
949 //if (hashdepth > 10)
950 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
957 p->permutation = permutation;
958 p->hashnext = r_glsl_permutationhash[mode][hashindex];
959 r_glsl_permutationhash[mode][hashindex] = p;
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
965 static char *R_ShaderStrCat(const char **strings)
968 const char **p = strings;
971 for (p = strings;(t = *p);p++)
974 s = string = (char *)Mem_Alloc(r_main_mempool, len);
976 for (p = strings;(t = *p);p++)
986 static char *R_ShaderStrCat(const char **strings);
987 static void R_InitShaderModeInfo(void)
990 shadermodeinfo_t *modeinfo;
991 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
992 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
994 for (i = 0; i < SHADERMODE_COUNT; i++)
996 char filename[MAX_QPATH];
997 modeinfo = &shadermodeinfo[language][i];
998 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
999 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1000 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1001 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1006 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1009 // if the mode has no filename we have to return the builtin string
1010 if (builtinonly || !modeinfo->filename)
1011 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1012 // note that FS_LoadFile appends a 0 byte to make it a valid string
1013 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1016 if (printfromdisknotice)
1017 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1018 return shaderstring;
1020 // fall back to builtinstring
1021 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1024 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1029 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1031 char permutationname[256];
1032 int vertstrings_count = 0;
1033 int geomstrings_count = 0;
1034 int fragstrings_count = 0;
1035 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1036 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1037 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1044 permutationname[0] = 0;
1045 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1047 dp_strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1049 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1050 if(vid.support.glshaderversion >= 140)
1052 vertstrings_list[vertstrings_count++] = "#version 140\n";
1053 geomstrings_list[geomstrings_count++] = "#version 140\n";
1054 fragstrings_list[fragstrings_count++] = "#version 140\n";
1055 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1056 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1057 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1059 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1060 else if(vid.support.glshaderversion >= 130)
1062 vertstrings_list[vertstrings_count++] = "#version 130\n";
1063 geomstrings_list[geomstrings_count++] = "#version 130\n";
1064 fragstrings_list[fragstrings_count++] = "#version 130\n";
1065 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1066 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1067 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1069 // if we can do #version 120, we should (this adds the invariant keyword)
1070 else if(vid.support.glshaderversion >= 120)
1072 vertstrings_list[vertstrings_count++] = "#version 120\n";
1073 geomstrings_list[geomstrings_count++] = "#version 120\n";
1074 fragstrings_list[fragstrings_count++] = "#version 120\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1079 // GLES also adds several things from GLSL120
1080 switch(vid.renderpath)
1082 case RENDERPATH_GLES2:
1083 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1084 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1085 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1091 // the first pretext is which type of shader to compile as
1092 // (later these will all be bound together as a program object)
1093 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1094 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1095 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1097 // the second pretext is the mode (for example a light source)
1098 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1099 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1100 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1101 dp_strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1103 // now add all the permutation pretexts
1104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1106 if (permutation & (1ll<<i))
1108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1111 dp_strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1115 // keep line numbers correct
1116 vertstrings_list[vertstrings_count++] = "\n";
1117 geomstrings_list[geomstrings_count++] = "\n";
1118 fragstrings_list[fragstrings_count++] = "\n";
1123 R_CompileShader_AddStaticParms(mode, permutation);
1124 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1125 vertstrings_count += shaderstaticparms_count;
1126 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127 geomstrings_count += shaderstaticparms_count;
1128 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 fragstrings_count += shaderstaticparms_count;
1131 // now append the shader text itself
1132 vertstrings_list[vertstrings_count++] = sourcestring;
1133 geomstrings_list[geomstrings_count++] = sourcestring;
1134 fragstrings_list[fragstrings_count++] = sourcestring;
1136 // we don't currently use geometry shaders for anything, so just empty the list
1137 geomstrings_count = 0;
1139 // compile the shader program
1140 if (vertstrings_count + geomstrings_count + fragstrings_count)
1141 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1145 qglUseProgram(p->program);CHECKGLERROR
1146 // look up all the uniform variable names we care about, so we don't
1147 // have to look them up every time we set them
1152 GLint activeuniformindex = 0;
1153 GLint numactiveuniforms = 0;
1154 char uniformname[128];
1155 GLsizei uniformnamelength = 0;
1156 GLint uniformsize = 0;
1157 GLenum uniformtype = 0;
1158 memset(uniformname, 0, sizeof(uniformname));
1159 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1160 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1161 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1163 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1164 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1169 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1170 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1171 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1172 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1173 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1174 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1175 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1176 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1177 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1178 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1179 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1180 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1181 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1182 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1183 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1184 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1185 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1186 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1187 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1188 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1189 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1190 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1191 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1192 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1193 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1194 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1195 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1196 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1197 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1198 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1199 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1200 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1201 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1202 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1203 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1204 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1205 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1206 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1207 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1208 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1209 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1210 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1211 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1212 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1213 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1214 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1215 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1216 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1217 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1218 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1219 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1220 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1221 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1222 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1223 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1224 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1225 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1226 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1227 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1228 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1229 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1230 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1231 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1232 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1233 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1234 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1235 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1236 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1237 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1238 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1239 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1240 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1241 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1242 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1243 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1244 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1245 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1246 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1247 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1248 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1249 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1250 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1251 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1252 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1253 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1254 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1255 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1256 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1257 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1258 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1259 // initialize the samplers to refer to the texture units we use
1260 p->tex_Texture_First = -1;
1261 p->tex_Texture_Second = -1;
1262 p->tex_Texture_GammaRamps = -1;
1263 p->tex_Texture_Normal = -1;
1264 p->tex_Texture_Color = -1;
1265 p->tex_Texture_Gloss = -1;
1266 p->tex_Texture_Glow = -1;
1267 p->tex_Texture_SecondaryNormal = -1;
1268 p->tex_Texture_SecondaryColor = -1;
1269 p->tex_Texture_SecondaryGloss = -1;
1270 p->tex_Texture_SecondaryGlow = -1;
1271 p->tex_Texture_Pants = -1;
1272 p->tex_Texture_Shirt = -1;
1273 p->tex_Texture_FogHeightTexture = -1;
1274 p->tex_Texture_FogMask = -1;
1275 p->tex_Texture_LightGrid = -1;
1276 p->tex_Texture_Lightmap = -1;
1277 p->tex_Texture_Deluxemap = -1;
1278 p->tex_Texture_Attenuation = -1;
1279 p->tex_Texture_Cube = -1;
1280 p->tex_Texture_Refraction = -1;
1281 p->tex_Texture_Reflection = -1;
1282 p->tex_Texture_ShadowMap2D = -1;
1283 p->tex_Texture_CubeProjection = -1;
1284 p->tex_Texture_ScreenNormalMap = -1;
1285 p->tex_Texture_ScreenDiffuse = -1;
1286 p->tex_Texture_ScreenSpecular = -1;
1287 p->tex_Texture_ReflectMask = -1;
1288 p->tex_Texture_ReflectCube = -1;
1289 p->tex_Texture_BounceGrid = -1;
1290 // bind the texture samplers in use
1292 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1293 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1294 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1295 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1296 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1297 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1298 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1299 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1300 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1301 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1303 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1304 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1305 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1306 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1307 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1308 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1309 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1310 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1311 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1312 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1313 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1314 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1315 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1316 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1317 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1318 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1319 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1320 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1321 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1322 // get the uniform block indices so we can bind them
1323 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1324 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1325 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1327 // clear the uniform block bindings
1328 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1329 // bind the uniform blocks in use
1331 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1332 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1334 // we're done compiling and setting up the shader, at least until it is used
1336 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1339 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1343 Mem_Free(sourcestring);
1346 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1348 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1349 if (r_glsl_permutation != perm)
1351 r_glsl_permutation = perm;
1352 if (!r_glsl_permutation->program)
1354 if (!r_glsl_permutation->compiled)
1356 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1357 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (!r_glsl_permutation->program)
1361 // remove features until we find a valid permutation
1363 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1365 // reduce i more quickly whenever it would not remove any bits
1366 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1367 if (!(permutation & j))
1370 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1371 if (!r_glsl_permutation->compiled)
1372 R_GLSL_CompilePermutation(perm, mode, permutation);
1373 if (r_glsl_permutation->program)
1376 if (i >= SHADERPERMUTATION_COUNT)
1378 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1379 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1380 qglUseProgram(0);CHECKGLERROR
1381 return; // no bit left to clear, entire mode is broken
1386 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1388 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1389 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1390 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1394 void R_GLSL_Restart_f(cmd_state_t *cmd)
1396 unsigned int i, limit;
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL32:
1400 case RENDERPATH_GLES2:
1402 r_glsl_permutation_t *p;
1403 r_glsl_permutation = NULL;
1404 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1405 for (i = 0;i < limit;i++)
1407 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1409 GL_Backend_FreeProgram(p->program);
1410 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1413 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1419 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1422 int language, mode, dupe;
1424 shadermodeinfo_t *modeinfo;
1427 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1429 modeinfo = shadermodeinfo[language];
1430 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1432 // don't dump the same file multiple times (most or all shaders come from the same file)
1433 for (dupe = mode - 1;dupe >= 0;dupe--)
1434 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1438 text = modeinfo[mode].builtinstring;
1441 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1444 FS_Print(file, "/* The engine may define the following macros:\n");
1445 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1446 for (i = 0;i < SHADERMODE_COUNT;i++)
1447 FS_Print(file, modeinfo[i].pretext);
1448 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1449 FS_Print(file, shaderpermutationinfo[i].pretext);
1450 FS_Print(file, "*/\n");
1451 FS_Print(file, text);
1453 Con_Printf("%s written\n", modeinfo[mode].filename);
1456 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1461 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1463 uint64_t permutation = 0;
1464 if (r_trippy.integer && !notrippy)
1465 permutation |= SHADERPERMUTATION_TRIPPY;
1466 permutation |= SHADERPERMUTATION_VIEWTINT;
1468 permutation |= SHADERPERMUTATION_DIFFUSE;
1469 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1470 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1471 if (suppresstexalpha)
1472 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1473 if (vid.allowalphatocoverage)
1474 GL_AlphaToCoverage(false);
1475 switch (vid.renderpath)
1477 case RENDERPATH_GL32:
1478 case RENDERPATH_GLES2:
1479 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1480 if (r_glsl_permutation->tex_Texture_First >= 0)
1481 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1482 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1483 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1488 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1490 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1493 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1495 uint64_t permutation = 0;
1496 if (r_trippy.integer && !notrippy)
1497 permutation |= SHADERPERMUTATION_TRIPPY;
1499 permutation |= SHADERPERMUTATION_DEPTHRGB;
1501 permutation |= SHADERPERMUTATION_SKELETAL;
1503 if (vid.allowalphatocoverage)
1504 GL_AlphaToCoverage(false);
1505 switch (vid.renderpath)
1507 case RENDERPATH_GL32:
1508 case RENDERPATH_GLES2:
1509 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1510 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1511 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);
1517 #define BLENDFUNC_ALLOWS_COLORMOD 1
1518 #define BLENDFUNC_ALLOWS_FOG 2
1519 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1520 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1521 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1522 static int R_BlendFuncFlags(int src, int dst)
1526 // a blendfunc allows colormod if:
1527 // a) it can never keep the destination pixel invariant, or
1528 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1529 // this is to prevent unintended side effects from colormod
1531 // a blendfunc allows fog if:
1532 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1533 // this is to prevent unintended side effects from fog
1535 // these checks are the output of fogeval.pl
1537 r |= BLENDFUNC_ALLOWS_COLORMOD;
1538 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1540 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1541 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1546 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1547 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1548 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1549 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1550 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1556 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1563 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1565 // select a permutation of the lighting shader appropriate to this
1566 // combination of texture, entity, light source, and fogging, only use the
1567 // minimum features necessary to avoid wasting rendering time in the
1568 // fragment shader on features that are not being used
1569 uint64_t permutation = 0;
1570 unsigned int mode = 0;
1572 texture_t *t = rsurface.texture;
1574 matrix4x4_t tempmatrix;
1575 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1576 if (r_trippy.integer && !notrippy)
1577 permutation |= SHADERPERMUTATION_TRIPPY;
1578 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1579 permutation |= SHADERPERMUTATION_ALPHAKILL;
1580 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1581 permutation |= SHADERPERMUTATION_OCCLUDE;
1582 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1583 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1584 if (rsurfacepass == RSURFPASS_BACKGROUND)
1586 // distorted background
1587 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1589 mode = SHADERMODE_WATER;
1590 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1591 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1592 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1594 // this is the right thing to do for wateralpha
1595 GL_BlendFunc(GL_ONE, GL_ZERO);
1596 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1600 // this is the right thing to do for entity alpha
1601 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1602 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1605 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1607 mode = SHADERMODE_REFRACTION;
1608 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1609 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615 mode = SHADERMODE_GENERIC;
1616 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 if (vid.allowalphatocoverage)
1621 GL_AlphaToCoverage(false);
1623 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1625 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1627 switch(t->offsetmapping)
1629 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1630 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1631 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1632 case OFFSETMAPPING_OFF: break;
1635 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1636 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1637 // normalmap (deferred prepass), may use alpha test on diffuse
1638 mode = SHADERMODE_DEFERREDGEOMETRY;
1639 GL_BlendFunc(GL_ONE, GL_ZERO);
1640 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1641 if (vid.allowalphatocoverage)
1642 GL_AlphaToCoverage(false);
1644 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1646 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1648 switch(t->offsetmapping)
1650 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1651 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1652 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1653 case OFFSETMAPPING_OFF: break;
1656 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1657 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1658 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1659 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1661 mode = SHADERMODE_LIGHTSOURCE;
1662 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1663 permutation |= SHADERPERMUTATION_CUBEFILTER;
1664 if (VectorLength2(rtlightdiffuse) > 0)
1665 permutation |= SHADERPERMUTATION_DIFFUSE;
1666 if (VectorLength2(rtlightspecular) > 0)
1667 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1668 if (r_refdef.fogenabled)
1669 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1670 if (t->colormapping)
1671 permutation |= SHADERPERMUTATION_COLORMAPPING;
1672 if (r_shadow_usingshadowmap2d)
1674 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1675 if(r_shadow_shadowmapvsdct)
1676 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1678 if (r_shadow_shadowmap2ddepthbuffer)
1679 permutation |= SHADERPERMUTATION_DEPTHRGB;
1681 if (t->reflectmasktexture)
1682 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1683 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1684 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1685 if (vid.allowalphatocoverage)
1686 GL_AlphaToCoverage(false);
1688 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1690 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1692 switch(t->offsetmapping)
1694 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1695 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1696 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1697 case OFFSETMAPPING_OFF: break;
1700 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1701 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1702 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1703 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1704 // directional model lighting
1705 mode = SHADERMODE_LIGHTGRID;
1706 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1707 permutation |= SHADERPERMUTATION_GLOW;
1708 permutation |= SHADERPERMUTATION_DIFFUSE;
1709 if (t->glosstexture || t->backgroundglosstexture)
1710 permutation |= SHADERPERMUTATION_SPECULAR;
1711 if (r_refdef.fogenabled)
1712 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1713 if (t->colormapping)
1714 permutation |= SHADERPERMUTATION_COLORMAPPING;
1715 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1717 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1718 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1720 if (r_shadow_shadowmap2ddepthbuffer)
1721 permutation |= SHADERPERMUTATION_DEPTHRGB;
1723 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1724 permutation |= SHADERPERMUTATION_REFLECTION;
1725 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1726 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1727 if (t->reflectmasktexture)
1728 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1729 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1731 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1732 if (r_shadow_bouncegrid_state.directional)
1733 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1735 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1736 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1737 // when using alphatocoverage, we don't need alphakill
1738 if (vid.allowalphatocoverage)
1740 if (r_transparent_alphatocoverage.integer)
1742 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1743 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1746 GL_AlphaToCoverage(false);
1749 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1751 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1753 switch(t->offsetmapping)
1755 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1756 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1757 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1758 case OFFSETMAPPING_OFF: break;
1761 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1762 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1763 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1764 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1765 // directional model lighting
1766 mode = SHADERMODE_LIGHTDIRECTION;
1767 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1768 permutation |= SHADERPERMUTATION_GLOW;
1769 if (VectorLength2(t->render_modellight_diffuse))
1770 permutation |= SHADERPERMUTATION_DIFFUSE;
1771 if (VectorLength2(t->render_modellight_specular) > 0)
1772 permutation |= SHADERPERMUTATION_SPECULAR;
1773 if (r_refdef.fogenabled)
1774 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1775 if (t->colormapping)
1776 permutation |= SHADERPERMUTATION_COLORMAPPING;
1777 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1779 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1780 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1782 if (r_shadow_shadowmap2ddepthbuffer)
1783 permutation |= SHADERPERMUTATION_DEPTHRGB;
1785 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1786 permutation |= SHADERPERMUTATION_REFLECTION;
1787 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1788 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1789 if (t->reflectmasktexture)
1790 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1791 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1793 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1794 if (r_shadow_bouncegrid_state.directional)
1795 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1797 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1798 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1799 // when using alphatocoverage, we don't need alphakill
1800 if (vid.allowalphatocoverage)
1802 if (r_transparent_alphatocoverage.integer)
1804 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1805 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1808 GL_AlphaToCoverage(false);
1813 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1815 switch(t->offsetmapping)
1817 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1818 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1819 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1820 case OFFSETMAPPING_OFF: break;
1823 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1824 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1825 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1826 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1828 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1829 permutation |= SHADERPERMUTATION_GLOW;
1830 if (r_refdef.fogenabled && !ui)
1831 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1832 if (t->colormapping)
1833 permutation |= SHADERPERMUTATION_COLORMAPPING;
1834 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1836 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1837 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1839 if (r_shadow_shadowmap2ddepthbuffer)
1840 permutation |= SHADERPERMUTATION_DEPTHRGB;
1842 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1843 permutation |= SHADERPERMUTATION_REFLECTION;
1844 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1845 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1846 if (t->reflectmasktexture)
1847 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1848 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1850 // deluxemapping (light direction texture)
1851 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1852 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1854 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1855 permutation |= SHADERPERMUTATION_DIFFUSE;
1856 if (VectorLength2(t->render_lightmap_specular) > 0)
1857 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1859 else if (r_glsl_deluxemapping.integer >= 2)
1861 // fake deluxemapping (uniform light direction in tangentspace)
1862 if (rsurface.uselightmaptexture)
1863 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1865 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1866 permutation |= SHADERPERMUTATION_DIFFUSE;
1867 if (VectorLength2(t->render_lightmap_specular) > 0)
1868 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1870 else if (rsurface.uselightmaptexture)
1872 // ordinary lightmapping (q1bsp, q3bsp)
1873 mode = SHADERMODE_LIGHTMAP;
1877 // ordinary vertex coloring (q3bsp)
1878 mode = SHADERMODE_VERTEXCOLOR;
1880 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1882 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1883 if (r_shadow_bouncegrid_state.directional)
1884 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1886 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1887 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1888 // when using alphatocoverage, we don't need alphakill
1889 if (vid.allowalphatocoverage)
1891 if (r_transparent_alphatocoverage.integer)
1893 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1894 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1897 GL_AlphaToCoverage(false);
1900 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1901 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1902 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1903 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1904 switch(vid.renderpath)
1906 case RENDERPATH_GL32:
1907 case RENDERPATH_GLES2:
1908 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);
1909 RSurf_UploadBuffersForBatch();
1910 // this has to be after RSurf_PrepareVerticesForBatch
1911 if (rsurface.batchskeletaltransform3x4buffer)
1912 permutation |= SHADERPERMUTATION_SKELETAL;
1913 R_SetupShader_SetPermutationGLSL(mode, permutation);
1914 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1915 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);
1917 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1918 if (mode == SHADERMODE_LIGHTSOURCE)
1920 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1921 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1922 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1923 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1924 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1925 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1927 // additive passes are only darkened by fog, not tinted
1928 if (r_glsl_permutation->loc_FogColor >= 0)
1929 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1930 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1934 if (mode == SHADERMODE_FLATCOLOR)
1936 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1938 else if (mode == SHADERMODE_LIGHTGRID)
1940 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1941 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1942 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1943 // other LightGrid uniforms handled below
1945 else if (mode == SHADERMODE_LIGHTDIRECTION)
1947 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1948 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1949 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1950 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1951 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1952 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1953 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1957 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1958 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1959 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1960 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1961 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1963 // additive passes are only darkened by fog, not tinted
1964 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1966 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1967 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1969 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1971 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1972 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]);
1973 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]);
1974 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1975 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1976 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1977 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1978 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1979 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1981 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1982 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1983 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1984 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1986 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1987 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1991 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1992 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1995 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1996 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1997 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1998 if (r_glsl_permutation->loc_Color_Pants >= 0)
2000 if (t->pantstexture)
2001 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2003 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2005 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2007 if (t->shirttexture)
2008 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2010 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2012 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]);
2013 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2014 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2015 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2016 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2017 r_glsl_offsetmapping_scale.value*t->offsetscale,
2018 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2019 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2020 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2022 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);
2023 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2024 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]);
2025 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2026 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2027 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2028 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2031 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2032 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2033 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2034 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2035 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2036 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2037 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2038 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2039 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2042 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2043 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2044 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2045 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2046 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2047 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2048 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2049 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2050 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2053 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2054 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2055 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2056 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2057 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2058 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2059 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2060 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2061 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2062 if (rsurfacepass == RSURFPASS_BACKGROUND)
2064 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2066 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2070 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2073 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2074 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2075 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2077 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2078 if (rsurface.rtlight)
2080 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2081 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2084 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2085 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2091 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2093 // select a permutation of the lighting shader appropriate to this
2094 // combination of texture, entity, light source, and fogging, only use the
2095 // minimum features necessary to avoid wasting rendering time in the
2096 // fragment shader on features that are not being used
2097 uint64_t permutation = 0;
2098 unsigned int mode = 0;
2099 const float *lightcolorbase = rtlight->currentcolor;
2100 float ambientscale = rtlight->ambientscale;
2101 float diffusescale = rtlight->diffusescale;
2102 float specularscale = rtlight->specularscale;
2103 // this is the location of the light in view space
2104 vec3_t viewlightorigin;
2105 // this transforms from view space (camera) to light space (cubemap)
2106 matrix4x4_t viewtolight;
2107 matrix4x4_t lighttoview;
2108 float viewtolight16f[16];
2110 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2111 if (rtlight->currentcubemap != r_texture_whitecube)
2112 permutation |= SHADERPERMUTATION_CUBEFILTER;
2113 if (diffusescale > 0)
2114 permutation |= SHADERPERMUTATION_DIFFUSE;
2115 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2116 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2117 if (r_shadow_usingshadowmap2d)
2119 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2120 if (r_shadow_shadowmapvsdct)
2121 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2123 if (r_shadow_shadowmap2ddepthbuffer)
2124 permutation |= SHADERPERMUTATION_DEPTHRGB;
2126 if (vid.allowalphatocoverage)
2127 GL_AlphaToCoverage(false);
2128 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2129 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2130 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2131 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2132 switch(vid.renderpath)
2134 case RENDERPATH_GL32:
2135 case RENDERPATH_GLES2:
2136 R_SetupShader_SetPermutationGLSL(mode, permutation);
2137 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2138 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2139 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2140 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2141 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2142 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2143 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2144 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);
2145 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]);
2146 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2148 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2149 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2150 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2151 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2152 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2157 #define SKINFRAME_HASH 1024
2161 unsigned int loadsequence; // incremented each level change
2162 memexpandablearray_t array;
2163 skinframe_t *hash[SKINFRAME_HASH];
2166 r_skinframe_t r_skinframe;
2168 void R_SkinFrame_PrepareForPurge(void)
2170 r_skinframe.loadsequence++;
2171 // wrap it without hitting zero
2172 if (r_skinframe.loadsequence >= 200)
2173 r_skinframe.loadsequence = 1;
2176 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2180 // mark the skinframe as used for the purging code
2181 skinframe->loadsequence = r_skinframe.loadsequence;
2184 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2188 if (s->merged == s->base)
2190 R_PurgeTexture(s->stain); s->stain = NULL;
2191 R_PurgeTexture(s->merged); s->merged = NULL;
2192 R_PurgeTexture(s->base); s->base = NULL;
2193 R_PurgeTexture(s->pants); s->pants = NULL;
2194 R_PurgeTexture(s->shirt); s->shirt = NULL;
2195 R_PurgeTexture(s->nmap); s->nmap = NULL;
2196 R_PurgeTexture(s->gloss); s->gloss = NULL;
2197 R_PurgeTexture(s->glow); s->glow = NULL;
2198 R_PurgeTexture(s->fog); s->fog = NULL;
2199 R_PurgeTexture(s->reflect); s->reflect = NULL;
2200 s->loadsequence = 0;
2203 void R_SkinFrame_Purge(void)
2207 for (i = 0;i < SKINFRAME_HASH;i++)
2209 for (s = r_skinframe.hash[i];s;s = s->next)
2211 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2212 R_SkinFrame_PurgeSkinFrame(s);
2217 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2219 char basename[MAX_QPATH];
2221 Image_StripImageExtension(name, basename, sizeof(basename));
2223 if( last == NULL ) {
2225 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2226 item = r_skinframe.hash[hashindex];
2231 // linearly search through the hash bucket
2232 for( ; item ; item = item->next ) {
2233 if( !strcmp( item->basename, basename ) ) {
2240 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2243 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2245 char basename[MAX_QPATH];
2247 Image_StripImageExtension(name, basename, sizeof(basename));
2249 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2250 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2251 if (!strcmp(item->basename, basename) &&
2252 item->textureflags == compareflags &&
2253 item->comparewidth == comparewidth &&
2254 item->compareheight == compareheight &&
2255 item->comparecrc == comparecrc)
2262 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2263 memset(item, 0, sizeof(*item));
2264 dp_strlcpy(item->basename, basename, sizeof(item->basename));
2265 item->textureflags = compareflags;
2266 item->comparewidth = comparewidth;
2267 item->compareheight = compareheight;
2268 item->comparecrc = comparecrc;
2269 item->next = r_skinframe.hash[hashindex];
2270 r_skinframe.hash[hashindex] = item;
2272 else if (textureflags & TEXF_FORCE_RELOAD)
2273 R_SkinFrame_PurgeSkinFrame(item);
2275 R_SkinFrame_MarkUsed(item);
2279 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2281 unsigned long long avgcolor[5], wsum; \
2289 for(pix = 0; pix < cnt; ++pix) \
2292 for(comp = 0; comp < 3; ++comp) \
2294 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2297 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2299 for(comp = 0; comp < 3; ++comp) \
2300 avgcolor[comp] += getpixel * w; \
2303 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2304 avgcolor[4] += getpixel; \
2306 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2308 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2309 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2310 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2311 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2314 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2316 skinframe_t *skinframe;
2318 if (cls.state == ca_dedicated)
2321 // return an existing skinframe if already loaded
2322 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2323 if (skinframe && skinframe->base)
2326 // if the skinframe doesn't exist this will create it
2327 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2330 extern cvar_t gl_picmip;
2331 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2334 unsigned char *pixels;
2335 unsigned char *bumppixels;
2336 unsigned char *basepixels = NULL;
2337 int basepixels_width = 0;
2338 int basepixels_height = 0;
2339 rtexture_t *ddsbase = NULL;
2340 qbool ddshasalpha = false;
2341 float ddsavgcolor[4];
2342 char basename[MAX_QPATH];
2343 int miplevel = R_PicmipForFlags(textureflags);
2344 int savemiplevel = miplevel;
2348 if (cls.state == ca_dedicated)
2351 Image_StripImageExtension(name, basename, sizeof(basename));
2353 // check for DDS texture file first
2354 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2356 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2357 if (basepixels == NULL && fallbacknotexture)
2358 basepixels = Image_GenerateNoTexture();
2359 if (basepixels == NULL)
2363 // FIXME handle miplevel
2365 if (developer_loading.integer)
2366 Con_Printf("loading skin \"%s\"\n", name);
2368 // we've got some pixels to store, so really allocate this new texture now
2370 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2371 textureflags &= ~TEXF_FORCE_RELOAD;
2372 skinframe->stain = NULL;
2373 skinframe->merged = NULL;
2374 skinframe->base = NULL;
2375 skinframe->pants = NULL;
2376 skinframe->shirt = NULL;
2377 skinframe->nmap = NULL;
2378 skinframe->gloss = NULL;
2379 skinframe->glow = NULL;
2380 skinframe->fog = NULL;
2381 skinframe->reflect = NULL;
2382 skinframe->hasalpha = false;
2383 // we could store the q2animname here too
2387 skinframe->base = ddsbase;
2388 skinframe->hasalpha = ddshasalpha;
2389 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2390 if (r_loadfog && skinframe->hasalpha)
2391 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);
2392 //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]);
2396 basepixels_width = image_width;
2397 basepixels_height = image_height;
2398 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);
2399 if (textureflags & TEXF_ALPHA)
2401 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2403 if (basepixels[j] < 255)
2405 skinframe->hasalpha = true;
2409 if (r_loadfog && skinframe->hasalpha)
2411 // has transparent pixels
2412 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2413 for (j = 0;j < image_width * image_height * 4;j += 4)
2418 pixels[j+3] = basepixels[j+3];
2420 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);
2424 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2426 //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]);
2427 if (r_savedds && skinframe->base)
2428 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2429 if (r_savedds && skinframe->fog)
2430 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2436 mymiplevel = savemiplevel;
2437 if (r_loadnormalmap)
2438 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);
2439 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2441 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2442 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2447 // _norm is the name used by tenebrae and has been adopted as standard
2448 if (r_loadnormalmap && skinframe->nmap == NULL)
2450 mymiplevel = savemiplevel;
2451 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2453 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);
2457 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2459 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2460 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2461 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);
2463 Mem_Free(bumppixels);
2465 else if (r_shadow_bumpscale_basetexture.value > 0)
2467 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2468 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2469 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);
2473 if (r_savedds && skinframe->nmap)
2474 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2478 // _luma is supported only for tenebrae compatibility
2479 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2480 // _glow is the preferred name
2481 mymiplevel = savemiplevel;
2482 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2484 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);
2486 if (r_savedds && skinframe->glow)
2487 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2489 Mem_Free(pixels);pixels = NULL;
2492 mymiplevel = savemiplevel;
2493 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2495 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);
2497 if (r_savedds && skinframe->gloss)
2498 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2504 mymiplevel = savemiplevel;
2505 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2507 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);
2509 if (r_savedds && skinframe->pants)
2510 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2516 mymiplevel = savemiplevel;
2517 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2519 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);
2521 if (r_savedds && skinframe->shirt)
2522 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2528 mymiplevel = savemiplevel;
2529 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2531 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);
2533 if (r_savedds && skinframe->reflect)
2534 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2541 Mem_Free(basepixels);
2546 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2549 skinframe_t *skinframe;
2552 if (cls.state == ca_dedicated)
2555 // if already loaded just return it, otherwise make a new skinframe
2556 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2557 if (skinframe->base)
2559 textureflags &= ~TEXF_FORCE_RELOAD;
2561 skinframe->stain = NULL;
2562 skinframe->merged = NULL;
2563 skinframe->base = NULL;
2564 skinframe->pants = NULL;
2565 skinframe->shirt = NULL;
2566 skinframe->nmap = NULL;
2567 skinframe->gloss = NULL;
2568 skinframe->glow = NULL;
2569 skinframe->fog = NULL;
2570 skinframe->reflect = NULL;
2571 skinframe->hasalpha = false;
2573 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2577 if (developer_loading.integer)
2578 Con_Printf("loading 32bit skin \"%s\"\n", name);
2580 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2582 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2583 unsigned char *b = a + width * height * 4;
2584 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2585 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2588 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2589 if (textureflags & TEXF_ALPHA)
2591 for (i = 3;i < width * height * 4;i += 4)
2593 if (skindata[i] < 255)
2595 skinframe->hasalpha = true;
2599 if (r_loadfog && skinframe->hasalpha)
2601 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602 memcpy(fogpixels, skindata, width * height * 4);
2603 for (i = 0;i < width * height * 4;i += 4)
2604 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2606 Mem_Free(fogpixels);
2610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611 //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]);
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2620 skinframe_t *skinframe;
2622 if (cls.state == ca_dedicated)
2625 // if already loaded just return it, otherwise make a new skinframe
2626 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2627 if (skinframe->base)
2629 //textureflags &= ~TEXF_FORCE_RELOAD;
2631 skinframe->stain = NULL;
2632 skinframe->merged = NULL;
2633 skinframe->base = NULL;
2634 skinframe->pants = NULL;
2635 skinframe->shirt = NULL;
2636 skinframe->nmap = NULL;
2637 skinframe->gloss = NULL;
2638 skinframe->glow = NULL;
2639 skinframe->fog = NULL;
2640 skinframe->reflect = NULL;
2641 skinframe->hasalpha = false;
2643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2647 if (developer_loading.integer)
2648 Con_Printf("loading quake skin \"%s\"\n", name);
2650 // 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)
2651 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2652 memcpy(skinframe->qpixels, skindata, width*height);
2653 skinframe->qwidth = width;
2654 skinframe->qheight = height;
2657 for (i = 0;i < width * height;i++)
2658 featuresmask |= palette_featureflags[skindata[i]];
2660 skinframe->hasalpha = false;
2663 skinframe->hasalpha = true;
2664 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2665 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2666 skinframe->qgeneratemerged = true;
2667 skinframe->qgeneratebase = skinframe->qhascolormapping;
2668 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2670 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2671 //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]);
2676 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2680 unsigned char *skindata;
2683 if (!skinframe->qpixels)
2686 if (!skinframe->qhascolormapping)
2687 colormapped = false;
2691 if (!skinframe->qgeneratebase)
2696 if (!skinframe->qgeneratemerged)
2700 width = skinframe->qwidth;
2701 height = skinframe->qheight;
2702 skindata = skinframe->qpixels;
2704 if (skinframe->qgeneratenmap)
2706 unsigned char *a, *b;
2707 skinframe->qgeneratenmap = false;
2708 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2709 b = a + width * height * 4;
2710 // use either a custom palette or the quake palette
2711 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2712 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2713 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2717 if (skinframe->qgenerateglow)
2719 skinframe->qgenerateglow = false;
2720 if (skinframe->hasalpha) // fence textures
2721 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2723 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2728 skinframe->qgeneratebase = false;
2729 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);
2730 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);
2731 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);
2735 skinframe->qgeneratemerged = false;
2736 if (skinframe->hasalpha) // fence textures
2737 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2739 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);
2742 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2744 Mem_Free(skinframe->qpixels);
2745 skinframe->qpixels = NULL;
2749 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)
2752 skinframe_t *skinframe;
2755 if (cls.state == ca_dedicated)
2758 // if already loaded just return it, otherwise make a new skinframe
2759 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2760 if (skinframe->base)
2762 textureflags &= ~TEXF_FORCE_RELOAD;
2764 skinframe->stain = NULL;
2765 skinframe->merged = NULL;
2766 skinframe->base = NULL;
2767 skinframe->pants = NULL;
2768 skinframe->shirt = NULL;
2769 skinframe->nmap = NULL;
2770 skinframe->gloss = NULL;
2771 skinframe->glow = NULL;
2772 skinframe->fog = NULL;
2773 skinframe->reflect = NULL;
2774 skinframe->hasalpha = false;
2776 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2780 if (developer_loading.integer)
2781 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2783 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2784 if ((textureflags & TEXF_ALPHA) && alphapalette)
2786 for (i = 0;i < width * height;i++)
2788 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2790 skinframe->hasalpha = true;
2794 if (r_loadfog && skinframe->hasalpha)
2795 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2798 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2799 //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]);
2804 skinframe_t *R_SkinFrame_LoadMissing(void)
2806 skinframe_t *skinframe;
2808 if (cls.state == ca_dedicated)
2811 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2812 skinframe->stain = NULL;
2813 skinframe->merged = NULL;
2814 skinframe->base = NULL;
2815 skinframe->pants = NULL;
2816 skinframe->shirt = NULL;
2817 skinframe->nmap = NULL;
2818 skinframe->gloss = NULL;
2819 skinframe->glow = NULL;
2820 skinframe->fog = NULL;
2821 skinframe->reflect = NULL;
2822 skinframe->hasalpha = false;
2824 skinframe->avgcolor[0] = rand() / RAND_MAX;
2825 skinframe->avgcolor[1] = rand() / RAND_MAX;
2826 skinframe->avgcolor[2] = rand() / RAND_MAX;
2827 skinframe->avgcolor[3] = 1;
2832 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2834 if (cls.state == ca_dedicated)
2837 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2840 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2842 skinframe_t *skinframe;
2843 if (cls.state == ca_dedicated)
2845 // if already loaded just return it, otherwise make a new skinframe
2846 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2847 if (skinframe->base)
2849 textureflags &= ~TEXF_FORCE_RELOAD;
2850 skinframe->stain = NULL;
2851 skinframe->merged = NULL;
2852 skinframe->base = NULL;
2853 skinframe->pants = NULL;
2854 skinframe->shirt = NULL;
2855 skinframe->nmap = NULL;
2856 skinframe->gloss = NULL;
2857 skinframe->glow = NULL;
2858 skinframe->fog = NULL;
2859 skinframe->reflect = NULL;
2860 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2861 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2864 if (developer_loading.integer)
2865 Con_Printf("loading 32bit skin \"%s\"\n", name);
2866 skinframe->base = skinframe->merged = tex;
2867 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2871 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2872 typedef struct suffixinfo_s
2875 qbool flipx, flipy, flipdiagonal;
2878 static suffixinfo_t suffix[3][6] =
2881 {"px", false, false, false},
2882 {"nx", false, false, false},
2883 {"py", false, false, false},
2884 {"ny", false, false, false},
2885 {"pz", false, false, false},
2886 {"nz", false, false, false}
2889 {"posx", false, false, false},
2890 {"negx", false, false, false},
2891 {"posy", false, false, false},
2892 {"negy", false, false, false},
2893 {"posz", false, false, false},
2894 {"negz", false, false, false}
2897 {"rt", true, false, true},
2898 {"lf", false, true, true},
2899 {"ft", true, true, false},
2900 {"bk", false, false, false},
2901 {"up", true, false, true},
2902 {"dn", true, false, true}
2906 static int componentorder[4] = {0, 1, 2, 3};
2908 static rtexture_t *R_LoadCubemap(const char *basename)
2910 int i, j, cubemapsize, forcefilter;
2911 unsigned char *cubemappixels, *image_buffer;
2912 rtexture_t *cubemaptexture;
2915 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2916 forcefilter = TEXF_FORCELINEAR;
2917 if (basename && basename[0] == '!')
2920 forcefilter = TEXF_FORCENEAREST;
2922 // must start 0 so the first loadimagepixels has no requested width/height
2924 cubemappixels = NULL;
2925 cubemaptexture = NULL;
2926 // keep trying different suffix groups (posx, px, rt) until one loads
2927 for (j = 0;j < 3 && !cubemappixels;j++)
2929 // load the 6 images in the suffix group
2930 for (i = 0;i < 6;i++)
2932 // generate an image name based on the base and and suffix
2933 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2935 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2937 // an image loaded, make sure width and height are equal
2938 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2940 // if this is the first image to load successfully, allocate the cubemap memory
2941 if (!cubemappixels && image_width >= 1)
2943 cubemapsize = image_width;
2944 // note this clears to black, so unavailable sides are black
2945 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2947 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2949 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);
2952 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2954 Mem_Free(image_buffer);
2958 // if a cubemap loaded, upload it
2961 if (developer_loading.integer)
2962 Con_Printf("loading cubemap \"%s\"\n", basename);
2964 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2965 Mem_Free(cubemappixels);
2969 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2970 if (developer_loading.integer)
2972 Con_Printf("(tried tried images ");
2973 for (j = 0;j < 3;j++)
2974 for (i = 0;i < 6;i++)
2975 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2976 Con_Print(" and was unable to find any of them).\n");
2979 return cubemaptexture;
2982 rtexture_t *R_GetCubemap(const char *basename)
2985 for (i = 0;i < r_texture_numcubemaps;i++)
2986 if (r_texture_cubemaps[i] != NULL)
2987 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2988 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2989 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2990 return r_texture_whitecube;
2991 r_texture_numcubemaps++;
2992 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2993 dp_strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2994 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2995 return r_texture_cubemaps[i]->texture;
2998 static void R_Main_FreeViewCache(void)
3000 if (r_refdef.viewcache.entityvisible)
3001 Mem_Free(r_refdef.viewcache.entityvisible);
3002 if (r_refdef.viewcache.world_pvsbits)
3003 Mem_Free(r_refdef.viewcache.world_pvsbits);
3004 if (r_refdef.viewcache.world_leafvisible)
3005 Mem_Free(r_refdef.viewcache.world_leafvisible);
3006 if (r_refdef.viewcache.world_surfacevisible)
3007 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3008 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3011 static void R_Main_ResizeViewCache(void)
3013 int numentities = r_refdef.scene.numentities;
3014 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3015 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3016 if (r_refdef.viewcache.maxentities < numentities)
3018 r_refdef.viewcache.maxentities = numentities;
3019 if (r_refdef.viewcache.entityvisible)
3020 Mem_Free(r_refdef.viewcache.entityvisible);
3021 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3023 // bones_was_here: r_refdef.viewcache.world_pvsbits was (re)allocated here, now done in Mod_BSP_FatPVS()
3024 if (r_refdef.viewcache.world_numleafs != numleafs)
3026 r_refdef.viewcache.world_numleafs = numleafs;
3027 if (r_refdef.viewcache.world_leafvisible)
3028 Mem_Free(r_refdef.viewcache.world_leafvisible);
3029 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3031 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3033 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3034 if (r_refdef.viewcache.world_surfacevisible)
3035 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3036 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3040 extern rtexture_t *loadingscreentexture;
3041 static void gl_main_start(void)
3043 loadingscreentexture = NULL;
3044 r_texture_blanknormalmap = NULL;
3045 r_texture_white = NULL;
3046 r_texture_grey128 = NULL;
3047 r_texture_black = NULL;
3048 r_texture_whitecube = NULL;
3049 r_texture_normalizationcube = NULL;
3050 r_texture_fogattenuation = NULL;
3051 r_texture_fogheighttexture = NULL;
3052 r_texture_gammaramps = NULL;
3053 r_texture_numcubemaps = 0;
3054 r_uniformbufferalignment = 32;
3056 r_loaddds = r_texture_dds_load.integer != 0;
3057 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3059 switch(vid.renderpath)
3061 case RENDERPATH_GL32:
3062 case RENDERPATH_GLES2:
3063 r_loadnormalmap = true;
3066 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3067 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3073 R_FrameData_Reset();
3074 R_BufferData_Reset();
3078 memset(r_queries, 0, sizeof(r_queries));
3080 r_qwskincache = NULL;
3081 r_qwskincache_size = 0;
3083 // due to caching of texture_t references, the collision cache must be reset
3084 Collision_Cache_Reset(true);
3086 // set up r_skinframe loading system for textures
3087 memset(&r_skinframe, 0, sizeof(r_skinframe));
3088 r_skinframe.loadsequence = 1;
3089 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3091 r_main_texturepool = R_AllocTexturePool();
3092 R_BuildBlankTextures();
3096 R_BuildNormalizationCube();
3098 r_texture_fogattenuation = NULL;
3099 r_texture_fogheighttexture = NULL;
3100 r_texture_gammaramps = NULL;
3101 //r_texture_fogintensity = NULL;
3102 memset(&r_fb, 0, sizeof(r_fb));
3103 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3104 r_glsl_permutation = NULL;
3105 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3106 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3107 memset(&r_svbsp, 0, sizeof (r_svbsp));
3109 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3110 r_texture_numcubemaps = 0;
3112 r_refdef.fogmasktable_density = 0;
3115 // For Steelstorm Android
3116 // FIXME CACHE the program and reload
3117 // FIXME see possible combinations for SS:BR android
3118 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3119 R_SetupShader_SetPermutationGLSL(0, 12);
3120 R_SetupShader_SetPermutationGLSL(0, 13);
3121 R_SetupShader_SetPermutationGLSL(0, 8388621);
3122 R_SetupShader_SetPermutationGLSL(3, 0);
3123 R_SetupShader_SetPermutationGLSL(3, 2048);
3124 R_SetupShader_SetPermutationGLSL(5, 0);
3125 R_SetupShader_SetPermutationGLSL(5, 2);
3126 R_SetupShader_SetPermutationGLSL(5, 2048);
3127 R_SetupShader_SetPermutationGLSL(5, 8388608);
3128 R_SetupShader_SetPermutationGLSL(11, 1);
3129 R_SetupShader_SetPermutationGLSL(11, 2049);
3130 R_SetupShader_SetPermutationGLSL(11, 8193);
3131 R_SetupShader_SetPermutationGLSL(11, 10241);
3132 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3136 extern unsigned int r_shadow_occlusion_buf;
3138 static void gl_main_shutdown(void)
3140 R_RenderTarget_FreeUnused(true);
3141 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3143 R_FrameData_Reset();
3144 R_BufferData_Reset();
3146 R_Main_FreeViewCache();
3148 switch(vid.renderpath)
3150 case RENDERPATH_GL32:
3151 case RENDERPATH_GLES2:
3152 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3154 qglDeleteQueries(r_maxqueries, r_queries);
3158 r_shadow_occlusion_buf = 0;
3161 memset(r_queries, 0, sizeof(r_queries));
3163 r_qwskincache = NULL;
3164 r_qwskincache_size = 0;
3166 // clear out the r_skinframe state
3167 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3168 memset(&r_skinframe, 0, sizeof(r_skinframe));
3171 Mem_Free(r_svbsp.nodes);
3172 memset(&r_svbsp, 0, sizeof (r_svbsp));
3173 R_FreeTexturePool(&r_main_texturepool);
3174 loadingscreentexture = NULL;
3175 r_texture_blanknormalmap = NULL;
3176 r_texture_white = NULL;
3177 r_texture_grey128 = NULL;
3178 r_texture_black = NULL;
3179 r_texture_whitecube = NULL;
3180 r_texture_normalizationcube = NULL;
3181 r_texture_fogattenuation = NULL;
3182 r_texture_fogheighttexture = NULL;
3183 r_texture_gammaramps = NULL;
3184 r_texture_numcubemaps = 0;
3185 //r_texture_fogintensity = NULL;
3186 memset(&r_fb, 0, sizeof(r_fb));
3187 R_GLSL_Restart_f(cmd_local);
3189 r_glsl_permutation = NULL;
3190 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3191 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3194 static void gl_main_newmap(void)
3196 // FIXME: move this code to client
3197 char *entities, entname[MAX_QPATH];
3199 Mem_Free(r_qwskincache);
3200 r_qwskincache = NULL;
3201 r_qwskincache_size = 0;
3204 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3205 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3207 CL_ParseEntityLump(entities);
3211 if (cl.worldmodel->brush.entities)
3212 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3214 R_Main_FreeViewCache();
3216 R_FrameData_Reset();
3217 R_BufferData_Reset();
3220 void GL_Main_Init(void)
3223 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3224 R_InitShaderModeInfo();
3226 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3227 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3228 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3229 if (gamemode == GAME_NEHAHRA)
3231 Cvar_RegisterVariable (&gl_fogenable);
3232 Cvar_RegisterVariable (&gl_fogdensity);
3233 Cvar_RegisterVariable (&gl_fogred);
3234 Cvar_RegisterVariable (&gl_foggreen);
3235 Cvar_RegisterVariable (&gl_fogblue);
3236 Cvar_RegisterVariable (&gl_fogstart);
3237 Cvar_RegisterVariable (&gl_fogend);
3238 Cvar_RegisterVariable (&gl_skyclip);
3240 Cvar_RegisterVariable(&r_motionblur);
3241 Cvar_RegisterVariable(&r_damageblur);
3242 Cvar_RegisterVariable(&r_motionblur_averaging);
3243 Cvar_RegisterVariable(&r_motionblur_randomize);
3244 Cvar_RegisterVariable(&r_motionblur_minblur);
3245 Cvar_RegisterVariable(&r_motionblur_maxblur);
3246 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3247 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3248 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3249 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3250 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3251 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3252 Cvar_RegisterVariable(&r_depthfirst);
3253 Cvar_RegisterVariable(&r_useinfinitefarclip);
3254 Cvar_RegisterVariable(&r_farclip_base);
3255 Cvar_RegisterVariable(&r_farclip_world);
3256 Cvar_RegisterVariable(&r_nearclip);
3257 Cvar_RegisterVariable(&r_deformvertexes);
3258 Cvar_RegisterVariable(&r_transparent);
3259 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3260 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3261 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3262 Cvar_RegisterVariable(&r_showoverdraw);
3263 Cvar_RegisterVariable(&r_showbboxes);
3264 Cvar_RegisterVariable(&r_showbboxes_client);
3265 Cvar_RegisterVariable(&r_showsurfaces);
3266 Cvar_RegisterVariable(&r_showtris);
3267 Cvar_RegisterVariable(&r_shownormals);
3268 Cvar_RegisterVariable(&r_showlighting);
3269 Cvar_RegisterVariable(&r_showcollisionbrushes);
3270 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3271 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3272 Cvar_RegisterVariable(&r_showdisabledepthtest);
3273 Cvar_RegisterVariable(&r_showspriteedges);
3274 Cvar_RegisterVariable(&r_showparticleedges);
3275 Cvar_RegisterVariable(&r_drawportals);
3276 Cvar_RegisterVariable(&r_drawentities);
3277 Cvar_RegisterVariable(&r_draw2d);
3278 Cvar_RegisterVariable(&r_drawworld);
3279 Cvar_RegisterVariable(&r_cullentities_trace);
3280 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3281 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3282 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3283 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3284 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3285 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3286 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3287 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3288 Cvar_RegisterVariable(&r_sortentities);
3289 Cvar_RegisterVariable(&r_drawviewmodel);
3290 Cvar_RegisterVariable(&r_drawexteriormodel);
3291 Cvar_RegisterVariable(&r_speeds);
3292 Cvar_RegisterVariable(&r_fullbrights);
3293 Cvar_RegisterVariable(&r_wateralpha);
3294 Cvar_RegisterVariable(&r_dynamic);
3295 Cvar_RegisterVariable(&r_fullbright_directed);
3296 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3297 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3298 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3299 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3300 Cvar_RegisterVariable(&r_fullbright);
3301 Cvar_RegisterVariable(&r_shadows);
3302 Cvar_RegisterVariable(&r_shadows_darken);
3303 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3304 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3305 Cvar_RegisterVariable(&r_shadows_throwdistance);
3306 Cvar_RegisterVariable(&r_shadows_throwdirection);
3307 Cvar_RegisterVariable(&r_shadows_focus);
3308 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3309 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3310 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3311 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3312 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3313 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3314 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3315 Cvar_RegisterVariable(&r_fog_exp2);
3316 Cvar_RegisterVariable(&r_fog_clear);
3317 Cvar_RegisterVariable(&r_drawfog);
3318 Cvar_RegisterVariable(&r_transparentdepthmasking);
3319 Cvar_RegisterVariable(&r_transparent_sortmindist);
3320 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3321 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3322 Cvar_RegisterVariable(&r_texture_dds_load);
3323 Cvar_RegisterVariable(&r_texture_dds_save);
3324 Cvar_RegisterVariable(&r_usedepthtextures);
3325 Cvar_RegisterVariable(&r_viewfbo);
3326 Cvar_RegisterVariable(&r_rendertarget_debug);
3327 Cvar_RegisterVariable(&r_viewscale);
3328 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3329 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3330 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3331 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3332 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3333 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3334 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3335 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3336 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3337 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3338 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3339 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3340 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3341 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3342 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3343 Cvar_RegisterVariable(&r_glsl_postprocess);
3344 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3345 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3346 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3347 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3348 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3351 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3352 Cvar_RegisterVariable(&r_celshading);
3353 Cvar_RegisterVariable(&r_celoutlines);
3354 Cvar_RegisterVariable(&r_fxaa);
3356 Cvar_RegisterVariable(&r_water);
3357 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3358 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3359 Cvar_RegisterVariable(&r_water_clippingplanebias);
3360 Cvar_RegisterVariable(&r_water_refractdistort);
3361 Cvar_RegisterVariable(&r_water_reflectdistort);
3362 Cvar_RegisterVariable(&r_water_scissormode);
3363 Cvar_RegisterVariable(&r_water_lowquality);
3364 Cvar_RegisterVariable(&r_water_hideplayer);
3366 Cvar_RegisterVariable(&r_lerpsprites);
3367 Cvar_RegisterVariable(&r_lerpmodels);
3368 Cvar_RegisterVariable(&r_nolerp_list);
3369 Cvar_RegisterVariable(&r_lerplightstyles);
3370 Cvar_RegisterVariable(&r_waterscroll);
3371 Cvar_RegisterVariable(&r_bloom);
3372 Cvar_RegisterVariable(&r_colorfringe);
3373 Cvar_RegisterVariable(&r_bloom_colorscale);
3374 Cvar_RegisterVariable(&r_bloom_brighten);
3375 Cvar_RegisterVariable(&r_bloom_blur);
3376 Cvar_RegisterVariable(&r_bloom_resolution);
3377 Cvar_RegisterVariable(&r_bloom_colorexponent);
3378 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3379 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3380 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3381 Cvar_RegisterVariable(&r_hdr_glowintensity);
3382 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3383 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3384 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3385 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3386 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3387 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3388 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3389 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3390 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3391 Cvar_RegisterVariable(&developer_texturelogging);
3392 Cvar_RegisterVariable(&gl_lightmaps);
3393 Cvar_RegisterVariable(&r_test);
3394 Cvar_RegisterVariable(&r_batch_multidraw);
3395 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3396 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3397 Cvar_RegisterVariable(&r_glsl_skeletal);
3398 Cvar_RegisterVariable(&r_glsl_saturation);
3399 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3400 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3401 Cvar_RegisterVariable(&r_framedatasize);
3402 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3403 Cvar_RegisterVariable(&r_buffermegs[i]);
3404 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3405 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3406 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3407 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3408 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3409 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3410 #ifdef DP_MOBILETOUCH
3411 // GLES devices have terrible depth precision in general, so...
3412 Cvar_SetValueQuick(&r_nearclip, 4);
3413 Cvar_SetValueQuick(&r_farclip_base, 4096);
3414 Cvar_SetValueQuick(&r_farclip_world, 0);
3415 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3417 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3420 void Render_Init(void)
3433 R_LightningBeams_Init();
3434 CL_MeshEntities_Init();
3438 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3440 out[0] = ((signbits & 1) ? mins : maxs)[0];
3441 out[1] = ((signbits & 2) ? mins : maxs)[1];
3442 out[2] = ((signbits & 4) ? mins : maxs)[2];
3445 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3450 if (r_trippy.integer)
3452 for (i = 0;i < numplanes;i++)
3457 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3458 if (DotProduct(p->normal, corner) < p->dist)
3464 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3466 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3467 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3470 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3472 // nothing to ignore
3473 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3476 //==================================================================================
3478 // LadyHavoc: this stores temporary data used within the same frame
3480 typedef struct r_framedata_mem_s
3482 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3483 size_t size; // how much usable space
3484 size_t current; // how much space in use
3485 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3486 size_t wantedsize; // how much space was allocated
3487 unsigned char *data; // start of real data (16byte aligned)
3491 static r_framedata_mem_t *r_framedata_mem;
3493 void R_FrameData_Reset(void)
3495 while (r_framedata_mem)
3497 r_framedata_mem_t *next = r_framedata_mem->purge;
3498 Mem_Free(r_framedata_mem);
3499 r_framedata_mem = next;
3503 static void R_FrameData_Resize(qbool mustgrow)
3506 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3507 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3508 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3510 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3511 newmem->wantedsize = wantedsize;
3512 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3513 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3514 newmem->current = 0;
3516 newmem->purge = r_framedata_mem;
3517 r_framedata_mem = newmem;
3521 void R_FrameData_NewFrame(void)
3523 R_FrameData_Resize(false);
3524 if (!r_framedata_mem)
3526 // if we ran out of space on the last frame, free the old memory now
3527 while (r_framedata_mem->purge)
3529 // repeatedly remove the second item in the list, leaving only head
3530 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3531 Mem_Free(r_framedata_mem->purge);
3532 r_framedata_mem->purge = next;
3534 // reset the current mem pointer
3535 r_framedata_mem->current = 0;
3536 r_framedata_mem->mark = 0;
3539 void *R_FrameData_Alloc(size_t size)
3544 // align to 16 byte boundary - the data pointer is already aligned, so we
3545 // only need to ensure the size of every allocation is also aligned
3546 size = (size + 15) & ~15;
3548 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3550 // emergency - we ran out of space, allocate more memory
3551 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3552 newvalue = r_framedatasize.value * 2.0f;
3553 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3554 if (sizeof(size_t) >= 8)
3555 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3557 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3558 // this might not be a growing it, but we'll allocate another buffer every time
3559 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3560 R_FrameData_Resize(true);
3563 data = r_framedata_mem->data + r_framedata_mem->current;
3564 r_framedata_mem->current += size;
3566 // count the usage for stats
3567 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3568 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3570 return (void *)data;
3573 void *R_FrameData_Store(size_t size, void *data)
3575 void *d = R_FrameData_Alloc(size);
3577 memcpy(d, data, size);
3581 void R_FrameData_SetMark(void)
3583 if (!r_framedata_mem)
3585 r_framedata_mem->mark = r_framedata_mem->current;
3588 void R_FrameData_ReturnToMark(void)
3590 if (!r_framedata_mem)
3592 r_framedata_mem->current = r_framedata_mem->mark;
3595 //==================================================================================
3597 // avoid reusing the same buffer objects on consecutive frames
3598 #define R_BUFFERDATA_CYCLE 3
3600 typedef struct r_bufferdata_buffer_s
3602 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3603 size_t size; // how much usable space
3604 size_t current; // how much space in use
3605 r_meshbuffer_t *buffer; // the buffer itself
3607 r_bufferdata_buffer_t;
3609 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3610 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3612 /// frees all dynamic buffers
3613 void R_BufferData_Reset(void)
3616 r_bufferdata_buffer_t **p, *mem;
3617 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3619 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3622 p = &r_bufferdata_buffer[cycle][type];
3628 R_Mesh_DestroyMeshBuffer(mem->buffer);
3635 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3636 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3638 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3640 float newvalue = r_buffermegs[type].value;
3642 // increase the cvar if we have to (but only if we already have a mem)
3643 if (mustgrow && mem)
3645 newvalue = bound(0.25f, newvalue, 256.0f);
3646 while (newvalue * 1024*1024 < minsize)
3649 // clamp the cvar to valid range
3650 newvalue = bound(0.25f, newvalue, 256.0f);
3651 if (r_buffermegs[type].value != newvalue)
3652 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3654 // calculate size in bytes
3655 size = (size_t)(newvalue * 1024*1024);
3656 size = bound(131072, size, 256*1024*1024);
3658 // allocate a new buffer if the size is different (purge old one later)
3659 // or if we were told we must grow the buffer
3660 if (!mem || mem->size != size || mustgrow)
3662 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3665 if (type == R_BUFFERDATA_VERTEX)
3666 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3667 else if (type == R_BUFFERDATA_INDEX16)
3668 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3669 else if (type == R_BUFFERDATA_INDEX32)
3670 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3671 else if (type == R_BUFFERDATA_UNIFORM)
3672 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3673 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3674 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3678 void R_BufferData_NewFrame(void)
3681 r_bufferdata_buffer_t **p, *mem;
3682 // cycle to the next frame's buffers
3683 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3684 // if we ran out of space on the last time we used these buffers, free the old memory now
3685 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3687 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3689 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3690 // free all but the head buffer, this is how we recycle obsolete
3691 // buffers after they are no longer in use
3692 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3698 R_Mesh_DestroyMeshBuffer(mem->buffer);
3701 // reset the current offset
3702 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3707 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3709 r_bufferdata_buffer_t *mem;
3713 *returnbufferoffset = 0;
3715 // align size to a byte boundary appropriate for the buffer type, this
3716 // makes all allocations have aligned start offsets
3717 if (type == R_BUFFERDATA_UNIFORM)
3718 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3720 padsize = (datasize + 15) & ~15;
3722 // if we ran out of space in this buffer we must allocate a new one
3723 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)
3724 R_BufferData_Resize(type, true, padsize);
3726 // if the resize did not give us enough memory, fail
3727 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)
3728 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3730 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3731 offset = (int)mem->current;
3732 mem->current += padsize;
3734 // upload the data to the buffer at the chosen offset
3736 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3737 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3739 // count the usage for stats
3740 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3741 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3743 // return the buffer offset
3744 *returnbufferoffset = offset;
3749 //==================================================================================
3751 // LadyHavoc: animcache originally written by Echon, rewritten since then
3754 * Animation cache prevents re-generating mesh data for an animated model
3755 * multiple times in one frame for lighting, shadowing, reflections, etc.
3758 void R_AnimCache_Free(void)
3762 void R_AnimCache_ClearCache(void)
3765 entity_render_t *ent;
3767 for (i = 0;i < r_refdef.scene.numentities;i++)
3769 ent = r_refdef.scene.entities[i];
3770 ent->animcache_vertex3f = NULL;
3771 ent->animcache_vertex3f_vertexbuffer = NULL;
3772 ent->animcache_vertex3f_bufferoffset = 0;
3773 ent->animcache_normal3f = NULL;
3774 ent->animcache_normal3f_vertexbuffer = NULL;
3775 ent->animcache_normal3f_bufferoffset = 0;
3776 ent->animcache_svector3f = NULL;
3777 ent->animcache_svector3f_vertexbuffer = NULL;
3778 ent->animcache_svector3f_bufferoffset = 0;
3779 ent->animcache_tvector3f = NULL;
3780 ent->animcache_tvector3f_vertexbuffer = NULL;
3781 ent->animcache_tvector3f_bufferoffset = 0;
3782 ent->animcache_skeletaltransform3x4 = NULL;
3783 ent->animcache_skeletaltransform3x4buffer = NULL;
3784 ent->animcache_skeletaltransform3x4offset = 0;
3785 ent->animcache_skeletaltransform3x4size = 0;
3789 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3791 model_t *model = ent->model;
3794 // see if this ent is worth caching
3795 if (!model || !model->Draw || !model->AnimateVertices)
3797 // nothing to cache if it contains no animations and has no skeleton
3798 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3800 // see if it is already cached for gpuskeletal
3801 if (ent->animcache_skeletaltransform3x4)
3803 // see if it is already cached as a mesh
3804 if (ent->animcache_vertex3f)
3806 // check if we need to add normals or tangents
3807 if (ent->animcache_normal3f)
3808 wantnormals = false;
3809 if (ent->animcache_svector3f)
3810 wanttangents = false;
3811 if (!wantnormals && !wanttangents)
3815 // check which kind of cache we need to generate
3816 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3818 // cache the skeleton so the vertex shader can use it
3819 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3820 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3821 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3822 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3823 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3824 // note: this can fail if the buffer is at the grow limit
3825 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3826 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3828 else if (ent->animcache_vertex3f)
3830 // mesh was already cached but we may need to add normals/tangents
3831 // (this only happens with multiple views, reflections, cameras, etc)
3832 if (wantnormals || wanttangents)
3834 numvertices = model->surfmesh.num_vertices;
3836 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3839 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3840 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3842 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3843 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3844 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3845 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3850 // generate mesh cache
3851 numvertices = model->surfmesh.num_vertices;
3852 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3854 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3857 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3858 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3860 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3861 if (wantnormals || wanttangents)
3863 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3864 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3865 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3867 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3868 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3869 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3874 void R_AnimCache_CacheVisibleEntities(void)
3878 // TODO: thread this
3879 // NOTE: R_PrepareRTLights() also caches entities
3881 for (i = 0;i < r_refdef.scene.numentities;i++)
3882 if (r_refdef.viewcache.entityvisible[i])
3883 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3886 //==================================================================================
3888 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3890 long unsigned int i;
3892 vec3_t eyemins, eyemaxs;
3893 vec3_t boxmins, boxmaxs;
3894 vec3_t padmins, padmaxs;
3897 model_t *model = r_refdef.scene.worldmodel;
3898 static vec3_t positions[] = {
3899 { 0.5f, 0.5f, 0.5f },
3900 { 0.0f, 0.0f, 0.0f },
3901 { 0.0f, 0.0f, 1.0f },
3902 { 0.0f, 1.0f, 0.0f },
3903 { 0.0f, 1.0f, 1.0f },
3904 { 1.0f, 0.0f, 0.0f },
3905 { 1.0f, 0.0f, 1.0f },
3906 { 1.0f, 1.0f, 0.0f },
3907 { 1.0f, 1.0f, 1.0f },
3910 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3914 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3915 if (!r_refdef.view.usevieworiginculling)
3918 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3921 // expand the eye box a little
3922 eyemins[0] = eye[0] - eyejitter;
3923 eyemaxs[0] = eye[0] + eyejitter;
3924 eyemins[1] = eye[1] - eyejitter;
3925 eyemaxs[1] = eye[1] + eyejitter;
3926 eyemins[2] = eye[2] - eyejitter;
3927 eyemaxs[2] = eye[2] + eyejitter;
3928 // expand the box a little
3929 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3930 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3931 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3932 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3933 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3934 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3935 // make an even larger box for the acceptable area
3936 padmins[0] = boxmins[0] - pad;
3937 padmaxs[0] = boxmaxs[0] + pad;
3938 padmins[1] = boxmins[1] - pad;
3939 padmaxs[1] = boxmaxs[1] + pad;
3940 padmins[2] = boxmins[2] - pad;
3941 padmaxs[2] = boxmaxs[2] + pad;
3943 // return true if eye overlaps enlarged box
3944 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3947 VectorCopy(eye, start);
3948 // try specific positions in the box first - note that these can be cached
3949 if (r_cullentities_trace_entityocclusion.integer)
3951 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3954 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3955 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3956 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3957 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3958 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3959 // not picky - if the trace ended anywhere in the box we're good
3960 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3967 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3968 if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3972 // try various random positions
3973 for (j = 0; j < numsamples; j++)
3975 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3976 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3977 if (r_cullentities_trace_entityocclusion.integer)
3979 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3980 // not picky - if the trace ended anywhere in the box we're good
3981 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3984 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3992 static void R_View_UpdateEntityVisible (void)
3997 entity_render_t *ent;
3999 if (r_refdef.envmap || r_fb.water.hideplayer)
4000 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4001 else if (chase_active.integer || r_fb.water.renderingscene)
4002 renderimask = RENDER_VIEWMODEL;
4004 renderimask = RENDER_EXTERIORMODEL;
4005 if (!r_drawviewmodel.integer)
4006 renderimask |= RENDER_VIEWMODEL;
4007 if (!r_drawexteriormodel.integer)
4008 renderimask |= RENDER_EXTERIORMODEL;
4009 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4010 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4012 // worldmodel can check visibility
4013 for (i = 0;i < r_refdef.scene.numentities;i++)
4015 ent = r_refdef.scene.entities[i];
4016 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4018 r_refdef.viewcache.entityvisible[i] = false;
4021 if (!(ent->flags & renderimask))
4022 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4023 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))
4024 r_refdef.viewcache.entityvisible[i] = true;
4029 // no worldmodel or it can't check visibility
4030 for (i = 0;i < r_refdef.scene.numentities;i++)
4032 ent = r_refdef.scene.entities[i];
4033 if (!(ent->flags & renderimask))
4034 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4035 r_refdef.viewcache.entityvisible[i] = true;
4038 if (r_cullentities_trace.integer)
4040 for (i = 0;i < r_refdef.scene.numentities;i++)
4042 if (!r_refdef.viewcache.entityvisible[i])
4044 ent = r_refdef.scene.entities[i];
4045 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4047 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4048 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4049 ent->last_trace_visibility = host.realtime;
4050 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4051 r_refdef.viewcache.entityvisible[i] = 0;
4057 /// only used if skyrendermasked, and normally returns false
4058 static int R_DrawBrushModelsSky (void)
4061 entity_render_t *ent;
4064 for (i = 0;i < r_refdef.scene.numentities;i++)
4066 if (!r_refdef.viewcache.entityvisible[i])
4068 ent = r_refdef.scene.entities[i];
4069 if (!ent->model || !ent->model->DrawSky)
4071 ent->model->DrawSky(ent);
4077 static void R_DrawNoModel(entity_render_t *ent);
4078 static void R_DrawModels(void)
4081 entity_render_t *ent;
4083 for (i = 0;i < r_refdef.scene.numentities;i++)
4085 if (!r_refdef.viewcache.entityvisible[i])
4087 ent = r_refdef.scene.entities[i];
4088 r_refdef.stats[r_stat_entities]++;
4090 if (ent->model && ent->model->Draw != NULL)
4091 ent->model->Draw(ent);
4097 static void R_DrawModelsDepth(void)
4100 entity_render_t *ent;
4102 for (i = 0;i < r_refdef.scene.numentities;i++)
4104 if (!r_refdef.viewcache.entityvisible[i])
4106 ent = r_refdef.scene.entities[i];
4107 if (ent->model && ent->model->DrawDepth != NULL)
4108 ent->model->DrawDepth(ent);
4112 static void R_DrawModelsDebug(void)
4115 entity_render_t *ent;
4117 for (i = 0;i < r_refdef.scene.numentities;i++)
4119 if (!r_refdef.viewcache.entityvisible[i])
4121 ent = r_refdef.scene.entities[i];
4122 if (ent->model && ent->model->DrawDebug != NULL)
4123 ent->model->DrawDebug(ent);
4127 static void R_DrawModelsAddWaterPlanes(void)
4130 entity_render_t *ent;
4132 for (i = 0;i < r_refdef.scene.numentities;i++)
4134 if (!r_refdef.viewcache.entityvisible[i])
4136 ent = r_refdef.scene.entities[i];
4137 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4138 ent->model->DrawAddWaterPlanes(ent);
4142 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}};
4144 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4146 if (r_hdr_irisadaptation.integer)
4151 vec3_t diffusenormal;
4153 vec_t brightness = 0.0f;
4158 VectorCopy(r_refdef.view.forward, forward);
4159 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4161 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4162 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4163 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4164 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4165 d = DotProduct(forward, diffusenormal);
4166 brightness += VectorLength(ambient);
4168 brightness += d * VectorLength(diffuse);
4170 brightness *= 1.0f / c;
4171 brightness += 0.00001f; // make sure it's never zero
4172 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4173 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4174 current = r_hdr_irisadaptation_value.value;
4176 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4177 else if (current > goal)
4178 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4179 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4180 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4182 else if (r_hdr_irisadaptation_value.value != 1.0f)
4183 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4186 extern cvar_t r_lockvisibility;
4187 extern cvar_t r_lockpvs;
4189 static void R_View_SetFrustum(const int *scissor)
4192 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4193 vec3_t forward, left, up, origin, v;
4194 if(r_lockvisibility.integer)
4198 // flipped x coordinates (because x points left here)
4199 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4200 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4201 // non-flipped y coordinates
4202 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4203 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4206 // we can't trust r_refdef.view.forward and friends in reflected scenes
4207 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4210 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4211 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4212 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4213 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4214 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4215 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4216 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4217 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4218 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4219 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4220 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4221 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4225 zNear = r_refdef.nearclip;
4226 nudge = 1.0 - 1.0 / (1<<23);
4227 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4228 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4229 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4230 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4231 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4232 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4233 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4234 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4240 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4241 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4242 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4243 r_refdef.view.frustum[0].dist = m[15] - m[12];
4245 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4246 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4247 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4248 r_refdef.view.frustum[1].dist = m[15] + m[12];
4250 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4251 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4252 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4253 r_refdef.view.frustum[2].dist = m[15] - m[13];
4255 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4256 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4257 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4258 r_refdef.view.frustum[3].dist = m[15] + m[13];
4260 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4261 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4262 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4263 r_refdef.view.frustum[4].dist = m[15] - m[14];
4265 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4266 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4267 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4268 r_refdef.view.frustum[5].dist = m[15] + m[14];
4271 if (r_refdef.view.useperspective)
4273 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4274 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]);
4275 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]);
4276 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]);
4277 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]);
4279 // then the normals from the corners relative to origin
4280 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4281 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4282 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4283 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4285 // in a NORMAL view, forward cross left == up
4286 // in a REFLECTED view, forward cross left == down
4287 // so our cross products above need to be adjusted for a left handed coordinate system
4288 CrossProduct(forward, left, v);
4289 if(DotProduct(v, up) < 0)
4291 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4292 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4293 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4294 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4297 // Leaving those out was a mistake, those were in the old code, and they
4298 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4299 // I couldn't reproduce it after adding those normalizations. --blub
4300 VectorNormalize(r_refdef.view.frustum[0].normal);
4301 VectorNormalize(r_refdef.view.frustum[1].normal);
4302 VectorNormalize(r_refdef.view.frustum[2].normal);
4303 VectorNormalize(r_refdef.view.frustum[3].normal);
4305 // make the corners absolute
4306 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4307 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4308 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4309 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4312 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4314 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4315 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4316 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4317 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4318 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4322 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4323 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4324 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4325 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4326 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4327 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4328 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4329 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4330 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4331 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4333 r_refdef.view.numfrustumplanes = 5;
4335 if (r_refdef.view.useclipplane)
4337 r_refdef.view.numfrustumplanes = 6;
4338 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4341 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4342 PlaneClassify(r_refdef.view.frustum + i);
4344 // LadyHavoc: note to all quake engine coders, Quake had a special case
4345 // for 90 degrees which assumed a square view (wrong), so I removed it,
4346 // Quake2 has it disabled as well.
4348 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4349 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4350 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4351 //PlaneClassify(&frustum[0]);
4353 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4354 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4355 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4356 //PlaneClassify(&frustum[1]);
4358 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4359 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4360 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4361 //PlaneClassify(&frustum[2]);
4363 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4364 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4365 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4366 //PlaneClassify(&frustum[3]);
4369 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4370 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4371 //PlaneClassify(&frustum[4]);
4374 static void R_View_Update(const int *myscissor)
4376 R_Main_ResizeViewCache();
4377 R_View_SetFrustum(myscissor);
4378 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4379 R_View_UpdateEntityVisible();
4382 float viewscalefpsadjusted = 1.0f;
4384 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4386 const float *customclipplane = NULL;
4389 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4391 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4392 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4393 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4394 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4395 dist = r_refdef.view.clipplane.dist;
4396 plane[0] = r_refdef.view.clipplane.normal[0];
4397 plane[1] = r_refdef.view.clipplane.normal[1];
4398 plane[2] = r_refdef.view.clipplane.normal[2];
4400 customclipplane = plane;
4403 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4404 // Unless the render target is a FBO...
4405 viewy_adjusted = viewfbo ? viewy : vid.mode.height - viewheight - viewy;
4407 if (!r_refdef.view.useperspective)
4408 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4409 else if (vid.stencil && r_useinfinitefarclip.integer)
4410 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4412 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4413 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4414 R_SetViewport(&r_refdef.view.viewport);
4417 void R_EntityMatrix(const matrix4x4_t *matrix)
4419 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4421 gl_modelmatrixchanged = false;
4422 gl_modelmatrix = *matrix;
4423 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4424 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4425 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4426 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4428 switch(vid.renderpath)
4430 case RENDERPATH_GL32:
4431 case RENDERPATH_GLES2:
4432 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4433 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4439 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4441 r_viewport_t viewport;
4446 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4447 // Unless the render target is a FBO...
4448 viewy_adjusted = viewfbo ? viewy : vid.mode.height - viewheight - viewy;
4450 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, viewy_adjusted, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4451 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4452 R_SetViewport(&viewport);
4453 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4454 GL_Color(1, 1, 1, 1);
4455 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4456 GL_BlendFunc(GL_ONE, GL_ZERO);
4457 GL_ScissorTest(false);
4458 GL_DepthMask(false);
4459 GL_DepthRange(0, 1);
4460 GL_DepthTest(false);
4461 GL_DepthFunc(GL_LEQUAL);
4462 R_EntityMatrix(&identitymatrix);
4463 R_Mesh_ResetTextureState();
4464 GL_PolygonOffset(0, 0);
4465 switch(vid.renderpath)
4467 case RENDERPATH_GL32:
4468 case RENDERPATH_GLES2:
4469 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4472 GL_CullFace(GL_NONE);
4477 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4479 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4482 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4484 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4485 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4486 GL_Color(1, 1, 1, 1);
4487 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4488 GL_BlendFunc(GL_ONE, GL_ZERO);
4489 GL_ScissorTest(true);
4491 GL_DepthRange(0, 1);
4493 GL_DepthFunc(GL_LEQUAL);
4494 R_EntityMatrix(&identitymatrix);
4495 R_Mesh_ResetTextureState();
4496 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4497 switch(vid.renderpath)
4499 case RENDERPATH_GL32:
4500 case RENDERPATH_GLES2:
4501 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4504 GL_CullFace(r_refdef.view.cullface_back);
4509 R_RenderView_UpdateViewVectors
4512 void R_RenderView_UpdateViewVectors(void)
4514 // break apart the view matrix into vectors for various purposes
4515 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4516 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4517 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4518 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4519 // make an inverted copy of the view matrix for tracking sprites
4520 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4523 void R_RenderTarget_FreeUnused(qbool force)
4525 unsigned int i, j, end;
4526 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4527 for (i = 0; i < end; i++)
4529 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4530 // free resources for rendertargets that have not been used for a while
4531 // (note: this check is run after the frame render, so any targets used
4532 // this frame will not be affected even at low framerates)
4533 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4536 R_Mesh_DestroyFramebufferObject(r->fbo);
4537 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4538 if (r->colortexture[j])
4539 R_FreeTexture(r->colortexture[j]);
4540 if (r->depthtexture)
4541 R_FreeTexture(r->depthtexture);
4542 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4547 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4549 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4553 y2 = (th - y - h) * ih;
4564 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4566 unsigned int i, j, end;
4567 r_rendertarget_t *r = NULL;
4569 // first try to reuse an existing slot if possible
4570 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4571 for (i = 0; i < end; i++)
4573 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4574 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4579 // no unused exact match found, so we have to make one in the first unused slot
4580 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4581 r->texturewidth = texturewidth;
4582 r->textureheight = textureheight;
4583 r->colortextype[0] = colortextype0;
4584 r->colortextype[1] = colortextype1;
4585 r->colortextype[2] = colortextype2;
4586 r->colortextype[3] = colortextype3;
4587 r->depthtextype = depthtextype;
4588 r->depthisrenderbuffer = depthisrenderbuffer;
4589 for (j = 0; j < 4; j++)
4590 if (r->colortextype[j])
4591 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4592 if (r->depthtextype)
4594 if (r->depthisrenderbuffer)
4595 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4597 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4599 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4601 r_refdef.stats[r_stat_rendertargets_used]++;
4602 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4603 r->lastusetime = host.realtime;
4604 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4608 static void R_Water_StartFrame(int viewwidth, int viewheight)
4610 int waterwidth, waterheight;
4612 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4615 // set waterwidth and waterheight to the water resolution that will be
4616 // used (often less than the screen resolution for faster rendering)
4617 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4618 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4620 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4621 waterwidth = waterheight = 0;
4623 // set up variables that will be used in shader setup
4624 r_fb.water.waterwidth = waterwidth;
4625 r_fb.water.waterheight = waterheight;
4626 r_fb.water.texturewidth = waterwidth;
4627 r_fb.water.textureheight = waterheight;
4628 r_fb.water.camerawidth = waterwidth;
4629 r_fb.water.cameraheight = waterheight;
4630 r_fb.water.screenscale[0] = 0.5f;
4631 r_fb.water.screenscale[1] = 0.5f;
4632 r_fb.water.screencenter[0] = 0.5f;
4633 r_fb.water.screencenter[1] = 0.5f;
4634 r_fb.water.enabled = waterwidth != 0;
4636 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4637 r_fb.water.numwaterplanes = 0;
4640 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4642 int planeindex, bestplaneindex, vertexindex;
4643 vec3_t mins, maxs, normal, center, v, n;
4644 vec_t planescore, bestplanescore;
4646 r_waterstate_waterplane_t *p;
4647 texture_t *t = R_GetCurrentTexture(surface->texture);
4649 rsurface.texture = t;
4650 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4651 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4652 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4654 // average the vertex normals, find the surface bounds (after deformvertexes)
4655 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4656 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4657 VectorCopy(n, normal);
4658 VectorCopy(v, mins);
4659 VectorCopy(v, maxs);
4660 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4662 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4663 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4664 VectorAdd(normal, n, normal);
4665 mins[0] = min(mins[0], v[0]);
4666 mins[1] = min(mins[1], v[1]);
4667 mins[2] = min(mins[2], v[2]);
4668 maxs[0] = max(maxs[0], v[0]);
4669 maxs[1] = max(maxs[1], v[1]);
4670 maxs[2] = max(maxs[2], v[2]);
4672 VectorNormalize(normal);
4673 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4675 VectorCopy(normal, plane.normal);
4676 VectorNormalize(plane.normal);
4677 plane.dist = DotProduct(center, plane.normal);
4678 PlaneClassify(&plane);
4679 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4681 // skip backfaces (except if nocullface is set)
4682 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4684 VectorNegate(plane.normal, plane.normal);
4686 PlaneClassify(&plane);
4690 // find a matching plane if there is one
4691 bestplaneindex = -1;
4692 bestplanescore = 1048576.0f;
4693 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4695 if(p->camera_entity == t->camera_entity)
4697 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4698 if (bestplaneindex < 0 || bestplanescore > planescore)
4700 bestplaneindex = planeindex;
4701 bestplanescore = planescore;
4705 planeindex = bestplaneindex;
4707 // if this surface does not fit any known plane rendered this frame, add one
4708 if (planeindex < 0 || bestplanescore > 0.001f)
4710 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4712 // store the new plane
4713 planeindex = r_fb.water.numwaterplanes++;
4714 p = r_fb.water.waterplanes + planeindex;
4716 // clear materialflags and pvs
4717 p->materialflags = 0;
4718 p->pvsvalid = false;
4719 p->camera_entity = t->camera_entity;
4720 VectorCopy(mins, p->mins);
4721 VectorCopy(maxs, p->maxs);
4725 // We're totally screwed.
4731 // merge mins/maxs when we're adding this surface to the plane
4732 p = r_fb.water.waterplanes + planeindex;
4733 p->mins[0] = min(p->mins[0], mins[0]);
4734 p->mins[1] = min(p->mins[1], mins[1]);
4735 p->mins[2] = min(p->mins[2], mins[2]);
4736 p->maxs[0] = max(p->maxs[0], maxs[0]);
4737 p->maxs[1] = max(p->maxs[1], maxs[1]);
4738 p->maxs[2] = max(p->maxs[2], maxs[2]);
4740 // merge this surface's materialflags into the waterplane
4741 p->materialflags |= t->currentmaterialflags;
4742 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4744 // merge this surface's PVS into the waterplane
4745 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4746 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4748 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, &p->pvsbits, r_main_mempool, p->pvsvalid);
4754 extern cvar_t r_drawparticles;
4755 extern cvar_t r_drawdecals;
4757 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4760 r_refdef_view_t originalview;
4761 r_refdef_view_t myview;
4762 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;
4763 r_waterstate_waterplane_t *p;
4765 r_rendertarget_t *rt;
4767 originalview = r_refdef.view;
4769 // lowquality hack, temporarily shut down some cvars and restore afterwards
4770 qualityreduction = r_water_lowquality.integer;
4771 if (qualityreduction > 0)
4773 if (qualityreduction >= 1)
4775 old_r_shadows = r_shadows.integer;
4776 old_r_worldrtlight = r_shadow_realtime_world.integer;
4777 old_r_dlight = r_shadow_realtime_dlight.integer;
4778 Cvar_SetValueQuick(&r_shadows, 0);
4779 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4780 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4782 if (qualityreduction >= 2)
4784 old_r_dynamic = r_dynamic.integer;
4785 old_r_particles = r_drawparticles.integer;
4786 old_r_decals = r_drawdecals.integer;
4787 Cvar_SetValueQuick(&r_dynamic, 0);
4788 Cvar_SetValueQuick(&r_drawparticles, 0);
4789 Cvar_SetValueQuick(&r_drawdecals, 0);
4793 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4795 p->rt_reflection = NULL;
4796 p->rt_refraction = NULL;
4797 p->rt_camera = NULL;
4801 r_refdef.view = originalview;
4802 r_refdef.view.showdebug = false;
4803 r_refdef.view.width = r_fb.water.waterwidth;
4804 r_refdef.view.height = r_fb.water.waterheight;
4805 r_refdef.view.useclipplane = true;
4806 myview = r_refdef.view;
4807 r_fb.water.renderingscene = true;
4808 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4810 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4813 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4815 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4816 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4818 r_refdef.view = myview;
4819 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4820 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4821 if(r_water_scissormode.integer)
4823 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4824 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4826 p->rt_reflection = NULL;
4827 p->rt_refraction = NULL;
4828 p->rt_camera = NULL;
4833 r_refdef.view.clipplane = p->plane;
4834 // reflected view origin may be in solid, so don't cull with it
4835 r_refdef.view.usevieworiginculling = false;
4836 // reverse the cullface settings for this render
4837 r_refdef.view.cullface_front = GL_FRONT;
4838 r_refdef.view.cullface_back = GL_BACK;
4839 // combined pvs (based on what can be seen from each surface center)
4840 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4842 r_refdef.view.usecustompvs = true;
4844 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4846 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4849 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4850 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4851 GL_ScissorTest(false);
4852 R_ClearScreen(r_refdef.fogenabled);
4853 GL_ScissorTest(true);
4854 R_View_Update(r_water_scissormode.integer & 2 ? myscissor : NULL);
4855 R_AnimCache_CacheVisibleEntities();
4856 if(r_water_scissormode.integer & 1)
4857 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4858 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4860 r_fb.water.hideplayer = false;
4861 p->rt_reflection = rt;
4864 // render the normal view scene and copy into texture
4865 // (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)
4866 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4868 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4869 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4871 r_refdef.view = myview;
4872 if(r_water_scissormode.integer)
4874 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4875 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4877 p->rt_reflection = NULL;
4878 p->rt_refraction = NULL;
4879 p->rt_camera = NULL;
4884 // combined pvs (based on what can be seen from each surface center)
4885 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4887 r_refdef.view.usecustompvs = true;
4889 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4891 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4894 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4896 r_refdef.view.clipplane = p->plane;
4897 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4898 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4900 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4902 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4903 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4904 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4905 R_RenderView_UpdateViewVectors();
4906 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4908 r_refdef.view.usecustompvs = true;
4909 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, &r_refdef.viewcache.world_pvsbits, r_main_mempool, false);
4913 PlaneClassify(&r_refdef.view.clipplane);
4915 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4916 GL_ScissorTest(false);
4917 R_ClearScreen(r_refdef.fogenabled);
4918 GL_ScissorTest(true);
4919 R_View_Update(r_water_scissormode.integer & 2 ? myscissor : NULL);
4920 R_AnimCache_CacheVisibleEntities();
4921 if(r_water_scissormode.integer & 1)
4922 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4923 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4925 r_fb.water.hideplayer = false;
4926 p->rt_refraction = rt;
4928 else if (p->materialflags & MATERIALFLAG_CAMERA)
4930 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4931 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4933 r_refdef.view = myview;
4935 r_refdef.view.clipplane = p->plane;
4936 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4937 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4939 r_refdef.view.width = r_fb.water.camerawidth;
4940 r_refdef.view.height = r_fb.water.cameraheight;
4941 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4942 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4943 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4944 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4946 if(p->camera_entity)
4948 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4949 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4952 // note: all of the view is used for displaying... so
4953 // there is no use in scissoring
4955 // reverse the cullface settings for this render
4956 r_refdef.view.cullface_front = GL_FRONT;
4957 r_refdef.view.cullface_back = GL_BACK;
4958 // also reverse the view matrix
4959 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
4960 R_RenderView_UpdateViewVectors();
4961 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4963 r_refdef.view.usecustompvs = true;
4964 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, &r_refdef.viewcache.world_pvsbits, r_main_mempool, false);
4967 // camera needs no clipplane
4968 r_refdef.view.useclipplane = false;
4969 // TODO: is the camera origin always valid? if so we don't need to clear this
4970 r_refdef.view.usevieworiginculling = false;
4972 PlaneClassify(&r_refdef.view.clipplane);
4974 r_fb.water.hideplayer = false;
4976 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4977 GL_ScissorTest(false);
4978 R_ClearScreen(r_refdef.fogenabled);
4979 GL_ScissorTest(true);
4980 R_View_Update(NULL);
4981 R_AnimCache_CacheVisibleEntities();
4982 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4984 r_fb.water.hideplayer = false;
4989 r_fb.water.renderingscene = false;
4990 r_refdef.view = originalview;
4991 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
4992 R_View_Update(NULL);
4993 R_AnimCache_CacheVisibleEntities();
4996 r_refdef.view = originalview;
4997 r_fb.water.renderingscene = false;
4998 Cvar_SetValueQuick(&r_water, 0);
4999 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5001 // lowquality hack, restore cvars
5002 if (qualityreduction > 0)
5004 if (qualityreduction >= 1)
5006 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5007 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5008 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5010 if (qualityreduction >= 2)
5012 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5013 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5014 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5019 static void R_Bloom_StartFrame(void)
5021 int screentexturewidth, screentextureheight;
5022 textype_t textype = TEXTYPE_COLORBUFFER;
5025 // clear the pointers to rendertargets from last frame as they're stale
5026 r_fb.rt_screen = NULL;
5027 r_fb.rt_bloom = NULL;
5029 switch (vid.renderpath)
5031 case RENDERPATH_GL32:
5032 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5033 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5034 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5036 case RENDERPATH_GLES2:
5037 r_fb.usedepthtextures = false;
5041 if (r_viewscale_fpsscaling.integer)
5043 double actualframetime;
5044 double targetframetime;
5046 actualframetime = r_refdef.lastdrawscreentime;
5047 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5048 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5049 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5050 if (r_viewscale_fpsscaling_stepsize.value > 0)
5053 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5055 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5057 viewscalefpsadjusted += adjust;
5058 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5061 viewscalefpsadjusted = 1.0f;
5063 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5064 if (vid.mode.samples)
5065 scale *= sqrt(vid.mode.samples); // supersampling
5066 scale = bound(0.03125f, scale, 4.0f);
5067 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5068 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5069 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5070 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5072 // set bloomwidth and bloomheight to the bloom resolution that will be
5073 // used (often less than the screen resolution for faster rendering)
5074 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5075 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5076 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5077 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5078 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5080 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))
5082 Cvar_SetValueQuick(&r_bloom, 0);
5083 Cvar_SetValueQuick(&r_motionblur, 0);
5084 Cvar_SetValueQuick(&r_damageblur, 0);
5086 if (!r_bloom.integer)
5087 r_fb.bloomwidth = r_fb.bloomheight = 0;
5089 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5090 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5092 if (r_fb.ghosttexture)
5093 R_FreeTexture(r_fb.ghosttexture);
5094 r_fb.ghosttexture = NULL;
5096 r_fb.screentexturewidth = screentexturewidth;
5097 r_fb.screentextureheight = screentextureheight;
5098 r_fb.textype = textype;
5100 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5102 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5103 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);
5104 r_fb.ghosttexture_valid = false;
5108 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5110 r_refdef.view.clear = true;
5113 static void R_Bloom_MakeTexture(void)
5116 float xoffset, yoffset, r, brighten;
5117 float colorscale = r_bloom_colorscale.value;
5118 r_viewport_t bloomviewport;
5119 r_rendertarget_t *prev, *cur;
5120 textype_t textype = r_fb.rt_screen->colortextype[0];
5122 r_refdef.stats[r_stat_bloom]++;
5124 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5126 // scale down screen texture to the bloom texture size
5128 prev = r_fb.rt_screen;
5129 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5130 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5131 R_SetViewport(&bloomviewport);
5132 GL_CullFace(GL_NONE);
5133 GL_DepthTest(false);
5134 GL_BlendFunc(GL_ONE, GL_ZERO);
5135 GL_Color(colorscale, colorscale, colorscale, 1);
5136 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5137 // TODO: do boxfilter scale-down in shader?
5138 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5139 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5140 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5141 // we now have a properly scaled bloom image
5143 // multiply bloom image by itself as many times as desired to darken it
5144 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5145 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5148 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5149 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5151 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5153 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5154 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5155 GL_Color(1,1,1,1); // no fix factor supported here
5156 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5157 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5158 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5159 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5163 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5164 brighten = r_bloom_brighten.value;
5165 brighten = sqrt(brighten);
5167 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5169 for (dir = 0;dir < 2;dir++)
5172 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5173 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5174 // blend on at multiple vertical offsets to achieve a vertical blur
5175 // TODO: do offset blends using GLSL
5176 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5178 GL_BlendFunc(GL_ONE, GL_ZERO);
5180 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5182 for (x = -range;x <= range;x++)
5184 if (!dir){xoffset = 0;yoffset = x;}
5185 else {xoffset = x;yoffset = 0;}
5186 xoffset /= (float)prev->texturewidth;
5187 yoffset /= (float)prev->textureheight;
5188 // compute a texcoord array with the specified x and y offset
5189 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5190 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5191 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5192 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5193 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5194 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5195 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5196 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5197 // this r value looks like a 'dot' particle, fading sharply to
5198 // black at the edges
5199 // (probably not realistic but looks good enough)
5200 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5201 //r = brighten/(range*2+1);
5202 r = brighten / (range * 2 + 1);
5204 r *= (1 - x*x/(float)((range+1)*(range+1)));
5208 GL_Color(r, r, r, 1);
5210 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5212 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5213 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5215 GL_BlendFunc(GL_ONE, GL_ONE);
5220 // now we have the bloom image, so keep track of it
5221 r_fb.rt_bloom = cur;
5224 static qbool R_BlendView_IsTrivial(int viewwidth, int viewheight, int width, int height)
5226 // Scaling requested?
5227 if (viewwidth != width || viewheight != height)
5229 // Higher bit depth or explicit FBO requested?
5230 if (r_viewfbo.integer)
5232 // Non-trivial postprocessing shader permutation?
5234 || r_refdef.viewblend[3] > 0
5235 || !vid_gammatables_trivial
5236 || r_glsl_postprocess.integer
5237 || ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1)))
5239 // Other reasons for a non-trivial default postprocessing shader?
5240 // (See R_CompileShader_CheckStaticParms but only those relevant for MODE_POSTPROCESS in shader_glsl.h)
5241 // Skip: if (r_glsl_saturation_redcompensate.integer) (already covered by saturation above).
5242 // Skip: if (r_glsl_postprocess.integer) (already covered by r_glsl_postprocess above).
5243 // Skip: if (r_glsl_postprocess_uservec1_enable.integer) (already covered by r_glsl_postprocessing above).
5246 if (r_colorfringe.value)
5251 static void R_MotionBlurView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5253 R_EntityMatrix(&identitymatrix);
5255 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || (r_damageblur.value > 0 && cl.cshifts[CSHIFT_DAMAGE].percent != 0)) && r_fb.ghosttexture)
5257 // declare variables
5258 float blur_factor, blur_mouseaccel, blur_velocity;
5259 static float blur_average;
5260 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5262 // set a goal for the factoring
5263 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5264 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5265 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5266 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5267 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5268 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5270 // from the goal, pick an averaged value between goal and last value
5271 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5272 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5274 // enforce minimum amount of blur
5275 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5277 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5279 // calculate values into a standard alpha
5280 cl.motionbluralpha = 1 - exp(-
5282 (r_motionblur.value * blur_factor / 80)
5284 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5287 max(0.0001, cl.time - cl.oldtime) // fps independent
5290 // randomization for the blur value to combat persistent ghosting
5291 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5292 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5294 // apply the blur on top of the current view
5295 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5296 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5298 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5299 GL_Color(1, 1, 1, cl.motionbluralpha);
5300 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5301 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5302 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5303 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5304 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5307 // updates old view angles for next pass
5308 VectorCopy(cl.viewangles, blur_oldangles);
5310 // copy view into the ghost texture
5311 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5312 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5313 r_fb.ghosttexture_valid = true;
5317 static void R_BlendView(rtexture_t *viewcolortexture, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5319 uint64_t permutation;
5320 float uservecs[4][4];
5321 rtexture_t *viewtexture;
5322 rtexture_t *bloomtexture;
5324 R_EntityMatrix(&identitymatrix);
5326 if (r_fb.bloomwidth)
5328 // make the bloom texture
5329 R_Bloom_MakeTexture();
5332 #if _MSC_VER >= 1400
5333 #define sscanf sscanf_s
5335 memset(uservecs, 0, sizeof(uservecs));
5336 if (r_glsl_postprocess_uservec1_enable.integer)
5337 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5338 if (r_glsl_postprocess_uservec2_enable.integer)
5339 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5340 if (r_glsl_postprocess_uservec3_enable.integer)
5341 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5342 if (r_glsl_postprocess_uservec4_enable.integer)
5343 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5345 // render to the screen fbo
5346 R_ResetViewRendering2D(fbo, depthtexture, colortexture, x, y, width, height);
5347 GL_Color(1, 1, 1, 1);
5348 GL_BlendFunc(GL_ONE, GL_ZERO);
5350 viewtexture = viewcolortexture;
5351 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5353 if (r_rendertarget_debug.integer >= 0)
5355 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5356 if (rt && rt->colortexture[0])
5358 viewtexture = rt->colortexture[0];
5359 bloomtexture = NULL;
5363 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5364 switch(vid.renderpath)
5366 case RENDERPATH_GL32:
5367 case RENDERPATH_GLES2:
5369 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5370 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5371 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5372 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5373 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5374 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5375 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5376 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5377 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5378 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]);
5379 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5380 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]);
5381 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]);
5382 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]);
5383 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]);
5384 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5385 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5386 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);
5387 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5390 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5391 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5394 matrix4x4_t r_waterscrollmatrix;
5396 void R_UpdateFog(void)
5399 if (gamemode == GAME_NEHAHRA)
5401 if (gl_fogenable.integer)
5403 r_refdef.oldgl_fogenable = true;
5404 r_refdef.fog_density = gl_fogdensity.value;
5405 r_refdef.fog_red = gl_fogred.value;
5406 r_refdef.fog_green = gl_foggreen.value;
5407 r_refdef.fog_blue = gl_fogblue.value;
5408 r_refdef.fog_alpha = 1;
5409 r_refdef.fog_start = 0;
5410 r_refdef.fog_end = gl_skyclip.value;
5411 r_refdef.fog_height = 1<<30;
5412 r_refdef.fog_fadedepth = 128;
5414 else if (r_refdef.oldgl_fogenable)
5416 r_refdef.oldgl_fogenable = false;
5417 r_refdef.fog_density = 0;
5418 r_refdef.fog_red = 0;
5419 r_refdef.fog_green = 0;
5420 r_refdef.fog_blue = 0;
5421 r_refdef.fog_alpha = 0;
5422 r_refdef.fog_start = 0;
5423 r_refdef.fog_end = 0;
5424 r_refdef.fog_height = 1<<30;
5425 r_refdef.fog_fadedepth = 128;
5430 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5431 r_refdef.fog_start = max(0, r_refdef.fog_start);
5432 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5434 if (r_refdef.fog_density && r_drawfog.integer)
5436 r_refdef.fogenabled = true;
5437 // this is the point where the fog reaches 0.9986 alpha, which we
5438 // consider a good enough cutoff point for the texture
5439 // (0.9986 * 256 == 255.6)
5440 if (r_fog_exp2.integer)
5441 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5443 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5444 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5445 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5446 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5447 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5448 R_BuildFogHeightTexture();
5449 // fog color was already set
5450 // update the fog texture
5451 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)
5452 R_BuildFogTexture();
5453 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5454 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5457 r_refdef.fogenabled = false;
5460 if (r_refdef.fog_density)
5462 r_refdef.fogcolor[0] = r_refdef.fog_red;
5463 r_refdef.fogcolor[1] = r_refdef.fog_green;
5464 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5466 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5467 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5468 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5469 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5473 VectorCopy(r_refdef.fogcolor, fogvec);
5474 // color.rgb *= ContrastBoost * SceneBrightness;
5475 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5476 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5477 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5478 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5483 void R_UpdateVariables(void)
5487 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5489 r_refdef.farclip = r_farclip_base.value;
5490 if (r_refdef.scene.worldmodel)
5491 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5492 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5494 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5495 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5496 r_refdef.polygonfactor = 0;
5497 r_refdef.polygonoffset = 0;
5499 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5500 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5501 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5502 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5503 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5504 if (r_refdef.scene.worldmodel)
5506 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5508 // Apply the default lightstyle to the lightmap even on q3bsp
5509 if (cl.worldmodel && cl.worldmodel->type == mod_brushq3) {
5510 r_refdef.scene.lightmapintensity *= r_refdef.scene.rtlightstylevalue[0];
5513 if (r_showsurfaces.integer)
5515 r_refdef.scene.rtworld = false;
5516 r_refdef.scene.rtworldshadows = false;
5517 r_refdef.scene.rtdlight = false;
5518 r_refdef.scene.rtdlightshadows = false;
5519 r_refdef.scene.lightmapintensity = 0;
5522 r_gpuskeletal = false;
5523 switch(vid.renderpath)
5525 case RENDERPATH_GL32:
5526 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5527 case RENDERPATH_GLES2:
5528 if(!vid_gammatables_trivial)
5530 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5532 // build GLSL gamma texture
5533 #define RAMPWIDTH 256
5534 unsigned short ramp[RAMPWIDTH * 3];
5535 unsigned char rampbgr[RAMPWIDTH][4];
5538 r_texture_gammaramps_serial = vid_gammatables_serial;
5540 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5541 for(i = 0; i < RAMPWIDTH; ++i)
5543 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5544 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5545 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5548 if (r_texture_gammaramps)
5550 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5554 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5560 // remove GLSL gamma texture
5566 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5567 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5573 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5574 if( scenetype != r_currentscenetype ) {
5575 // store the old scenetype
5576 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5577 r_currentscenetype = scenetype;
5578 // move in the new scene
5579 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5588 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5590 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5591 if( scenetype == r_currentscenetype ) {
5592 return &r_refdef.scene;
5594 return &r_scenes_store[ scenetype ];
5598 static int R_SortEntities_Compare(const void *ap, const void *bp)
5600 const entity_render_t *a = *(const entity_render_t **)ap;
5601 const entity_render_t *b = *(const entity_render_t **)bp;
5604 if(a->model < b->model)
5606 if(a->model > b->model)
5610 // TODO possibly calculate the REAL skinnum here first using
5612 if(a->skinnum < b->skinnum)
5614 if(a->skinnum > b->skinnum)
5617 // everything we compared is equal
5620 static void R_SortEntities(void)
5622 // below or equal 2 ents, sorting never gains anything
5623 if(r_refdef.scene.numentities <= 2)
5626 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5634 extern cvar_t r_shadow_bouncegrid;
5635 extern cvar_t v_isometric;
5636 extern void V_MakeViewIsometric(void);
5637 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5639 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5641 rtexture_t *viewdepthtexture = NULL;
5642 rtexture_t *viewcolortexture = NULL;
5643 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5646 // finish any 2D rendering that was queued
5649 if (r_timereport_active)
5650 R_TimeReport("start");
5651 r_textureframe++; // used only by R_GetCurrentTexture
5652 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5654 if(R_CompileShader_CheckStaticParms())
5655 R_GLSL_Restart_f(cmd_local);
5657 if (!r_drawentities.integer)
5658 r_refdef.scene.numentities = 0;
5659 else if (r_sortentities.integer)
5662 R_AnimCache_ClearCache();
5664 /* adjust for stereo display */
5665 if(R_Stereo_Active())
5667 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);
5668 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5671 if (r_refdef.view.isoverlay)
5673 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5674 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5675 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5676 R_TimeReport("depthclear");
5678 r_refdef.view.showdebug = false;
5680 r_fb.water.enabled = false;
5681 r_fb.water.numwaterplanes = 0;
5683 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5685 r_refdef.view.matrix = originalmatrix;
5691 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5693 r_refdef.view.matrix = originalmatrix;
5697 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5698 if (v_isometric.integer && r_refdef.view.ismain)
5699 V_MakeViewIsometric();
5701 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5703 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5704 // in sRGB fallback, behave similar to true sRGB: convert this
5705 // value from linear to sRGB
5706 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5708 R_RenderView_UpdateViewVectors();
5710 R_Shadow_UpdateWorldLightSelection();
5712 // this will set up r_fb.rt_screen
5713 R_Bloom_StartFrame();
5715 // apply bloom brightness offset
5717 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5719 skipblend = R_BlendView_IsTrivial(r_fb.rt_screen->texturewidth, r_fb.rt_screen->textureheight, width, height);
5722 // Render to the screen right away.
5724 viewdepthtexture = depthtexture;
5725 viewcolortexture = colortexture;
5729 viewheight = height;
5731 else if (r_fb.rt_screen)
5733 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5734 viewfbo = r_fb.rt_screen->fbo;
5735 viewdepthtexture = r_fb.rt_screen->depthtexture;
5736 viewcolortexture = r_fb.rt_screen->colortexture[0];
5739 viewwidth = r_fb.rt_screen->texturewidth;
5740 viewheight = r_fb.rt_screen->textureheight;
5743 R_Water_StartFrame(viewwidth, viewheight);
5746 if (r_timereport_active)
5747 R_TimeReport("viewsetup");
5749 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5751 // clear the whole fbo every frame - otherwise the driver will consider
5752 // it to be an inter-frame texture and stall in multi-gpu configurations
5754 GL_ScissorTest(false);
5755 R_ClearScreen(r_refdef.fogenabled);
5756 if (r_timereport_active)
5757 R_TimeReport("viewclear");
5759 r_refdef.view.clear = true;
5761 r_refdef.view.showdebug = true;
5763 R_View_Update(NULL);
5764 if (r_timereport_active)
5765 R_TimeReport("visibility");
5767 R_AnimCache_CacheVisibleEntities();
5768 if (r_timereport_active)
5769 R_TimeReport("animcache");
5771 R_Shadow_UpdateBounceGridTexture();
5772 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5774 r_fb.water.numwaterplanes = 0;
5775 if (r_fb.water.enabled)
5776 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5778 // for the actual view render we use scissoring a fair amount, so scissor
5779 // test needs to be on
5781 GL_ScissorTest(true);
5782 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5783 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5784 r_fb.water.numwaterplanes = 0;
5786 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5787 GL_ScissorTest(false);
5789 R_MotionBlurView(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5791 R_BlendView(viewcolortexture, fbo, depthtexture, colortexture, x, y, width, height);
5792 if (r_timereport_active)
5793 R_TimeReport("blendview");
5795 r_refdef.view.matrix = originalmatrix;
5799 // go back to 2d rendering
5803 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5805 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5807 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5808 if (r_timereport_active)
5809 R_TimeReport("waterworld");
5812 // don't let sound skip if going slow
5813 if (r_refdef.scene.extraupdate)
5816 R_DrawModelsAddWaterPlanes();
5817 if (r_timereport_active)
5818 R_TimeReport("watermodels");
5820 if (r_fb.water.numwaterplanes)
5822 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5823 if (r_timereport_active)
5824 R_TimeReport("waterscenes");
5828 extern cvar_t cl_locs_show;
5829 static void R_DrawLocs(void);
5830 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5831 static void R_DrawModelDecals(void);
5832 extern qbool r_shadow_usingdeferredprepass;
5833 extern int r_shadow_shadowmapatlas_modelshadows_size;
5834 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5836 qbool shadowmapping = false;
5838 if (r_timereport_active)
5839 R_TimeReport("beginscene");
5841 r_refdef.stats[r_stat_renders]++;
5845 // don't let sound skip if going slow
5846 if (r_refdef.scene.extraupdate)
5849 R_MeshQueue_BeginScene();
5853 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);
5855 if (r_timereport_active)
5856 R_TimeReport("skystartframe");
5858 if (cl.csqc_vidvars.drawworld)
5860 // don't let sound skip if going slow
5861 if (r_refdef.scene.extraupdate)
5864 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5866 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5867 if (r_timereport_active)
5868 R_TimeReport("worldsky");
5871 if (R_DrawBrushModelsSky() && r_timereport_active)
5872 R_TimeReport("bmodelsky");
5874 if (skyrendermasked && skyrenderlater)
5876 // we have to force off the water clipping plane while rendering sky
5877 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5879 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5880 if (r_timereport_active)
5881 R_TimeReport("sky");
5885 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5886 r_shadow_viewfbo = viewfbo;
5887 r_shadow_viewdepthtexture = viewdepthtexture;
5888 r_shadow_viewcolortexture = viewcolortexture;
5889 r_shadow_viewx = viewx;
5890 r_shadow_viewy = viewy;
5891 r_shadow_viewwidth = viewwidth;
5892 r_shadow_viewheight = viewheight;
5894 R_Shadow_PrepareModelShadows();
5895 R_Shadow_PrepareLights();
5896 if (r_timereport_active)
5897 R_TimeReport("preparelights");
5899 // render all the shadowmaps that will be used for this view
5900 shadowmapping = R_Shadow_ShadowMappingEnabled();
5901 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5903 R_Shadow_DrawShadowMaps();
5904 if (r_timereport_active)
5905 R_TimeReport("shadowmaps");
5908 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5909 if (r_shadow_usingdeferredprepass)
5910 R_Shadow_DrawPrepass();
5912 // now we begin the forward pass of the view render
5913 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5915 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5916 if (r_timereport_active)
5917 R_TimeReport("worlddepth");
5919 if (r_depthfirst.integer >= 2)
5921 R_DrawModelsDepth();
5922 if (r_timereport_active)
5923 R_TimeReport("modeldepth");
5926 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5928 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5929 if (r_timereport_active)
5930 R_TimeReport("world");
5933 // don't let sound skip if going slow
5934 if (r_refdef.scene.extraupdate)
5938 if (r_timereport_active)
5939 R_TimeReport("models");
5941 // don't let sound skip if going slow
5942 if (r_refdef.scene.extraupdate)
5945 if (!r_shadow_usingdeferredprepass)
5947 R_Shadow_DrawLights();
5948 if (r_timereport_active)
5949 R_TimeReport("rtlights");
5952 // don't let sound skip if going slow
5953 if (r_refdef.scene.extraupdate)
5956 if (cl.csqc_vidvars.drawworld)
5958 R_DrawModelDecals();
5959 if (r_timereport_active)
5960 R_TimeReport("modeldecals");
5963 if (r_timereport_active)
5964 R_TimeReport("particles");
5967 if (r_timereport_active)
5968 R_TimeReport("explosions");
5971 if (r_refdef.view.showdebug)
5973 if (cl_locs_show.integer)
5976 if (r_timereport_active)
5977 R_TimeReport("showlocs");
5980 if (r_drawportals.integer)
5983 if (r_timereport_active)
5984 R_TimeReport("portals");
5987 if (r_showbboxes_client.value > 0)
5989 R_DrawEntityBBoxes(CLVM_prog);
5990 if (r_timereport_active)
5991 R_TimeReport("clbboxes");
5993 if (r_showbboxes.value > 0)
5995 R_DrawEntityBBoxes(SVVM_prog);
5996 if (r_timereport_active)
5997 R_TimeReport("svbboxes");
6001 if (r_transparent.integer)
6003 R_MeshQueue_RenderTransparent();
6004 if (r_timereport_active)
6005 R_TimeReport("drawtrans");
6008 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))
6010 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6011 if (r_timereport_active)
6012 R_TimeReport("worlddebug");
6013 R_DrawModelsDebug();
6014 if (r_timereport_active)
6015 R_TimeReport("modeldebug");
6018 if (cl.csqc_vidvars.drawworld)
6020 R_Shadow_DrawCoronas();
6021 if (r_timereport_active)
6022 R_TimeReport("coronas");
6025 // don't let sound skip if going slow
6026 if (r_refdef.scene.extraupdate)
6030 static const unsigned short bboxelements[36] =
6040 #define BBOXEDGES 13
6041 static const float bboxedges[BBOXEDGES][6] =
6044 { 0, 0, 0, 1, 1, 1 },
6046 { 0, 0, 0, 0, 1, 0 },
6047 { 0, 0, 0, 1, 0, 0 },
6048 { 0, 1, 0, 1, 1, 0 },
6049 { 1, 0, 0, 1, 1, 0 },
6051 { 0, 0, 1, 0, 1, 1 },
6052 { 0, 0, 1, 1, 0, 1 },
6053 { 0, 1, 1, 1, 1, 1 },
6054 { 1, 0, 1, 1, 1, 1 },
6056 { 0, 0, 0, 0, 0, 1 },
6057 { 1, 0, 0, 1, 0, 1 },
6058 { 0, 1, 0, 0, 1, 1 },
6059 { 1, 1, 0, 1, 1, 1 },
6062 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6064 int numvertices = BBOXEDGES * 8;
6065 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6066 int numtriangles = BBOXEDGES * 12;
6067 unsigned short elements[BBOXEDGES * 36];
6069 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6071 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6073 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6074 GL_DepthMask(false);
6075 GL_DepthRange(0, 1);
6076 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6078 for (edge = 0; edge < BBOXEDGES; edge++)
6080 for (i = 0; i < 3; i++)
6082 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6083 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6085 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6086 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6087 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6088 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6089 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6090 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6091 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6092 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6093 for (i = 0; i < 36; i++)
6094 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6096 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6097 if (r_refdef.fogenabled)
6099 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6101 f1 = RSurf_FogVertex(v);
6103 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6104 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6105 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6108 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6109 R_Mesh_ResetTextureState();
6110 R_SetupShader_Generic_NoTexture(false, false);
6111 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6114 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6116 // hacky overloading of the parameters
6117 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6120 prvm_edict_t *edict;
6122 GL_CullFace(GL_NONE);
6123 R_SetupShader_Generic_NoTexture(false, false);
6125 for (i = 0;i < numsurfaces;i++)
6127 edict = PRVM_EDICT_NUM(surfacelist[i]);
6128 switch ((int)PRVM_serveredictfloat(edict, solid))
6130 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6131 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6132 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6133 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6134 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6135 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6136 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6138 if (prog == CLVM_prog)
6139 color[3] *= r_showbboxes_client.value;
6141 color[3] *= r_showbboxes.value;
6142 color[3] = bound(0, color[3], 1);
6143 GL_DepthTest(!r_showdisabledepthtest.integer);
6144 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6148 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6151 prvm_edict_t *edict;
6157 for (i = 0; i < prog->num_edicts; i++)
6159 edict = PRVM_EDICT_NUM(i);
6162 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6163 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6165 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6167 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6168 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6172 static const int nomodelelement3i[24] =
6184 static const unsigned short nomodelelement3s[24] =
6196 static const float nomodelvertex3f[6*3] =
6206 static const float nomodelcolor4f[6*4] =
6208 0.0f, 0.0f, 0.5f, 1.0f,
6209 0.0f, 0.0f, 0.5f, 1.0f,
6210 0.0f, 0.5f, 0.0f, 1.0f,
6211 0.0f, 0.5f, 0.0f, 1.0f,
6212 0.5f, 0.0f, 0.0f, 1.0f,
6213 0.5f, 0.0f, 0.0f, 1.0f
6216 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6222 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);
6224 // this is only called once per entity so numsurfaces is always 1, and
6225 // surfacelist is always {0}, so this code does not handle batches
6227 if (rsurface.ent_flags & RENDER_ADDITIVE)
6229 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6230 GL_DepthMask(false);
6232 else if (ent->alpha < 1)
6234 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6235 GL_DepthMask(false);
6239 GL_BlendFunc(GL_ONE, GL_ZERO);
6242 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6243 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6244 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6245 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6246 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6247 for (i = 0, c = color4f;i < 6;i++, c += 4)
6249 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6250 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6251 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6254 if (r_refdef.fogenabled)
6256 for (i = 0, c = color4f;i < 6;i++, c += 4)
6258 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6260 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6261 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6262 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6265 // R_Mesh_ResetTextureState();
6266 R_SetupShader_Generic_NoTexture(false, false);
6267 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6268 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6271 void R_DrawNoModel(entity_render_t *ent)
6274 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6275 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6276 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6278 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6281 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6283 vec3_t right1, right2, diff, normal;
6285 VectorSubtract (org2, org1, normal);
6287 // calculate 'right' vector for start
6288 VectorSubtract (r_refdef.view.origin, org1, diff);
6289 CrossProduct (normal, diff, right1);
6290 VectorNormalize (right1);
6292 // calculate 'right' vector for end
6293 VectorSubtract (r_refdef.view.origin, org2, diff);
6294 CrossProduct (normal, diff, right2);
6295 VectorNormalize (right2);
6297 vert[ 0] = org1[0] + width * right1[0];
6298 vert[ 1] = org1[1] + width * right1[1];
6299 vert[ 2] = org1[2] + width * right1[2];
6300 vert[ 3] = org1[0] - width * right1[0];
6301 vert[ 4] = org1[1] - width * right1[1];
6302 vert[ 5] = org1[2] - width * right1[2];
6303 vert[ 6] = org2[0] - width * right2[0];
6304 vert[ 7] = org2[1] - width * right2[1];
6305 vert[ 8] = org2[2] - width * right2[2];
6306 vert[ 9] = org2[0] + width * right2[0];
6307 vert[10] = org2[1] + width * right2[1];
6308 vert[11] = org2[2] + width * right2[2];
6311 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)
6313 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6314 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6315 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6316 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6317 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6318 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6319 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6320 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6321 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6322 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6323 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6324 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6327 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6332 VectorSet(v, x, y, z);
6333 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6334 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6336 if (i == mesh->numvertices)
6338 if (mesh->numvertices < mesh->maxvertices)
6340 VectorCopy(v, vertex3f);
6341 mesh->numvertices++;
6343 return mesh->numvertices;
6349 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6353 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6354 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6355 e = mesh->element3i + mesh->numtriangles * 3;
6356 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6358 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6359 if (mesh->numtriangles < mesh->maxtriangles)
6364 mesh->numtriangles++;
6366 element[1] = element[2];
6370 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6374 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6375 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6376 e = mesh->element3i + mesh->numtriangles * 3;
6377 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6379 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6380 if (mesh->numtriangles < mesh->maxtriangles)
6385 mesh->numtriangles++;
6387 element[1] = element[2];
6391 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6392 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6394 int planenum, planenum2;
6397 mplane_t *plane, *plane2;
6399 double temppoints[2][256*3];
6400 // figure out how large a bounding box we need to properly compute this brush
6402 for (w = 0;w < numplanes;w++)
6403 maxdist = max(maxdist, fabs(planes[w].dist));
6404 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6405 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6406 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6410 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6411 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6413 if (planenum2 == planenum)
6415 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);
6418 if (tempnumpoints < 3)
6420 // generate elements forming a triangle fan for this polygon
6421 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6425 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6427 if(parms[0] == 0 && parms[1] == 0)
6429 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6430 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6435 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6438 index = parms[2] + rsurface.shadertime * parms[3];
6439 index -= floor(index);
6440 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6443 case Q3WAVEFUNC_NONE:
6444 case Q3WAVEFUNC_NOISE:
6445 case Q3WAVEFUNC_COUNT:
6448 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6449 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6450 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6451 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6452 case Q3WAVEFUNC_TRIANGLE:
6454 f = index - floor(index);
6467 f = parms[0] + parms[1] * f;
6468 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6469 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6473 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6480 matrix4x4_t matrix, temp;
6481 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6482 // it's better to have one huge fixup every 9 hours than gradual
6483 // degradation over time which looks consistently bad after many hours.
6485 // tcmod scroll in particular suffers from this degradation which can't be
6486 // effectively worked around even with floor() tricks because we don't
6487 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6488 // a workaround involving floor() would be incorrect anyway...
6489 shadertime = rsurface.shadertime;
6490 if (shadertime >= 32768.0f)
6491 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6492 switch(tcmod->tcmod)
6496 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6497 matrix = r_waterscrollmatrix;
6499 matrix = identitymatrix;
6501 case Q3TCMOD_ENTITYTRANSLATE:
6502 // this is used in Q3 to allow the gamecode to control texcoord
6503 // scrolling on the entity, which is not supported in darkplaces yet.
6504 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6506 case Q3TCMOD_ROTATE:
6507 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6508 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6509 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6512 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6514 case Q3TCMOD_SCROLL:
6515 // this particular tcmod is a "bug for bug" compatible one with regards to
6516 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6517 // specifically did the wrapping and so we must mimic that...
6518 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6519 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6520 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6522 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6523 w = (int) tcmod->parms[0];
6524 h = (int) tcmod->parms[1];
6525 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6527 idx = (int) floor(f * w * h);
6528 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6530 case Q3TCMOD_STRETCH:
6531 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6532 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6534 case Q3TCMOD_TRANSFORM:
6535 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6536 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6537 VectorSet(tcmat + 6, 0 , 0 , 1);
6538 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6539 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6541 case Q3TCMOD_TURBULENT:
6542 // this is handled in the RSurf_PrepareVertices function
6543 matrix = identitymatrix;
6547 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6550 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6552 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6553 char name[MAX_QPATH];
6554 skinframe_t *skinframe;
6555 unsigned char pixels[296*194];
6556 dp_strlcpy(cache->name, skinname, sizeof(cache->name));
6557 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6558 if (developer_loading.integer)
6559 Con_Printf("loading %s\n", name);
6560 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6561 if (!skinframe || !skinframe->base)
6564 fs_offset_t filesize;
6566 f = FS_LoadFile(name, tempmempool, true, &filesize);
6569 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6570 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6574 cache->skinframe = skinframe;
6577 texture_t *R_GetCurrentTexture(texture_t *t)
6580 const entity_render_t *ent = rsurface.entity;
6581 model_t *model = ent->model; // when calling this, ent must not be NULL
6582 q3shaderinfo_layer_tcmod_t *tcmod;
6583 float specularscale = 0.0f;
6585 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6586 return t->currentframe;
6587 t->update_lastrenderframe = r_textureframe;
6588 t->update_lastrenderentity = (void *)ent;
6590 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6591 t->camera_entity = ent->entitynumber;
6593 t->camera_entity = 0;
6595 // switch to an alternate material if this is a q1bsp animated material
6597 texture_t *texture = t;
6598 int s = rsurface.ent_skinnum;
6599 if ((unsigned int)s >= (unsigned int)model->numskins)
6601 if (model->skinscenes)
6603 if (model->skinscenes[s].framecount > 1)
6604 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6606 s = model->skinscenes[s].firstframe;
6609 t = t + s * model->num_surfaces;
6612 // use an alternate animation if the entity's frame is not 0,
6613 // and only if the texture has an alternate animation
6614 if (t->animated == 2) // q2bsp
6615 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6616 else if (rsurface.ent_alttextures && t->anim_total[1])
6617 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6619 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6621 texture->currentframe = t;
6624 // update currentskinframe to be a qw skin or animation frame
6625 if (rsurface.ent_qwskin >= 0)
6627 i = rsurface.ent_qwskin;
6628 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6630 r_qwskincache_size = cl.maxclients;
6632 Mem_Free(r_qwskincache);
6633 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6635 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6636 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6637 t->currentskinframe = r_qwskincache[i].skinframe;
6638 if (t->materialshaderpass && t->currentskinframe == NULL)
6639 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6641 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6642 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6643 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6644 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6646 t->currentmaterialflags = t->basematerialflags;
6647 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6648 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6649 t->currentalpha *= r_wateralpha.value;
6650 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6651 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6652 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6653 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6655 // decide on which type of lighting to use for this surface
6656 if (rsurface.entity->render_modellight_forced)
6657 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6658 if (rsurface.entity->render_rtlight_disabled)
6659 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6660 if (rsurface.entity->render_lightgrid)
6661 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6662 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6664 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6665 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6666 for (q = 0; q < 3; q++)
6668 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6669 t->render_modellight_lightdir_world[q] = q == 2;
6670 t->render_modellight_lightdir_local[q] = q == 2;
6671 t->render_modellight_ambient[q] = 1;
6672 t->render_modellight_diffuse[q] = 0;
6673 t->render_modellight_specular[q] = 0;
6674 t->render_lightmap_ambient[q] = 0;
6675 t->render_lightmap_diffuse[q] = 0;
6676 t->render_lightmap_specular[q] = 0;
6677 t->render_rtlight_diffuse[q] = 0;
6678 t->render_rtlight_specular[q] = 0;
6681 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6683 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6684 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6685 for (q = 0; q < 3; q++)
6687 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6688 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6689 t->render_modellight_lightdir_world[q] = q == 2;
6690 t->render_modellight_lightdir_local[q] = q == 2;
6691 t->render_modellight_diffuse[q] = 0;
6692 t->render_modellight_specular[q] = 0;
6693 t->render_lightmap_ambient[q] = 0;
6694 t->render_lightmap_diffuse[q] = 0;
6695 t->render_lightmap_specular[q] = 0;
6696 t->render_rtlight_diffuse[q] = 0;
6697 t->render_rtlight_specular[q] = 0;
6700 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6702 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6703 for (q = 0; q < 3; q++)
6705 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6706 t->render_modellight_lightdir_world[q] = q == 2;
6707 t->render_modellight_lightdir_local[q] = q == 2;
6708 t->render_modellight_ambient[q] = 0;
6709 t->render_modellight_diffuse[q] = 0;
6710 t->render_modellight_specular[q] = 0;
6711 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6712 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6713 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6714 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6715 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6718 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6720 // ambient + single direction light (modellight)
6721 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6722 for (q = 0; q < 3; q++)
6724 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6725 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6726 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6727 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6728 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6729 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6730 t->render_lightmap_ambient[q] = 0;
6731 t->render_lightmap_diffuse[q] = 0;
6732 t->render_lightmap_specular[q] = 0;
6733 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6734 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6739 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6740 for (q = 0; q < 3; q++)
6742 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6743 t->render_modellight_lightdir_world[q] = q == 2;
6744 t->render_modellight_lightdir_local[q] = q == 2;
6745 t->render_modellight_ambient[q] = 0;
6746 t->render_modellight_diffuse[q] = 0;
6747 t->render_modellight_specular[q] = 0;
6748 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6749 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6750 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6751 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6752 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6756 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6758 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6759 // attribute, we punt it to the lightmap path and hope for the best,
6760 // but lighting doesn't work.
6762 // FIXME: this is fine for effects but CSQC polygons should be subject
6764 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6765 for (q = 0; q < 3; q++)
6767 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6768 t->render_modellight_lightdir_world[q] = q == 2;
6769 t->render_modellight_lightdir_local[q] = q == 2;
6770 t->render_modellight_ambient[q] = 0;
6771 t->render_modellight_diffuse[q] = 0;
6772 t->render_modellight_specular[q] = 0;
6773 t->render_lightmap_ambient[q] = 0;
6774 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6775 t->render_lightmap_specular[q] = 0;
6776 t->render_rtlight_diffuse[q] = 0;
6777 t->render_rtlight_specular[q] = 0;
6781 for (q = 0; q < 3; q++)
6783 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6784 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6787 if (rsurface.ent_flags & RENDER_ADDITIVE)
6788 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6789 else if (t->currentalpha < 1)
6790 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6791 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6792 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6793 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6794 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6795 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6796 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6797 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6798 if (t->backgroundshaderpass)
6799 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6800 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6802 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6803 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6806 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6807 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6809 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6810 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6812 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6813 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6815 // there is no tcmod
6816 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6818 t->currenttexmatrix = r_waterscrollmatrix;
6819 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6821 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6823 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6824 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6827 if (t->materialshaderpass)
6828 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6829 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6831 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6832 if (t->currentskinframe->qpixels)
6833 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6834 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6835 if (!t->basetexture)
6836 t->basetexture = r_texture_notexture;
6837 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6838 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6839 t->nmaptexture = t->currentskinframe->nmap;
6840 if (!t->nmaptexture)
6841 t->nmaptexture = r_texture_blanknormalmap;
6842 t->glosstexture = r_texture_black;
6843 t->glowtexture = t->currentskinframe->glow;
6844 t->fogtexture = t->currentskinframe->fog;
6845 t->reflectmasktexture = t->currentskinframe->reflect;
6846 if (t->backgroundshaderpass)
6848 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6849 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6850 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6851 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6852 t->backgroundglosstexture = r_texture_black;
6853 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6854 if (!t->backgroundnmaptexture)
6855 t->backgroundnmaptexture = r_texture_blanknormalmap;
6856 // make sure that if glow is going to be used, both textures are not NULL
6857 if (!t->backgroundglowtexture && t->glowtexture)
6858 t->backgroundglowtexture = r_texture_black;
6859 if (!t->glowtexture && t->backgroundglowtexture)
6860 t->glowtexture = r_texture_black;
6864 t->backgroundbasetexture = r_texture_white;
6865 t->backgroundnmaptexture = r_texture_blanknormalmap;
6866 t->backgroundglosstexture = r_texture_black;
6867 t->backgroundglowtexture = NULL;
6869 t->specularpower = r_shadow_glossexponent.value;
6870 // TODO: store reference values for these in the texture?
6871 if (r_shadow_gloss.integer > 0)
6873 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6875 if (r_shadow_glossintensity.value > 0)
6877 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6878 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6879 specularscale = r_shadow_glossintensity.value;
6882 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6884 t->glosstexture = r_texture_white;
6885 t->backgroundglosstexture = r_texture_white;
6886 specularscale = r_shadow_gloss2intensity.value;
6887 t->specularpower = r_shadow_gloss2exponent.value;
6890 specularscale *= t->specularscalemod;
6891 t->specularpower *= t->specularpowermod;
6893 // lightmaps mode looks bad with dlights using actual texturing, so turn
6894 // off the colormap and glossmap, but leave the normalmap on as it still
6895 // accurately represents the shading involved
6896 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6898 t->basetexture = r_texture_grey128;
6899 t->pantstexture = r_texture_black;
6900 t->shirttexture = r_texture_black;
6901 if (gl_lightmaps.integer < 2)
6902 t->nmaptexture = r_texture_blanknormalmap;
6903 t->glosstexture = r_texture_black;
6904 t->glowtexture = NULL;
6905 t->fogtexture = NULL;
6906 t->reflectmasktexture = NULL;
6907 t->backgroundbasetexture = NULL;
6908 if (gl_lightmaps.integer < 2)
6909 t->backgroundnmaptexture = r_texture_blanknormalmap;
6910 t->backgroundglosstexture = r_texture_black;
6911 t->backgroundglowtexture = NULL;
6913 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6916 if (specularscale != 1.0f)
6918 for (q = 0; q < 3; q++)
6920 t->render_modellight_specular[q] *= specularscale;
6921 t->render_lightmap_specular[q] *= specularscale;
6922 t->render_rtlight_specular[q] *= specularscale;
6926 t->currentblendfunc[0] = GL_ONE;
6927 t->currentblendfunc[1] = GL_ZERO;
6928 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6930 t->currentblendfunc[0] = GL_SRC_ALPHA;
6931 t->currentblendfunc[1] = GL_ONE;
6933 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6935 t->currentblendfunc[0] = GL_SRC_ALPHA;
6936 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6938 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6940 t->currentblendfunc[0] = t->customblendfunc[0];
6941 t->currentblendfunc[1] = t->customblendfunc[1];
6947 rsurfacestate_t rsurface;
6949 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6951 model_t *model = ent->model;
6952 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6954 rsurface.entity = (entity_render_t *)ent;
6955 rsurface.skeleton = ent->skeleton;
6956 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6957 rsurface.ent_skinnum = ent->skinnum;
6958 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;
6959 rsurface.ent_flags = ent->flags;
6960 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6961 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6962 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6963 rsurface.matrix = ent->matrix;
6964 rsurface.inversematrix = ent->inversematrix;
6965 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6966 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6967 R_EntityMatrix(&rsurface.matrix);
6968 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6969 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6970 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6971 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6972 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6973 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6974 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6975 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6976 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6977 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6978 if (ent->model->brush.submodel && !prepass)
6980 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6981 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6983 // if the animcache code decided it should use the shader path, skip the deform step
6984 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6985 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6986 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6987 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6988 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6989 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6991 if (ent->animcache_vertex3f)
6993 r_refdef.stats[r_stat_batch_entitycache_count]++;
6994 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6995 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6996 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6997 rsurface.modelvertex3f = ent->animcache_vertex3f;
6998 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6999 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7000 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7001 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7002 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7003 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7004 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7005 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7006 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7007 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7008 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7010 else if (wanttangents)
7012 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7013 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7014 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7015 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7016 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7017 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7018 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7019 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7020 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7021 rsurface.modelvertex3f_vertexbuffer = NULL;
7022 rsurface.modelvertex3f_bufferoffset = 0;
7023 rsurface.modelvertex3f_vertexbuffer = 0;
7024 rsurface.modelvertex3f_bufferoffset = 0;
7025 rsurface.modelsvector3f_vertexbuffer = 0;
7026 rsurface.modelsvector3f_bufferoffset = 0;
7027 rsurface.modeltvector3f_vertexbuffer = 0;
7028 rsurface.modeltvector3f_bufferoffset = 0;
7029 rsurface.modelnormal3f_vertexbuffer = 0;
7030 rsurface.modelnormal3f_bufferoffset = 0;
7032 else if (wantnormals)
7034 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7035 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7036 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7037 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7038 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7039 rsurface.modelsvector3f = NULL;
7040 rsurface.modeltvector3f = NULL;
7041 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7042 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7043 rsurface.modelvertex3f_vertexbuffer = NULL;
7044 rsurface.modelvertex3f_bufferoffset = 0;
7045 rsurface.modelvertex3f_vertexbuffer = 0;
7046 rsurface.modelvertex3f_bufferoffset = 0;
7047 rsurface.modelsvector3f_vertexbuffer = 0;
7048 rsurface.modelsvector3f_bufferoffset = 0;
7049 rsurface.modeltvector3f_vertexbuffer = 0;
7050 rsurface.modeltvector3f_bufferoffset = 0;
7051 rsurface.modelnormal3f_vertexbuffer = 0;
7052 rsurface.modelnormal3f_bufferoffset = 0;
7056 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7057 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7058 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7059 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7060 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7061 rsurface.modelsvector3f = NULL;
7062 rsurface.modeltvector3f = NULL;
7063 rsurface.modelnormal3f = NULL;
7064 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7065 rsurface.modelvertex3f_vertexbuffer = NULL;
7066 rsurface.modelvertex3f_bufferoffset = 0;
7067 rsurface.modelvertex3f_vertexbuffer = 0;
7068 rsurface.modelvertex3f_bufferoffset = 0;
7069 rsurface.modelsvector3f_vertexbuffer = 0;
7070 rsurface.modelsvector3f_bufferoffset = 0;
7071 rsurface.modeltvector3f_vertexbuffer = 0;
7072 rsurface.modeltvector3f_bufferoffset = 0;
7073 rsurface.modelnormal3f_vertexbuffer = 0;
7074 rsurface.modelnormal3f_bufferoffset = 0;
7076 rsurface.modelgeneratedvertex = true;
7080 if (rsurface.entityskeletaltransform3x4)
7082 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7083 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7084 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7085 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7089 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7090 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7091 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7092 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7094 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7095 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7096 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7097 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7098 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7099 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7100 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7101 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7102 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7103 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7104 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7105 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7106 rsurface.modelgeneratedvertex = false;
7108 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7109 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7110 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7111 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7112 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7113 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7114 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7115 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7116 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7117 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7118 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7119 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7120 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7121 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7122 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7123 rsurface.modelelement3i = model->surfmesh.data_element3i;
7124 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7125 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7126 rsurface.modelelement3s = model->surfmesh.data_element3s;
7127 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7128 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7129 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7130 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7131 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7132 rsurface.modelsurfaces = model->data_surfaces;
7133 rsurface.batchgeneratedvertex = false;
7134 rsurface.batchfirstvertex = 0;
7135 rsurface.batchnumvertices = 0;
7136 rsurface.batchfirsttriangle = 0;
7137 rsurface.batchnumtriangles = 0;
7138 rsurface.batchvertex3f = NULL;
7139 rsurface.batchvertex3f_vertexbuffer = NULL;
7140 rsurface.batchvertex3f_bufferoffset = 0;
7141 rsurface.batchsvector3f = NULL;
7142 rsurface.batchsvector3f_vertexbuffer = NULL;
7143 rsurface.batchsvector3f_bufferoffset = 0;
7144 rsurface.batchtvector3f = NULL;
7145 rsurface.batchtvector3f_vertexbuffer = NULL;
7146 rsurface.batchtvector3f_bufferoffset = 0;
7147 rsurface.batchnormal3f = NULL;
7148 rsurface.batchnormal3f_vertexbuffer = NULL;
7149 rsurface.batchnormal3f_bufferoffset = 0;
7150 rsurface.batchlightmapcolor4f = NULL;
7151 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7152 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7153 rsurface.batchtexcoordtexture2f = NULL;
7154 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7155 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7156 rsurface.batchtexcoordlightmap2f = NULL;
7157 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7158 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7159 rsurface.batchskeletalindex4ub = NULL;
7160 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7161 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7162 rsurface.batchskeletalweight4ub = NULL;
7163 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7164 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7165 rsurface.batchelement3i = NULL;
7166 rsurface.batchelement3i_indexbuffer = NULL;
7167 rsurface.batchelement3i_bufferoffset = 0;
7168 rsurface.batchelement3s = NULL;
7169 rsurface.batchelement3s_indexbuffer = NULL;
7170 rsurface.batchelement3s_bufferoffset = 0;
7171 rsurface.forcecurrenttextureupdate = false;
7174 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
7176 rsurface.entity = r_refdef.scene.worldentity;
7177 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7178 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7179 // A better approach could be making this copy only once per frame.
7180 static entity_render_t custom_entity;
7182 custom_entity = *rsurface.entity;
7183 for (q = 0; q < 3; ++q) {
7184 float colormod = q == 0 ? r : q == 1 ? g : b;
7185 custom_entity.render_fullbright[q] *= colormod;
7186 custom_entity.render_modellight_ambient[q] *= colormod;
7187 custom_entity.render_modellight_diffuse[q] *= colormod;
7188 custom_entity.render_lightmap_ambient[q] *= colormod;
7189 custom_entity.render_lightmap_diffuse[q] *= colormod;
7190 custom_entity.render_rtlight_diffuse[q] *= colormod;
7192 custom_entity.alpha *= a;
7193 rsurface.entity = &custom_entity;
7195 rsurface.skeleton = NULL;
7196 rsurface.ent_skinnum = 0;
7197 rsurface.ent_qwskin = -1;
7198 rsurface.ent_flags = entflags;
7199 rsurface.shadertime = r_refdef.scene.time - shadertime;
7200 rsurface.modelnumvertices = numvertices;
7201 rsurface.modelnumtriangles = numtriangles;
7202 rsurface.matrix = *matrix;
7203 rsurface.inversematrix = *inversematrix;
7204 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7205 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7206 R_EntityMatrix(&rsurface.matrix);
7207 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7208 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7209 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7210 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7211 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7212 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7213 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7214 rsurface.frameblend[0].lerp = 1;
7215 rsurface.ent_alttextures = false;
7216 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7217 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7218 rsurface.entityskeletaltransform3x4 = NULL;
7219 rsurface.entityskeletaltransform3x4buffer = NULL;
7220 rsurface.entityskeletaltransform3x4offset = 0;
7221 rsurface.entityskeletaltransform3x4size = 0;
7222 rsurface.entityskeletalnumtransforms = 0;
7223 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7224 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7225 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7226 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7229 rsurface.modelvertex3f = (float *)vertex3f;
7230 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7231 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7232 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7234 else if (wantnormals)
7236 rsurface.modelvertex3f = (float *)vertex3f;
7237 rsurface.modelsvector3f = NULL;
7238 rsurface.modeltvector3f = NULL;
7239 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7243 rsurface.modelvertex3f = (float *)vertex3f;
7244 rsurface.modelsvector3f = NULL;
7245 rsurface.modeltvector3f = NULL;
7246 rsurface.modelnormal3f = NULL;
7248 rsurface.modelvertex3f_vertexbuffer = 0;
7249 rsurface.modelvertex3f_bufferoffset = 0;
7250 rsurface.modelsvector3f_vertexbuffer = 0;
7251 rsurface.modelsvector3f_bufferoffset = 0;
7252 rsurface.modeltvector3f_vertexbuffer = 0;
7253 rsurface.modeltvector3f_bufferoffset = 0;
7254 rsurface.modelnormal3f_vertexbuffer = 0;
7255 rsurface.modelnormal3f_bufferoffset = 0;
7256 rsurface.modelgeneratedvertex = true;
7257 rsurface.modellightmapcolor4f = (float *)color4f;
7258 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7259 rsurface.modellightmapcolor4f_bufferoffset = 0;
7260 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7261 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7262 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7263 rsurface.modeltexcoordlightmap2f = NULL;
7264 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7265 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7266 rsurface.modelskeletalindex4ub = NULL;
7267 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7268 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7269 rsurface.modelskeletalweight4ub = NULL;
7270 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7271 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7272 rsurface.modelelement3i = (int *)element3i;
7273 rsurface.modelelement3i_indexbuffer = NULL;
7274 rsurface.modelelement3i_bufferoffset = 0;
7275 rsurface.modelelement3s = (unsigned short *)element3s;
7276 rsurface.modelelement3s_indexbuffer = NULL;
7277 rsurface.modelelement3s_bufferoffset = 0;
7278 rsurface.modellightmapoffsets = NULL;
7279 rsurface.modelsurfaces = NULL;
7280 rsurface.batchgeneratedvertex = false;
7281 rsurface.batchfirstvertex = 0;
7282 rsurface.batchnumvertices = 0;
7283 rsurface.batchfirsttriangle = 0;
7284 rsurface.batchnumtriangles = 0;
7285 rsurface.batchvertex3f = NULL;
7286 rsurface.batchvertex3f_vertexbuffer = NULL;
7287 rsurface.batchvertex3f_bufferoffset = 0;
7288 rsurface.batchsvector3f = NULL;
7289 rsurface.batchsvector3f_vertexbuffer = NULL;
7290 rsurface.batchsvector3f_bufferoffset = 0;
7291 rsurface.batchtvector3f = NULL;
7292 rsurface.batchtvector3f_vertexbuffer = NULL;
7293 rsurface.batchtvector3f_bufferoffset = 0;
7294 rsurface.batchnormal3f = NULL;
7295 rsurface.batchnormal3f_vertexbuffer = NULL;
7296 rsurface.batchnormal3f_bufferoffset = 0;
7297 rsurface.batchlightmapcolor4f = NULL;
7298 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7299 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7300 rsurface.batchtexcoordtexture2f = NULL;
7301 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7302 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7303 rsurface.batchtexcoordlightmap2f = NULL;
7304 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7305 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7306 rsurface.batchskeletalindex4ub = NULL;
7307 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7308 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7309 rsurface.batchskeletalweight4ub = NULL;
7310 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7311 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7312 rsurface.batchelement3i = NULL;
7313 rsurface.batchelement3i_indexbuffer = NULL;
7314 rsurface.batchelement3i_bufferoffset = 0;
7315 rsurface.batchelement3s = NULL;
7316 rsurface.batchelement3s_indexbuffer = NULL;
7317 rsurface.batchelement3s_bufferoffset = 0;
7318 rsurface.forcecurrenttextureupdate = true;
7320 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7322 if ((wantnormals || wanttangents) && !normal3f)
7324 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7325 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7327 if (wanttangents && !svector3f)
7329 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7330 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7331 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7336 float RSurf_FogPoint(const float *v)
7338 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7339 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7340 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7341 float FogHeightFade = r_refdef.fogheightfade;
7343 unsigned int fogmasktableindex;
7344 if (r_refdef.fogplaneviewabove)
7345 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7347 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7348 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7349 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7352 float RSurf_FogVertex(const float *v)
7354 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7355 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7356 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7357 float FogHeightFade = rsurface.fogheightfade;
7359 unsigned int fogmasktableindex;
7360 if (r_refdef.fogplaneviewabove)
7361 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7363 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7364 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7365 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7368 void RSurf_UploadBuffersForBatch(void)
7370 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7371 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7372 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7373 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7374 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7375 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7376 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7377 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7378 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7379 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7380 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7381 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7382 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7383 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7384 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7385 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7386 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7387 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7388 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7389 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7391 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7392 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7393 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7394 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7396 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7397 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7398 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7399 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7400 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7401 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7402 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7403 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7404 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7405 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7408 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7411 for (i = 0;i < numelements;i++)
7412 outelement3i[i] = inelement3i[i] + adjust;
7415 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7416 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7424 int surfacefirsttriangle;
7425 int surfacenumtriangles;
7426 int surfacefirstvertex;
7427 int surfaceendvertex;
7428 int surfacenumvertices;
7429 int batchnumsurfaces = texturenumsurfaces;
7430 int batchnumvertices;
7431 int batchnumtriangles;
7434 qbool dynamicvertex;
7437 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7440 q3shaderinfo_deform_t *deform;
7441 const msurface_t *surface, *firstsurface;
7442 if (!texturenumsurfaces)
7444 // find vertex range of this surface batch
7446 firstsurface = texturesurfacelist[0];
7447 firsttriangle = firstsurface->num_firsttriangle;
7448 batchnumvertices = 0;
7449 batchnumtriangles = 0;
7450 firstvertex = endvertex = firstsurface->num_firstvertex;
7451 for (i = 0;i < texturenumsurfaces;i++)
7453 surface = texturesurfacelist[i];
7454 if (surface != firstsurface + i)
7456 surfacefirstvertex = surface->num_firstvertex;
7457 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7458 surfacenumvertices = surface->num_vertices;
7459 surfacenumtriangles = surface->num_triangles;
7460 if (firstvertex > surfacefirstvertex)
7461 firstvertex = surfacefirstvertex;
7462 if (endvertex < surfaceendvertex)
7463 endvertex = surfaceendvertex;
7464 batchnumvertices += surfacenumvertices;
7465 batchnumtriangles += surfacenumtriangles;
7468 r_refdef.stats[r_stat_batch_batches]++;
7470 r_refdef.stats[r_stat_batch_withgaps]++;
7471 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7472 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7473 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7475 // we now know the vertex range used, and if there are any gaps in it
7476 rsurface.batchfirstvertex = firstvertex;
7477 rsurface.batchnumvertices = endvertex - firstvertex;
7478 rsurface.batchfirsttriangle = firsttriangle;
7479 rsurface.batchnumtriangles = batchnumtriangles;
7481 // check if any dynamic vertex processing must occur
7482 dynamicvertex = false;
7484 // we must use vertexbuffers for rendering, we can upload vertex buffers
7485 // easily enough but if the basevertex is non-zero it becomes more
7486 // difficult, so force dynamicvertex path in that case - it's suboptimal
7487 // but the most optimal case is to have the geometry sources provide their
7489 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7490 dynamicvertex = true;
7492 // a cvar to force the dynamic vertex path to be taken, for debugging
7493 if (r_batch_debugdynamicvertexpath.integer)
7497 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7498 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7499 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7500 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7502 dynamicvertex = true;
7505 // if there is a chance of animated vertex colors, it's a dynamic batch
7506 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7510 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7511 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7512 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7513 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7515 dynamicvertex = true;
7518 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7520 switch (deform->deform)
7523 case Q3DEFORM_PROJECTIONSHADOW:
7524 case Q3DEFORM_TEXT0:
7525 case Q3DEFORM_TEXT1:
7526 case Q3DEFORM_TEXT2:
7527 case Q3DEFORM_TEXT3:
7528 case Q3DEFORM_TEXT4:
7529 case Q3DEFORM_TEXT5:
7530 case Q3DEFORM_TEXT6:
7531 case Q3DEFORM_TEXT7:
7534 case Q3DEFORM_AUTOSPRITE:
7537 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7538 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7539 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7540 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7542 dynamicvertex = true;
7543 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7545 case Q3DEFORM_AUTOSPRITE2:
7548 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7549 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7550 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7551 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7553 dynamicvertex = true;
7554 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7556 case Q3DEFORM_NORMAL:
7559 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7560 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7561 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7562 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7564 dynamicvertex = true;
7565 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7568 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7569 break; // if wavefunc is a nop, ignore this transform
7572 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7573 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7574 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7575 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7577 dynamicvertex = true;
7578 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7580 case Q3DEFORM_BULGE:
7583 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7584 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7585 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7586 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7588 dynamicvertex = true;
7589 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7592 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7593 break; // if wavefunc is a nop, ignore this transform
7596 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7597 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7598 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7599 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7601 dynamicvertex = true;
7602 batchneed |= BATCHNEED_ARRAY_VERTEX;
7606 if (rsurface.texture->materialshaderpass)
7608 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7611 case Q3TCGEN_TEXTURE:
7613 case Q3TCGEN_LIGHTMAP:
7616 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7617 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7618 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7619 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7621 dynamicvertex = true;
7622 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7624 case Q3TCGEN_VECTOR:
7627 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7628 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7629 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7630 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7632 dynamicvertex = true;
7633 batchneed |= BATCHNEED_ARRAY_VERTEX;
7635 case Q3TCGEN_ENVIRONMENT:
7638 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7639 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7640 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7641 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7643 dynamicvertex = true;
7644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7647 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7651 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7652 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7653 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7654 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7656 dynamicvertex = true;
7657 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7661 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7662 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7663 // we ensure this by treating the vertex batch as dynamic...
7664 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7668 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7669 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7670 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7671 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7673 dynamicvertex = true;
7676 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7677 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7678 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7680 rsurface.batchvertex3f = rsurface.modelvertex3f;
7681 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7682 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7683 rsurface.batchsvector3f = rsurface.modelsvector3f;
7684 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7685 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7686 rsurface.batchtvector3f = rsurface.modeltvector3f;
7687 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7688 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7689 rsurface.batchnormal3f = rsurface.modelnormal3f;
7690 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7691 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7692 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7693 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7694 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7695 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7696 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7697 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7698 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7699 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7700 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7701 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7702 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7703 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7704 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7705 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7706 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7707 rsurface.batchelement3i = rsurface.modelelement3i;
7708 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7709 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7710 rsurface.batchelement3s = rsurface.modelelement3s;
7711 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7712 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7713 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7714 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7715 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7716 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7717 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7719 // if any dynamic vertex processing has to occur in software, we copy the
7720 // entire surface list together before processing to rebase the vertices
7721 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7723 // if any gaps exist and we do not have a static vertex buffer, we have to
7724 // copy the surface list together to avoid wasting upload bandwidth on the
7725 // vertices in the gaps.
7727 // if gaps exist and we have a static vertex buffer, we can choose whether
7728 // to combine the index buffer ranges into one dynamic index buffer or
7729 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7731 // in many cases the batch is reduced to one draw call.
7733 rsurface.batchmultidraw = false;
7734 rsurface.batchmultidrawnumsurfaces = 0;
7735 rsurface.batchmultidrawsurfacelist = NULL;
7739 // static vertex data, just set pointers...
7740 rsurface.batchgeneratedvertex = false;
7741 // if there are gaps, we want to build a combined index buffer,
7742 // otherwise use the original static buffer with an appropriate offset
7745 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7746 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7747 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7748 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7749 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7751 rsurface.batchmultidraw = true;
7752 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7753 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7756 // build a new triangle elements array for this batch
7757 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7758 rsurface.batchfirsttriangle = 0;
7760 for (i = 0;i < texturenumsurfaces;i++)
7762 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7763 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7764 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7765 numtriangles += surfacenumtriangles;
7767 rsurface.batchelement3i_indexbuffer = NULL;
7768 rsurface.batchelement3i_bufferoffset = 0;
7769 rsurface.batchelement3s = NULL;
7770 rsurface.batchelement3s_indexbuffer = NULL;
7771 rsurface.batchelement3s_bufferoffset = 0;
7772 if (endvertex <= 65536)
7774 // make a 16bit (unsigned short) index array if possible
7775 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7776 for (i = 0;i < numtriangles*3;i++)
7777 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7782 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7783 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7784 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7785 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7790 // something needs software processing, do it for real...
7791 // we only directly handle separate array data in this case and then
7792 // generate interleaved data if needed...
7793 rsurface.batchgeneratedvertex = true;
7794 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7795 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7796 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7797 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7799 // now copy the vertex data into a combined array and make an index array
7800 // (this is what Quake3 does all the time)
7801 // we also apply any skeletal animation here that would have been done in
7802 // the vertex shader, because most of the dynamic vertex animation cases
7803 // need actual vertex positions and normals
7804 //if (dynamicvertex)
7806 rsurface.batchvertex3f = NULL;
7807 rsurface.batchvertex3f_vertexbuffer = NULL;
7808 rsurface.batchvertex3f_bufferoffset = 0;
7809 rsurface.batchsvector3f = NULL;
7810 rsurface.batchsvector3f_vertexbuffer = NULL;
7811 rsurface.batchsvector3f_bufferoffset = 0;
7812 rsurface.batchtvector3f = NULL;
7813 rsurface.batchtvector3f_vertexbuffer = NULL;
7814 rsurface.batchtvector3f_bufferoffset = 0;
7815 rsurface.batchnormal3f = NULL;
7816 rsurface.batchnormal3f_vertexbuffer = NULL;
7817 rsurface.batchnormal3f_bufferoffset = 0;
7818 rsurface.batchlightmapcolor4f = NULL;
7819 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7820 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7821 rsurface.batchtexcoordtexture2f = NULL;
7822 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7823 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7824 rsurface.batchtexcoordlightmap2f = NULL;
7825 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7826 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7827 rsurface.batchskeletalindex4ub = NULL;
7828 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7829 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7830 rsurface.batchskeletalweight4ub = NULL;
7831 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7832 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7833 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7834 rsurface.batchelement3i_indexbuffer = NULL;
7835 rsurface.batchelement3i_bufferoffset = 0;
7836 rsurface.batchelement3s = NULL;
7837 rsurface.batchelement3s_indexbuffer = NULL;
7838 rsurface.batchelement3s_bufferoffset = 0;
7839 rsurface.batchskeletaltransform3x4buffer = NULL;
7840 rsurface.batchskeletaltransform3x4offset = 0;
7841 rsurface.batchskeletaltransform3x4size = 0;
7842 // we'll only be setting up certain arrays as needed
7843 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7844 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7845 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7846 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7847 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7849 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7850 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7852 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7853 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7854 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7855 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7856 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7857 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7858 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7860 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7861 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7865 for (i = 0;i < texturenumsurfaces;i++)
7867 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7868 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7869 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7870 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7871 // copy only the data requested
7872 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7874 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7876 if (rsurface.batchvertex3f)
7877 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7879 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7881 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7883 if (rsurface.modelnormal3f)
7884 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7886 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7888 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7890 if (rsurface.modelsvector3f)
7892 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7893 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7897 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7898 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7901 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7903 if (rsurface.modellightmapcolor4f)
7904 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7906 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7908 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7910 if (rsurface.modeltexcoordtexture2f)
7911 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7913 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7915 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7917 if (rsurface.modeltexcoordlightmap2f)
7918 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7920 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7922 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7924 if (rsurface.modelskeletalindex4ub)
7926 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7927 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7931 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7932 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7933 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7934 for (j = 0;j < surfacenumvertices;j++)
7939 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7940 numvertices += surfacenumvertices;
7941 numtriangles += surfacenumtriangles;
7944 // generate a 16bit index array as well if possible
7945 // (in general, dynamic batches fit)
7946 if (numvertices <= 65536)
7948 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7949 for (i = 0;i < numtriangles*3;i++)
7950 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7953 // since we've copied everything, the batch now starts at 0
7954 rsurface.batchfirstvertex = 0;
7955 rsurface.batchnumvertices = batchnumvertices;
7956 rsurface.batchfirsttriangle = 0;
7957 rsurface.batchnumtriangles = batchnumtriangles;
7960 // apply skeletal animation that would have been done in the vertex shader
7961 if (rsurface.batchskeletaltransform3x4)
7963 const unsigned char *si;
7964 const unsigned char *sw;
7966 const float *b = rsurface.batchskeletaltransform3x4;
7967 float *vp, *vs, *vt, *vn;
7969 float m[3][4], n[3][4];
7970 float tp[3], ts[3], tt[3], tn[3];
7971 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7972 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7973 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7974 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7975 si = rsurface.batchskeletalindex4ub;
7976 sw = rsurface.batchskeletalweight4ub;
7977 vp = rsurface.batchvertex3f;
7978 vs = rsurface.batchsvector3f;
7979 vt = rsurface.batchtvector3f;
7980 vn = rsurface.batchnormal3f;
7981 memset(m[0], 0, sizeof(m));
7982 memset(n[0], 0, sizeof(n));
7983 for (i = 0;i < batchnumvertices;i++)
7985 t[0] = b + si[0]*12;
7988 // common case - only one matrix
8002 else if (sw[2] + sw[3])
8005 t[1] = b + si[1]*12;
8006 t[2] = b + si[2]*12;
8007 t[3] = b + si[3]*12;
8008 w[0] = sw[0] * (1.0f / 255.0f);
8009 w[1] = sw[1] * (1.0f / 255.0f);
8010 w[2] = sw[2] * (1.0f / 255.0f);
8011 w[3] = sw[3] * (1.0f / 255.0f);
8012 // blend the matrices
8013 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8014 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8015 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8016 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8017 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8018 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8019 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8020 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8021 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8022 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8023 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8024 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8029 t[1] = b + si[1]*12;
8030 w[0] = sw[0] * (1.0f / 255.0f);
8031 w[1] = sw[1] * (1.0f / 255.0f);
8032 // blend the matrices
8033 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8034 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8035 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8036 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8037 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8038 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8039 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8040 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8041 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8042 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8043 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8044 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8048 // modify the vertex
8050 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8051 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8052 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8056 // the normal transformation matrix is a set of cross products...
8057 CrossProduct(m[1], m[2], n[0]);
8058 CrossProduct(m[2], m[0], n[1]);
8059 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8061 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8062 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8063 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8064 VectorNormalize(vn);
8069 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8070 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8071 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8072 VectorNormalize(vs);
8075 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8076 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8077 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8078 VectorNormalize(vt);
8083 rsurface.batchskeletaltransform3x4 = NULL;
8084 rsurface.batchskeletalnumtransforms = 0;
8087 // q1bsp surfaces rendered in vertex color mode have to have colors
8088 // calculated based on lightstyles
8089 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8091 // generate color arrays for the surfaces in this list
8096 const unsigned char *lm;
8097 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8098 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8099 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8101 for (i = 0;i < texturenumsurfaces;i++)
8103 surface = texturesurfacelist[i];
8104 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8105 surfacenumvertices = surface->num_vertices;
8106 if (surface->lightmapinfo->samples)
8108 for (j = 0;j < surfacenumvertices;j++)
8110 lm = surface->lightmapinfo->samples + offsets[j];
8111 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8112 VectorScale(lm, scale, c);
8113 if (surface->lightmapinfo->styles[1] != 255)
8115 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8117 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8118 VectorMA(c, scale, lm, c);
8119 if (surface->lightmapinfo->styles[2] != 255)
8122 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8123 VectorMA(c, scale, lm, c);
8124 if (surface->lightmapinfo->styles[3] != 255)
8127 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8128 VectorMA(c, scale, lm, c);
8135 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);
8141 for (j = 0;j < surfacenumvertices;j++)
8143 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8150 // if vertices are deformed (sprite flares and things in maps, possibly
8151 // water waves, bulges and other deformations), modify the copied vertices
8153 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8156 switch (deform->deform)
8159 case Q3DEFORM_PROJECTIONSHADOW:
8160 case Q3DEFORM_TEXT0:
8161 case Q3DEFORM_TEXT1:
8162 case Q3DEFORM_TEXT2:
8163 case Q3DEFORM_TEXT3:
8164 case Q3DEFORM_TEXT4:
8165 case Q3DEFORM_TEXT5:
8166 case Q3DEFORM_TEXT6:
8167 case Q3DEFORM_TEXT7:
8170 case Q3DEFORM_AUTOSPRITE:
8171 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8172 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8173 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8174 VectorNormalize(newforward);
8175 VectorNormalize(newright);
8176 VectorNormalize(newup);
8177 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8178 // rsurface.batchvertex3f_vertexbuffer = NULL;
8179 // rsurface.batchvertex3f_bufferoffset = 0;
8180 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8181 // rsurface.batchsvector3f_vertexbuffer = NULL;
8182 // rsurface.batchsvector3f_bufferoffset = 0;
8183 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8184 // rsurface.batchtvector3f_vertexbuffer = NULL;
8185 // rsurface.batchtvector3f_bufferoffset = 0;
8186 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8187 // rsurface.batchnormal3f_vertexbuffer = NULL;
8188 // rsurface.batchnormal3f_bufferoffset = 0;
8189 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8190 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8191 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8192 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8193 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);
8194 // a single autosprite surface can contain multiple sprites...
8195 for (j = 0;j < batchnumvertices - 3;j += 4)
8197 VectorClear(center);
8198 for (i = 0;i < 4;i++)
8199 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8200 VectorScale(center, 0.25f, center);
8201 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8202 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8203 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8204 for (i = 0;i < 4;i++)
8206 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8207 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8210 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8211 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8212 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);
8214 case Q3DEFORM_AUTOSPRITE2:
8215 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8216 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8217 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8218 VectorNormalize(newforward);
8219 VectorNormalize(newright);
8220 VectorNormalize(newup);
8221 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8222 // rsurface.batchvertex3f_vertexbuffer = NULL;
8223 // rsurface.batchvertex3f_bufferoffset = 0;
8225 const float *v1, *v2;
8235 memset(shortest, 0, sizeof(shortest));
8236 // a single autosprite surface can contain multiple sprites...
8237 for (j = 0;j < batchnumvertices - 3;j += 4)
8239 VectorClear(center);
8240 for (i = 0;i < 4;i++)
8241 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8242 VectorScale(center, 0.25f, center);
8243 // find the two shortest edges, then use them to define the
8244 // axis vectors for rotating around the central axis
8245 for (i = 0;i < 6;i++)
8247 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8248 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8249 l = VectorDistance2(v1, v2);
8250 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8252 l += (1.0f / 1024.0f);
8253 if (shortest[0].length2 > l || i == 0)
8255 shortest[1] = shortest[0];
8256 shortest[0].length2 = l;
8257 shortest[0].v1 = v1;
8258 shortest[0].v2 = v2;
8260 else if (shortest[1].length2 > l || i == 1)
8262 shortest[1].length2 = l;
8263 shortest[1].v1 = v1;
8264 shortest[1].v2 = v2;
8267 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8268 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8269 // this calculates the right vector from the shortest edge
8270 // and the up vector from the edge midpoints
8271 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8272 VectorNormalize(right);
8273 VectorSubtract(end, start, up);
8274 VectorNormalize(up);
8275 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8276 VectorSubtract(rsurface.localvieworigin, center, forward);
8277 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8278 VectorNegate(forward, forward);
8279 VectorReflect(forward, 0, up, forward);
8280 VectorNormalize(forward);
8281 CrossProduct(up, forward, newright);
8282 VectorNormalize(newright);
8283 // rotate the quad around the up axis vector, this is made
8284 // especially easy by the fact we know the quad is flat,
8285 // so we only have to subtract the center position and
8286 // measure distance along the right vector, and then
8287 // multiply that by the newright vector and add back the
8289 // we also need to subtract the old position to undo the
8290 // displacement from the center, which we do with a
8291 // DotProduct, the subtraction/addition of center is also
8292 // optimized into DotProducts here
8293 l = DotProduct(right, center);
8294 for (i = 0;i < 4;i++)
8296 v1 = rsurface.batchvertex3f + 3*(j+i);
8297 f = DotProduct(right, v1) - l;
8298 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8302 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8304 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8305 // rsurface.batchnormal3f_vertexbuffer = NULL;
8306 // rsurface.batchnormal3f_bufferoffset = 0;
8307 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8309 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8311 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8312 // rsurface.batchsvector3f_vertexbuffer = NULL;
8313 // rsurface.batchsvector3f_bufferoffset = 0;
8314 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8315 // rsurface.batchtvector3f_vertexbuffer = NULL;
8316 // rsurface.batchtvector3f_bufferoffset = 0;
8317 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8320 case Q3DEFORM_NORMAL:
8321 // deform the normals to make reflections wavey
8322 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8323 rsurface.batchnormal3f_vertexbuffer = NULL;
8324 rsurface.batchnormal3f_bufferoffset = 0;
8325 for (j = 0;j < batchnumvertices;j++)
8328 float *normal = rsurface.batchnormal3f + 3*j;
8329 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8330 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8331 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8332 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8333 VectorNormalize(normal);
8335 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8337 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8338 // rsurface.batchsvector3f_vertexbuffer = NULL;
8339 // rsurface.batchsvector3f_bufferoffset = 0;
8340 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8341 // rsurface.batchtvector3f_vertexbuffer = NULL;
8342 // rsurface.batchtvector3f_bufferoffset = 0;
8343 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);
8347 // deform vertex array to make wavey water and flags and such
8348 waveparms[0] = deform->waveparms[0];
8349 waveparms[1] = deform->waveparms[1];
8350 waveparms[2] = deform->waveparms[2];
8351 waveparms[3] = deform->waveparms[3];
8352 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8353 break; // if wavefunc is a nop, don't make a dynamic vertex array
8354 // this is how a divisor of vertex influence on deformation
8355 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8356 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8357 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8358 // rsurface.batchvertex3f_vertexbuffer = NULL;
8359 // rsurface.batchvertex3f_bufferoffset = 0;
8360 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8361 // rsurface.batchnormal3f_vertexbuffer = NULL;
8362 // rsurface.batchnormal3f_bufferoffset = 0;
8363 for (j = 0;j < batchnumvertices;j++)
8365 // if the wavefunc depends on time, evaluate it per-vertex
8368 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8369 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8371 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8373 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8374 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8375 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8377 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8378 // rsurface.batchsvector3f_vertexbuffer = NULL;
8379 // rsurface.batchsvector3f_bufferoffset = 0;
8380 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8381 // rsurface.batchtvector3f_vertexbuffer = NULL;
8382 // rsurface.batchtvector3f_bufferoffset = 0;
8383 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8386 case Q3DEFORM_BULGE:
8387 // deform vertex array to make the surface have moving bulges
8388 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8389 // rsurface.batchvertex3f_vertexbuffer = NULL;
8390 // rsurface.batchvertex3f_bufferoffset = 0;
8391 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8392 // rsurface.batchnormal3f_vertexbuffer = NULL;
8393 // rsurface.batchnormal3f_bufferoffset = 0;
8394 for (j = 0;j < batchnumvertices;j++)
8396 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8397 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8399 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8400 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8401 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8403 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8404 // rsurface.batchsvector3f_vertexbuffer = NULL;
8405 // rsurface.batchsvector3f_bufferoffset = 0;
8406 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8407 // rsurface.batchtvector3f_vertexbuffer = NULL;
8408 // rsurface.batchtvector3f_bufferoffset = 0;
8409 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);
8413 // deform vertex array
8414 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8415 break; // if wavefunc is a nop, don't make a dynamic vertex array
8416 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8417 VectorScale(deform->parms, scale, waveparms);
8418 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8419 // rsurface.batchvertex3f_vertexbuffer = NULL;
8420 // rsurface.batchvertex3f_bufferoffset = 0;
8421 for (j = 0;j < batchnumvertices;j++)
8422 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8427 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8429 // generate texcoords based on the chosen texcoord source
8430 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8433 case Q3TCGEN_TEXTURE:
8435 case Q3TCGEN_LIGHTMAP:
8436 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8437 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8438 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8439 if (rsurface.batchtexcoordlightmap2f)
8440 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8442 case Q3TCGEN_VECTOR:
8443 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8444 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8445 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8446 for (j = 0;j < batchnumvertices;j++)
8448 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8449 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8452 case Q3TCGEN_ENVIRONMENT:
8453 // make environment reflections using a spheremap
8454 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8455 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8456 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8457 for (j = 0;j < batchnumvertices;j++)
8459 // identical to Q3A's method, but executed in worldspace so
8460 // carried models can be shiny too
8462 float viewer[3], d, reflected[3], worldreflected[3];
8464 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8465 // VectorNormalize(viewer);
8467 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8469 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8470 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8471 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8472 // note: this is proportinal to viewer, so we can normalize later
8474 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8475 VectorNormalize(worldreflected);
8477 // note: this sphere map only uses world x and z!
8478 // so positive and negative y will LOOK THE SAME.
8479 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8480 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8484 // the only tcmod that needs software vertex processing is turbulent, so
8485 // check for it here and apply the changes if needed
8486 // and we only support that as the first one
8487 // (handling a mixture of turbulent and other tcmods would be problematic
8488 // without punting it entirely to a software path)
8489 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8491 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8492 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8493 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8494 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8495 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8496 for (j = 0;j < batchnumvertices;j++)
8498 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);
8499 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8505 void RSurf_DrawBatch(void)
8507 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8508 // through the pipeline, killing it earlier in the pipeline would have
8509 // per-surface overhead rather than per-batch overhead, so it's best to
8510 // reject it here, before it hits glDraw.
8511 if (rsurface.batchnumtriangles == 0)
8514 // batch debugging code
8515 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8521 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8522 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8525 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8527 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8529 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8530 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);
8537 if (rsurface.batchmultidraw)
8539 // issue multiple draws rather than copying index data
8540 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8541 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8542 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8543 for (i = 0;i < numsurfaces;)
8545 // combine consecutive surfaces as one draw
8546 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8547 if (surfacelist[j] != surfacelist[k] + 1)
8549 firstvertex = surfacelist[i]->num_firstvertex;
8550 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8551 firsttriangle = surfacelist[i]->num_firsttriangle;
8552 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8553 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);
8559 // there is only one consecutive run of index data (may have been combined)
8560 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);
8564 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8566 // pick the closest matching water plane
8567 int planeindex, vertexindex, bestplaneindex = -1;
8571 r_waterstate_waterplane_t *p;
8572 qbool prepared = false;
8574 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8576 if(p->camera_entity != rsurface.texture->camera_entity)
8581 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8583 if(rsurface.batchnumvertices == 0)
8586 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8588 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8589 d += fabs(PlaneDiff(vert, &p->plane));
8591 if (bestd > d || bestplaneindex < 0)
8594 bestplaneindex = planeindex;
8597 return bestplaneindex;
8598 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8599 // this situation though, as it might be better to render single larger
8600 // batches with useless stuff (backface culled for example) than to
8601 // render multiple smaller batches
8604 void RSurf_SetupDepthAndCulling(bool ui)
8606 // submodels are biased to avoid z-fighting with world surfaces that they
8607 // may be exactly overlapping (avoids z-fighting artifacts on certain
8608 // doors and things in Quake maps)
8609 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8610 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8611 GL_DepthTest(!ui && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8612 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8615 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8619 float p[3], mins[3], maxs[3];
8621 // transparent sky would be ridiculous
8622 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8624 R_SetupShader_Generic_NoTexture(false, false);
8625 skyrenderlater = true;
8626 RSurf_SetupDepthAndCulling(false);
8629 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8630 if (r_sky_scissor.integer)
8632 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8633 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8635 Matrix4x4_Transform(&rsurface.matrix, v, p);
8638 if (mins[0] > p[0]) mins[0] = p[0];
8639 if (mins[1] > p[1]) mins[1] = p[1];
8640 if (mins[2] > p[2]) mins[2] = p[2];
8641 if (maxs[0] < p[0]) maxs[0] = p[0];
8642 if (maxs[1] < p[1]) maxs[1] = p[1];
8643 if (maxs[2] < p[2]) maxs[2] = p[2];
8647 VectorCopy(p, mins);
8648 VectorCopy(p, maxs);
8651 if (!R_ScissorForBBox(mins, maxs, scissor))
8655 if (skyscissor[0] > scissor[0])
8657 skyscissor[2] += skyscissor[0] - scissor[0];
8658 skyscissor[0] = scissor[0];
8660 if (skyscissor[1] > scissor[1])
8662 skyscissor[3] += skyscissor[1] - scissor[1];
8663 skyscissor[1] = scissor[1];
8665 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8666 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8667 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8668 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8671 Vector4Copy(scissor, skyscissor);
8675 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8676 // skymasking on them, and Quake3 never did sky masking (unlike
8677 // software Quake and software Quake2), so disable the sky masking
8678 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8679 // and skymasking also looks very bad when noclipping outside the
8680 // level, so don't use it then either.
8681 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8683 R_Mesh_ResetTextureState();
8684 if (skyrendermasked)
8686 R_SetupShader_DepthOrShadow(false, false, false);
8687 // depth-only (masking)
8688 GL_ColorMask(0, 0, 0, 0);
8689 // just to make sure that braindead drivers don't draw
8690 // anything despite that colormask...
8691 GL_BlendFunc(GL_ZERO, GL_ONE);
8692 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8693 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8697 R_SetupShader_Generic_NoTexture(false, false);
8699 GL_BlendFunc(GL_ONE, GL_ZERO);
8700 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8701 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8702 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8705 if (skyrendermasked)
8706 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8708 R_Mesh_ResetTextureState();
8709 GL_Color(1, 1, 1, 1);
8712 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8713 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8714 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8716 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8720 // render screenspace normalmap to texture
8722 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8727 // bind lightmap texture
8729 // water/refraction/reflection/camera surfaces have to be handled specially
8730 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8732 int start, end, startplaneindex;
8733 for (start = 0;start < texturenumsurfaces;start = end)
8735 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8736 if(startplaneindex < 0)
8738 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8739 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8743 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8745 // now that we have a batch using the same planeindex, render it
8746 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8748 // render water or distortion background
8750 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8752 // blend surface on top
8753 GL_DepthMask(false);
8754 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8757 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8759 // render surface with reflection texture as input
8760 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8761 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8768 // render surface batch normally
8769 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8770 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8774 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8778 int texturesurfaceindex;
8780 const msurface_t *surface;
8781 float surfacecolor4f[4];
8783 texture_t *t = rsurface.texture;
8785 // R_Mesh_ResetTextureState();
8786 R_SetupShader_Generic_NoTexture(false, false);
8788 GL_BlendFunc(GL_ONE, GL_ZERO);
8789 GL_DepthMask(writedepth);
8791 switch (r_showsurfaces.integer)
8795 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8797 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8799 surface = texturesurfacelist[texturesurfaceindex];
8800 k = (int)(((size_t)surface) / sizeof(msurface_t));
8801 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8802 for (j = 0;j < surface->num_vertices;j++)
8804 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8810 if(t && t->currentskinframe)
8812 Vector4Copy(t->currentskinframe->avgcolor, c);
8813 c[3] *= t->currentalpha;
8817 Vector4Set(c, 1, 0, 1, 1);
8819 if (t && (t->pantstexture || t->shirttexture))
8821 VectorMAM(0.7, t->render_colormap_pants, 0.3, t->render_colormap_shirt, c);
8823 VectorScale(c, 2 * r_refdef.view.colorscale, c);
8824 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
8825 c[3] *= r_wateralpha.value;
8826 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8828 if (rsurface.modellightmapcolor4f)
8830 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8832 surface = texturesurfacelist[texturesurfaceindex];
8833 for (j = 0;j < surface->num_vertices;j++)
8835 float *ptr = rsurface.batchlightmapcolor4f + 4 * vi;
8836 Vector4Multiply(ptr, c, ptr);
8843 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8845 surface = texturesurfacelist[texturesurfaceindex];
8846 for (j = 0;j < surface->num_vertices;j++)
8848 float *ptr = rsurface.batchlightmapcolor4f + 4 * vi;
8849 Vector4Copy(c, ptr);
8856 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8860 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8863 RSurf_SetupDepthAndCulling(ui);
8864 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8866 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8869 switch (vid.renderpath)
8871 case RENDERPATH_GL32:
8872 case RENDERPATH_GLES2:
8873 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8879 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8882 int texturenumsurfaces, endsurface;
8884 const msurface_t *surface;
8885 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8887 RSurf_ActiveModelEntity(ent, true, true, false);
8889 if (r_transparentdepthmasking.integer)
8891 qbool setup = false;
8892 for (i = 0;i < numsurfaces;i = j)
8895 surface = rsurface.modelsurfaces + surfacelist[i];
8896 texture = surface->texture;
8897 rsurface.texture = R_GetCurrentTexture(texture);
8898 rsurface.lightmaptexture = NULL;
8899 rsurface.deluxemaptexture = NULL;
8900 rsurface.uselightmaptexture = false;
8901 // scan ahead until we find a different texture
8902 endsurface = min(i + 1024, numsurfaces);
8903 texturenumsurfaces = 0;
8904 texturesurfacelist[texturenumsurfaces++] = surface;
8905 for (;j < endsurface;j++)
8907 surface = rsurface.modelsurfaces + surfacelist[j];
8908 if (texture != surface->texture)
8910 texturesurfacelist[texturenumsurfaces++] = surface;
8912 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8914 // render the range of surfaces as depth
8918 GL_ColorMask(0,0,0,0);
8921 GL_BlendFunc(GL_ONE, GL_ZERO);
8923 // R_Mesh_ResetTextureState();
8925 RSurf_SetupDepthAndCulling(false);
8926 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8927 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8928 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8932 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8935 for (i = 0;i < numsurfaces;i = j)
8938 surface = rsurface.modelsurfaces + surfacelist[i];
8939 texture = surface->texture;
8940 rsurface.texture = R_GetCurrentTexture(texture);
8941 // scan ahead until we find a different texture
8942 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8943 texturenumsurfaces = 0;
8944 texturesurfacelist[texturenumsurfaces++] = surface;
8945 rsurface.lightmaptexture = surface->lightmaptexture;
8946 rsurface.deluxemaptexture = surface->deluxemaptexture;
8947 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8948 for (;j < endsurface;j++)
8950 surface = rsurface.modelsurfaces + surfacelist[j];
8951 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8953 texturesurfacelist[texturenumsurfaces++] = surface;
8955 // render the range of surfaces
8956 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8958 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8961 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8963 // transparent surfaces get pushed off into the transparent queue
8964 int surfacelistindex;
8965 const msurface_t *surface;
8966 vec3_t tempcenter, center;
8967 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8969 surface = texturesurfacelist[surfacelistindex];
8970 if (r_transparent_sortsurfacesbynearest.integer)
8972 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8973 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8974 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8978 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8979 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8980 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8982 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8983 if (rsurface.entity->transparent_offset) // transparent offset
8985 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8986 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8987 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8989 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);
8993 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8995 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8997 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8999 RSurf_SetupDepthAndCulling(false);
9000 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9001 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9002 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9006 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9010 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9012 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9015 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9017 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9018 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9020 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9022 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9023 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9024 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9026 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9028 // in the deferred case, transparent surfaces were queued during prepass
9029 if (!r_shadow_usingdeferredprepass)
9030 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9034 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9035 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9040 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9044 R_FrameData_SetMark();
9045 // break the surface list down into batches by texture and use of lightmapping
9046 for (i = 0;i < numsurfaces;i = j)
9049 // texture is the base texture pointer, rsurface.texture is the
9050 // current frame/skin the texture is directing us to use (for example
9051 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9052 // use skin 1 instead)
9053 texture = surfacelist[i]->texture;
9054 rsurface.texture = R_GetCurrentTexture(texture);
9055 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9057 // if this texture is not the kind we want, skip ahead to the next one
9058 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9062 if(depthonly || prepass)
9064 rsurface.lightmaptexture = NULL;
9065 rsurface.deluxemaptexture = NULL;
9066 rsurface.uselightmaptexture = false;
9067 // simply scan ahead until we find a different texture or lightmap state
9068 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9073 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9074 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9075 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9076 // simply scan ahead until we find a different texture or lightmap state
9077 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9080 // render the range of surfaces
9081 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9083 R_FrameData_ReturnToMark();
9086 float locboxvertex3f[6*4*3] =
9088 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9089 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9090 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9091 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9092 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9093 1,0,0, 0,0,0, 0,1,0, 1,1,0
9096 unsigned short locboxelements[6*2*3] =
9106 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9109 cl_locnode_t *loc = (cl_locnode_t *)ent;
9111 float vertex3f[6*4*3];
9113 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9114 GL_DepthMask(false);
9115 GL_DepthRange(0, 1);
9116 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9118 GL_CullFace(GL_NONE);
9119 R_EntityMatrix(&identitymatrix);
9121 // R_Mesh_ResetTextureState();
9124 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9125 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9126 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9127 surfacelist[0] < 0 ? 0.5f : 0.125f);
9129 if (VectorCompare(loc->mins, loc->maxs))
9131 VectorSet(size, 2, 2, 2);
9132 VectorMA(loc->mins, -0.5f, size, mins);
9136 VectorCopy(loc->mins, mins);
9137 VectorSubtract(loc->maxs, loc->mins, size);
9140 for (i = 0;i < 6*4*3;)
9141 for (j = 0;j < 3;j++, i++)
9142 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9144 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9145 R_SetupShader_Generic_NoTexture(false, false);
9146 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9149 void R_DrawLocs(void)
9152 cl_locnode_t *loc, *nearestloc;
9154 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9155 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9157 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9158 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9162 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9164 if (decalsystem->decals)
9165 Mem_Free(decalsystem->decals);
9166 memset(decalsystem, 0, sizeof(*decalsystem));
9169 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)
9175 // expand or initialize the system
9176 if (decalsystem->maxdecals <= decalsystem->numdecals)
9178 decalsystem_t old = *decalsystem;
9179 qbool useshortelements;
9180 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9181 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9182 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)));
9183 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9184 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9185 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9186 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9187 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9188 if (decalsystem->numdecals)
9189 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9191 Mem_Free(old.decals);
9192 for (i = 0;i < decalsystem->maxdecals*3;i++)
9193 decalsystem->element3i[i] = i;
9194 if (useshortelements)
9195 for (i = 0;i < decalsystem->maxdecals*3;i++)
9196 decalsystem->element3s[i] = i;
9199 // grab a decal and search for another free slot for the next one
9200 decals = decalsystem->decals;
9201 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9202 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9204 decalsystem->freedecal = i;
9205 if (decalsystem->numdecals <= i)
9206 decalsystem->numdecals = i + 1;
9208 // initialize the decal
9210 decal->triangleindex = triangleindex;
9211 decal->surfaceindex = surfaceindex;
9212 decal->decalsequence = decalsequence;
9213 decal->color4f[0][0] = c0[0];
9214 decal->color4f[0][1] = c0[1];
9215 decal->color4f[0][2] = c0[2];
9216 decal->color4f[0][3] = 1;
9217 decal->color4f[1][0] = c1[0];
9218 decal->color4f[1][1] = c1[1];
9219 decal->color4f[1][2] = c1[2];
9220 decal->color4f[1][3] = 1;
9221 decal->color4f[2][0] = c2[0];
9222 decal->color4f[2][1] = c2[1];
9223 decal->color4f[2][2] = c2[2];
9224 decal->color4f[2][3] = 1;
9225 decal->vertex3f[0][0] = v0[0];
9226 decal->vertex3f[0][1] = v0[1];
9227 decal->vertex3f[0][2] = v0[2];
9228 decal->vertex3f[1][0] = v1[0];
9229 decal->vertex3f[1][1] = v1[1];
9230 decal->vertex3f[1][2] = v1[2];
9231 decal->vertex3f[2][0] = v2[0];
9232 decal->vertex3f[2][1] = v2[1];
9233 decal->vertex3f[2][2] = v2[2];
9234 decal->texcoord2f[0][0] = t0[0];
9235 decal->texcoord2f[0][1] = t0[1];
9236 decal->texcoord2f[1][0] = t1[0];
9237 decal->texcoord2f[1][1] = t1[1];
9238 decal->texcoord2f[2][0] = t2[0];
9239 decal->texcoord2f[2][1] = t2[1];
9240 TriangleNormal(v0, v1, v2, decal->plane);
9241 VectorNormalize(decal->plane);
9242 decal->plane[3] = DotProduct(v0, decal->plane);
9245 extern cvar_t cl_decals_bias;
9246 extern cvar_t cl_decals_models;
9247 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9248 // baseparms, parms, temps
9249 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9254 const float *vertex3f;
9255 const float *normal3f;
9257 float points[2][9][3];
9264 e = rsurface.modelelement3i + 3*triangleindex;
9266 vertex3f = rsurface.modelvertex3f;
9267 normal3f = rsurface.modelnormal3f;
9271 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9273 index = 3*e[cornerindex];
9274 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9279 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9281 index = 3*e[cornerindex];
9282 VectorCopy(vertex3f + index, v[cornerindex]);
9287 //TriangleNormal(v[0], v[1], v[2], normal);
9288 //if (DotProduct(normal, localnormal) < 0.0f)
9290 // clip by each of the box planes formed from the projection matrix
9291 // if anything survives, we emit the decal
9292 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]);
9295 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]);
9298 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]);
9301 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]);
9304 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]);
9307 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]);
9310 // some part of the triangle survived, so we have to accept it...
9313 // dynamic always uses the original triangle
9315 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9317 index = 3*e[cornerindex];
9318 VectorCopy(vertex3f + index, v[cornerindex]);
9321 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9323 // convert vertex positions to texcoords
9324 Matrix4x4_Transform(projection, v[cornerindex], temp);
9325 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9326 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9327 // calculate distance fade from the projection origin
9328 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9329 f = bound(0.0f, f, 1.0f);
9330 c[cornerindex][0] = r * f;
9331 c[cornerindex][1] = g * f;
9332 c[cornerindex][2] = b * f;
9333 c[cornerindex][3] = 1.0f;
9334 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9337 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);
9339 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9340 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);
9342 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)
9344 matrix4x4_t projection;
9345 decalsystem_t *decalsystem;
9348 const msurface_t *surface;
9349 const msurface_t *surfaces;
9350 const texture_t *texture;
9354 float localorigin[3];
9355 float localnormal[3];
9363 int bih_triangles_count;
9364 int bih_triangles[256];
9365 int bih_surfaces[256];
9367 decalsystem = &ent->decalsystem;
9369 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9371 R_DecalSystem_Reset(&ent->decalsystem);
9375 if (!model->brush.data_leafs && !cl_decals_models.integer)
9377 if (decalsystem->model)
9378 R_DecalSystem_Reset(decalsystem);
9382 if (decalsystem->model != model)
9383 R_DecalSystem_Reset(decalsystem);
9384 decalsystem->model = model;
9386 RSurf_ActiveModelEntity(ent, true, false, false);
9388 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9389 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9390 VectorNormalize(localnormal);
9391 localsize = worldsize*rsurface.inversematrixscale;
9392 localmins[0] = localorigin[0] - localsize;
9393 localmins[1] = localorigin[1] - localsize;
9394 localmins[2] = localorigin[2] - localsize;
9395 localmaxs[0] = localorigin[0] + localsize;
9396 localmaxs[1] = localorigin[1] + localsize;
9397 localmaxs[2] = localorigin[2] + localsize;
9399 //VectorCopy(localnormal, planes[4]);
9400 //VectorVectors(planes[4], planes[2], planes[0]);
9401 AnglesFromVectors(angles, localnormal, NULL, false);
9402 AngleVectors(angles, planes[0], planes[2], planes[4]);
9403 VectorNegate(planes[0], planes[1]);
9404 VectorNegate(planes[2], planes[3]);
9405 VectorNegate(planes[4], planes[5]);
9406 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9407 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9408 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9409 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9410 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9411 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9416 matrix4x4_t forwardprojection;
9417 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9418 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9423 float projectionvector[4][3];
9424 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9425 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9426 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9427 projectionvector[0][0] = planes[0][0] * ilocalsize;
9428 projectionvector[0][1] = planes[1][0] * ilocalsize;
9429 projectionvector[0][2] = planes[2][0] * ilocalsize;
9430 projectionvector[1][0] = planes[0][1] * ilocalsize;
9431 projectionvector[1][1] = planes[1][1] * ilocalsize;
9432 projectionvector[1][2] = planes[2][1] * ilocalsize;
9433 projectionvector[2][0] = planes[0][2] * ilocalsize;
9434 projectionvector[2][1] = planes[1][2] * ilocalsize;
9435 projectionvector[2][2] = planes[2][2] * ilocalsize;
9436 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9437 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9438 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9439 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9443 dynamic = model->surfmesh.isanimated;
9444 surfaces = model->data_surfaces;
9447 bih_triangles_count = -1;
9450 if(model->render_bih.numleafs)
9451 bih = &model->render_bih;
9452 else if(model->collision_bih.numleafs)
9453 bih = &model->collision_bih;
9456 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9457 if(bih_triangles_count == 0)
9459 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9461 if(bih_triangles_count > 0)
9463 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9465 surfaceindex = bih_surfaces[triangleindex];
9466 surface = surfaces + surfaceindex;
9467 texture = surface->texture;
9470 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9472 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9474 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9479 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9481 surface = surfaces + surfaceindex;
9482 // check cull box first because it rejects more than any other check
9483 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9485 // skip transparent surfaces
9486 texture = surface->texture;
9489 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9491 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9493 numtriangles = surface->num_triangles;
9494 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9495 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9500 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9501 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)
9503 int renderentityindex;
9506 entity_render_t *ent;
9508 worldmins[0] = worldorigin[0] - worldsize;
9509 worldmins[1] = worldorigin[1] - worldsize;
9510 worldmins[2] = worldorigin[2] - worldsize;
9511 worldmaxs[0] = worldorigin[0] + worldsize;
9512 worldmaxs[1] = worldorigin[1] + worldsize;
9513 worldmaxs[2] = worldorigin[2] + worldsize;
9515 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9517 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9519 ent = r_refdef.scene.entities[renderentityindex];
9520 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9523 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9527 typedef struct r_decalsystem_splatqueue_s
9534 unsigned int decalsequence;
9536 r_decalsystem_splatqueue_t;
9538 int r_decalsystem_numqueued = 0;
9539 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9541 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)
9543 r_decalsystem_splatqueue_t *queue;
9545 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9548 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9549 VectorCopy(worldorigin, queue->worldorigin);
9550 VectorCopy(worldnormal, queue->worldnormal);
9551 Vector4Set(queue->color, r, g, b, a);
9552 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9553 queue->worldsize = worldsize;
9554 queue->decalsequence = cl.decalsequence++;
9557 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9560 r_decalsystem_splatqueue_t *queue;
9562 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9563 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);
9564 r_decalsystem_numqueued = 0;
9567 extern cvar_t cl_decals_max;
9568 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9571 decalsystem_t *decalsystem = &ent->decalsystem;
9573 unsigned int killsequence;
9578 if (!decalsystem->numdecals)
9581 if (r_showsurfaces.integer)
9584 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9586 R_DecalSystem_Reset(decalsystem);
9590 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9591 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9593 if (decalsystem->lastupdatetime)
9594 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9597 decalsystem->lastupdatetime = r_refdef.scene.time;
9598 numdecals = decalsystem->numdecals;
9600 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9602 if (decal->color4f[0][3])
9604 decal->lived += frametime;
9605 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9607 memset(decal, 0, sizeof(*decal));
9608 if (decalsystem->freedecal > i)
9609 decalsystem->freedecal = i;
9613 decal = decalsystem->decals;
9614 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9617 // collapse the array by shuffling the tail decals into the gaps
9620 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9621 decalsystem->freedecal++;
9622 if (decalsystem->freedecal == numdecals)
9624 decal[decalsystem->freedecal] = decal[--numdecals];
9627 decalsystem->numdecals = numdecals;
9631 // if there are no decals left, reset decalsystem
9632 R_DecalSystem_Reset(decalsystem);
9636 extern skinframe_t *decalskinframe;
9637 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9640 decalsystem_t *decalsystem = &ent->decalsystem;
9649 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9652 numdecals = decalsystem->numdecals;
9656 if (r_showsurfaces.integer)
9659 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9661 R_DecalSystem_Reset(decalsystem);
9665 // if the model is static it doesn't matter what value we give for
9666 // wantnormals and wanttangents, so this logic uses only rules applicable
9667 // to a model, knowing that they are meaningless otherwise
9668 RSurf_ActiveModelEntity(ent, false, false, false);
9670 decalsystem->lastupdatetime = r_refdef.scene.time;
9672 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9674 // update vertex positions for animated models
9675 v3f = decalsystem->vertex3f;
9676 c4f = decalsystem->color4f;
9677 t2f = decalsystem->texcoord2f;
9678 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9680 if (!decal->color4f[0][3])
9683 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9687 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9690 // update color values for fading decals
9691 if (decal->lived >= cl_decals_time.value)
9692 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9696 c4f[ 0] = decal->color4f[0][0] * alpha;
9697 c4f[ 1] = decal->color4f[0][1] * alpha;
9698 c4f[ 2] = decal->color4f[0][2] * alpha;
9700 c4f[ 4] = decal->color4f[1][0] * alpha;
9701 c4f[ 5] = decal->color4f[1][1] * alpha;
9702 c4f[ 6] = decal->color4f[1][2] * alpha;
9704 c4f[ 8] = decal->color4f[2][0] * alpha;
9705 c4f[ 9] = decal->color4f[2][1] * alpha;
9706 c4f[10] = decal->color4f[2][2] * alpha;
9709 t2f[0] = decal->texcoord2f[0][0];
9710 t2f[1] = decal->texcoord2f[0][1];
9711 t2f[2] = decal->texcoord2f[1][0];
9712 t2f[3] = decal->texcoord2f[1][1];
9713 t2f[4] = decal->texcoord2f[2][0];
9714 t2f[5] = decal->texcoord2f[2][1];
9716 // update vertex positions for animated models
9717 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9719 e = rsurface.modelelement3i + 3*decal->triangleindex;
9720 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9721 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9722 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9726 VectorCopy(decal->vertex3f[0], v3f);
9727 VectorCopy(decal->vertex3f[1], v3f + 3);
9728 VectorCopy(decal->vertex3f[2], v3f + 6);
9731 if (r_refdef.fogenabled)
9733 alpha = RSurf_FogVertex(v3f);
9734 VectorScale(c4f, alpha, c4f);
9735 alpha = RSurf_FogVertex(v3f + 3);
9736 VectorScale(c4f + 4, alpha, c4f + 4);
9737 alpha = RSurf_FogVertex(v3f + 6);
9738 VectorScale(c4f + 8, alpha, c4f + 8);
9749 r_refdef.stats[r_stat_drawndecals] += numtris;
9751 // now render the decals all at once
9752 // (this assumes they all use one particle font texture!)
9753 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);
9754 // R_Mesh_ResetTextureState();
9755 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9756 GL_DepthMask(false);
9757 GL_DepthRange(0, 1);
9758 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9760 GL_CullFace(GL_NONE);
9761 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9762 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9763 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9767 static void R_DrawModelDecals(void)
9771 // fade faster when there are too many decals
9772 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9773 for (i = 0;i < r_refdef.scene.numentities;i++)
9774 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9776 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9777 for (i = 0;i < r_refdef.scene.numentities;i++)
9778 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9779 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9781 R_DecalSystem_ApplySplatEntitiesQueue();
9783 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9784 for (i = 0;i < r_refdef.scene.numentities;i++)
9785 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9787 r_refdef.stats[r_stat_totaldecals] += numdecals;
9789 if (r_showsurfaces.integer || !r_drawdecals.integer)
9792 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9794 for (i = 0;i < r_refdef.scene.numentities;i++)
9796 if (!r_refdef.viewcache.entityvisible[i])
9798 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9799 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9803 static void R_DrawDebugModel(void)
9805 entity_render_t *ent = rsurface.entity;
9807 const msurface_t *surface;
9808 model_t *model = ent->model;
9810 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9813 if (r_showoverdraw.value > 0)
9815 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9816 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9817 R_SetupShader_Generic_NoTexture(false, false);
9818 GL_DepthTest(false);
9819 GL_DepthMask(false);
9820 GL_DepthRange(0, 1);
9821 GL_BlendFunc(GL_ONE, GL_ONE);
9822 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9824 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9826 surface = model->data_surfaces + j;
9827 rsurface.texture = R_GetCurrentTexture(surface->texture);
9828 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9830 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9831 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9832 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9833 GL_Color(c, 0, 0, 1.0f);
9834 else if (ent == r_refdef.scene.worldentity)
9835 GL_Color(c, c, c, 1.0f);
9837 GL_Color(0, c, 0, 1.0f);
9838 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9842 rsurface.texture = NULL;
9845 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9847 // R_Mesh_ResetTextureState();
9848 R_SetupShader_Generic_NoTexture(false, false);
9849 GL_DepthRange(0, 1);
9850 GL_DepthTest(!r_showdisabledepthtest.integer);
9851 GL_DepthMask(false);
9852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9854 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9858 qbool cullbox = false;
9859 const q3mbrush_t *brush;
9860 const bih_t *bih = &model->collision_bih;
9861 const bih_leaf_t *bihleaf;
9862 float vertex3f[3][3];
9863 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9864 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9866 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9868 switch (bihleaf->type)
9871 brush = model->brush.data_brushes + bihleaf->itemindex;
9872 if (brush->colbrushf && brush->colbrushf->numtriangles)
9874 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);
9875 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9876 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9879 case BIH_COLLISIONTRIANGLE:
9880 triangleindex = bihleaf->itemindex;
9881 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9882 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9883 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9884 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);
9885 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9886 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9888 case BIH_RENDERTRIANGLE:
9889 triangleindex = bihleaf->itemindex;
9890 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9891 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9892 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9893 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);
9894 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9895 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9901 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9904 if (r_showtris.value > 0 && qglPolygonMode)
9906 if (r_showdisabledepthtest.integer)
9908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9909 GL_DepthMask(false);
9913 GL_BlendFunc(GL_ONE, GL_ZERO);
9916 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9917 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9919 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9921 surface = model->data_surfaces + j;
9922 rsurface.texture = R_GetCurrentTexture(surface->texture);
9923 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9925 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9926 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9927 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9928 else if (ent == r_refdef.scene.worldentity)
9929 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9931 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9932 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9936 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9937 rsurface.texture = NULL;
9941 // FIXME! implement r_shownormals with just triangles
9942 if (r_shownormals.value != 0 && qglBegin)
9946 if (r_showdisabledepthtest.integer)
9948 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9949 GL_DepthMask(false);
9953 GL_BlendFunc(GL_ONE, GL_ZERO);
9956 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9958 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9960 surface = model->data_surfaces + j;
9961 rsurface.texture = R_GetCurrentTexture(surface->texture);
9962 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9964 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9966 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9968 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9970 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9971 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9972 qglVertex3f(v[0], v[1], v[2]);
9973 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9974 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9975 qglVertex3f(v[0], v[1], v[2]);
9978 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9980 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9982 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9983 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9984 qglVertex3f(v[0], v[1], v[2]);
9985 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9986 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9987 qglVertex3f(v[0], v[1], v[2]);
9990 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9992 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9994 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9995 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9996 qglVertex3f(v[0], v[1], v[2]);
9997 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9998 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9999 qglVertex3f(v[0], v[1], v[2]);
10002 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10004 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10006 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10007 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10008 qglVertex3f(v[0], v[1], v[2]);
10009 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10010 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10011 qglVertex3f(v[0], v[1], v[2]);
10018 rsurface.texture = NULL;
10024 int r_maxsurfacelist = 0;
10025 const msurface_t **r_surfacelist = NULL;
10026 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
10028 int i, j, flagsmask;
10029 model_t *model = ent->model;
10030 msurface_t *surfaces;
10031 unsigned char *update;
10032 int numsurfacelist = 0;
10036 if (r_maxsurfacelist < model->num_surfaces)
10038 r_maxsurfacelist = model->num_surfaces;
10040 Mem_Free((msurface_t **)r_surfacelist);
10041 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10044 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10045 RSurf_ActiveModelEntity(ent, false, false, false);
10047 RSurf_ActiveModelEntity(ent, true, true, true);
10048 else if (depthonly)
10049 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10051 RSurf_ActiveModelEntity(ent, true, true, false);
10053 surfaces = model->data_surfaces;
10054 update = model->brushq1.lightmapupdateflags;
10056 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10060 R_DrawDebugModel();
10061 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10065 // check if this is an empty model
10066 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
10069 rsurface.lightmaptexture = NULL;
10070 rsurface.deluxemaptexture = NULL;
10071 rsurface.uselightmaptexture = false;
10072 rsurface.texture = NULL;
10073 rsurface.rtlight = NULL;
10074 numsurfacelist = 0;
10076 // add visible surfaces to draw list
10077 if (ent == r_refdef.scene.worldentity)
10079 // for the world entity, check surfacevisible
10080 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10082 j = model->modelsurfaces_sorted[i];
10083 if (r_refdef.viewcache.world_surfacevisible[j])
10084 r_surfacelist[numsurfacelist++] = surfaces + j;
10087 // don't do anything if there were no surfaces added (none of the world entity is visible)
10088 if (!numsurfacelist)
10090 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10096 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10097 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10098 r_surfacelist[numsurfacelist++] = surfaces + i;
10102 // add all surfaces
10103 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10104 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10108 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10109 * using style chains because most styles do not change on most frames, and most
10110 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10111 * break this rule and animate most surfaces.
10113 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10115 model_brush_lightstyleinfo_t *style;
10117 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10118 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10120 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10122 int* list = style->surfacelist;
10123 style->value = r_refdef.scene.lightstylevalue[style->style];
10124 // Value changed - mark the surfaces belonging to this style chain as dirty
10125 for (j = 0; j < style->numsurfaces; j++)
10126 update[list[j]] = true;
10129 // Now check if update flags are set on any surfaces that are visible
10130 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10133 * We can do less frequent texture uploads (approximately 10hz for animated
10134 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10135 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10136 * use model->num_surfaces, not nummodelsurfaces.
10138 for (i = 0; i < model->num_surfaces;i++)
10140 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10144 for (i = 0; i < numsurfacelist; i++)
10145 if (update[r_surfacelist[i] - surfaces])
10146 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10150 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10152 // add to stats if desired
10153 if (r_speeds.integer && !skysurfaces && !depthonly)
10155 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10156 for (j = 0;j < numsurfacelist;j++)
10157 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10160 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10163 void R_DebugLine(vec3_t start, vec3_t end)
10165 model_t *mod = CL_Mesh_UI();
10167 int e0, e1, e2, e3;
10168 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10169 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10170 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10173 // transform to screen coords first
10174 Vector4Set(w[0], start[0], start[1], start[2], 1);
10175 Vector4Set(w[1], end[0], end[1], end[2], 1);
10176 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10177 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10178 x1 = s[0][0] * vid_conwidth.value / vid.mode.width;
10179 y1 = (vid.mode.height - s[0][1]) * vid_conheight.value / vid.mode.height;
10180 x2 = s[1][0] * vid_conwidth.value / vid.mode.width;
10181 y2 = (vid.mode.height - s[1][1]) * vid_conheight.value / vid.mode.height;
10182 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10184 // add the line to the UI mesh for drawing later
10186 // width is measured in real pixels
10187 if (fabs(x2 - x1) > fabs(y2 - y1))
10190 offsety = 0.5f * width * vid_conheight.value / vid.mode.height;
10194 offsetx = 0.5f * width * vid_conwidth.value / vid.mode.width;
10197 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10198 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10199 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10200 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10201 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10202 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10203 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10208 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10210 static texture_t texture;
10212 // fake enough texture and surface state to render this geometry
10214 texture.update_lastrenderframe = -1; // regenerate this texture
10215 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10216 texture.basealpha = 1.0f;
10217 texture.currentskinframe = skinframe;
10218 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10219 texture.offsetmapping = OFFSETMAPPING_OFF;
10220 texture.offsetscale = 1;
10221 texture.specularscalemod = 1;
10222 texture.specularpowermod = 1;
10223 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10225 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10228 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10230 static msurface_t surface;
10231 const msurface_t *surfacelist = &surface;
10233 // fake enough texture and surface state to render this geometry
10234 surface.texture = texture;
10235 surface.num_triangles = numtriangles;
10236 surface.num_firsttriangle = firsttriangle;
10237 surface.num_vertices = numvertices;
10238 surface.num_firstvertex = firstvertex;
10241 rsurface.texture = R_GetCurrentTexture(surface.texture);
10242 rsurface.lightmaptexture = NULL;
10243 rsurface.deluxemaptexture = NULL;
10244 rsurface.uselightmaptexture = false;
10245 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);