2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
103 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
106 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
107 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
110 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
111 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
112 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
113 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
114 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
115 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
116 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
117 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
118 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
119 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
120 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
121 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
122 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
124 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
126 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
127 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
128 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
129 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
130 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
132 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
133 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
134 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
135 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
136 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
137 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
138 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
139 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
141 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
142 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
144 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
145 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
146 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
148 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
149 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
150 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
151 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
152 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
153 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
154 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
155 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
157 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
158 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
159 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
160 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
161 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
163 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
164 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
165 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
166 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
167 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
168 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
169 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
175 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
176 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
177 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
178 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
179 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
180 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
182 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
183 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
184 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
185 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
187 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
188 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
189 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
190 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
191 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
192 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
193 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
195 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
196 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
197 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
198 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
199 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
200 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
201 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
202 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
203 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
204 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
205 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
207 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
209 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
211 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
213 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
215 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
216 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
218 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
220 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
222 extern cvar_t v_glslgamma;
224 extern qboolean v_flipped_state;
226 static struct r_bloomstate_s
231 int bloomwidth, bloomheight;
233 textype_t texturetype;
234 int viewfbo; // used to check if r_viewfbo cvar has changed
236 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
237 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
238 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
240 int screentexturewidth, screentextureheight;
241 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
243 int bloomtexturewidth, bloomtextureheight;
244 rtexture_t *texture_bloom;
246 // arrays for rendering the screen passes
247 float screentexcoord2f[8];
248 float bloomtexcoord2f[8];
249 float offsettexcoord2f[8];
251 r_viewport_t viewport;
255 r_waterstate_t r_waterstate;
257 /// shadow volume bsp struct with automatically growing nodes buffer
260 rtexture_t *r_texture_blanknormalmap;
261 rtexture_t *r_texture_white;
262 rtexture_t *r_texture_grey128;
263 rtexture_t *r_texture_black;
264 rtexture_t *r_texture_notexture;
265 rtexture_t *r_texture_whitecube;
266 rtexture_t *r_texture_normalizationcube;
267 rtexture_t *r_texture_fogattenuation;
268 rtexture_t *r_texture_fogheighttexture;
269 rtexture_t *r_texture_gammaramps;
270 unsigned int r_texture_gammaramps_serial;
271 //rtexture_t *r_texture_fogintensity;
272 rtexture_t *r_texture_reflectcube;
274 // TODO: hash lookups?
275 typedef struct cubemapinfo_s
282 int r_texture_numcubemaps;
283 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
285 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
286 unsigned int r_numqueries;
287 unsigned int r_maxqueries;
289 typedef struct r_qwskincache_s
291 char name[MAX_QPATH];
292 skinframe_t *skinframe;
296 static r_qwskincache_t *r_qwskincache;
297 static int r_qwskincache_size;
299 /// vertex coordinates for a quad that covers the screen exactly
300 extern const float r_screenvertex3f[12];
301 extern const float r_d3dscreenvertex3f[12];
302 const float r_screenvertex3f[12] =
309 const float r_d3dscreenvertex3f[12] =
317 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
320 for (i = 0;i < verts;i++)
331 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
334 for (i = 0;i < verts;i++)
344 // FIXME: move this to client?
347 if (gamemode == GAME_NEHAHRA)
349 Cvar_Set("gl_fogenable", "0");
350 Cvar_Set("gl_fogdensity", "0.2");
351 Cvar_Set("gl_fogred", "0.3");
352 Cvar_Set("gl_foggreen", "0.3");
353 Cvar_Set("gl_fogblue", "0.3");
355 r_refdef.fog_density = 0;
356 r_refdef.fog_red = 0;
357 r_refdef.fog_green = 0;
358 r_refdef.fog_blue = 0;
359 r_refdef.fog_alpha = 1;
360 r_refdef.fog_start = 0;
361 r_refdef.fog_end = 16384;
362 r_refdef.fog_height = 1<<30;
363 r_refdef.fog_fadedepth = 128;
364 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
367 static void R_BuildBlankTextures(void)
369 unsigned char data[4];
370 data[2] = 128; // normal X
371 data[1] = 128; // normal Y
372 data[0] = 255; // normal Z
373 data[3] = 128; // height
374 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
379 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 static void R_BuildNoTexture(void)
395 unsigned char pix[16][16][4];
396 // this makes a light grey/dark grey checkerboard texture
397 for (y = 0;y < 16;y++)
399 for (x = 0;x < 16;x++)
401 if ((y < 8) ^ (x < 8))
417 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
420 static void R_BuildWhiteCube(void)
422 unsigned char data[6*1*1*4];
423 memset(data, 255, sizeof(data));
424 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
427 static void R_BuildNormalizationCube(void)
431 vec_t s, t, intensity;
434 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
435 for (side = 0;side < 6;side++)
437 for (y = 0;y < NORMSIZE;y++)
439 for (x = 0;x < NORMSIZE;x++)
441 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
442 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
477 intensity = 127.0f / sqrt(DotProduct(v, v));
478 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
479 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
480 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
481 data[((side*64+y)*64+x)*4+3] = 255;
485 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
489 static void R_BuildFogTexture(void)
493 unsigned char data1[FOGWIDTH][4];
494 //unsigned char data2[FOGWIDTH][4];
497 r_refdef.fogmasktable_start = r_refdef.fog_start;
498 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
499 r_refdef.fogmasktable_range = r_refdef.fogrange;
500 r_refdef.fogmasktable_density = r_refdef.fog_density;
502 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
503 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
505 d = (x * r - r_refdef.fogmasktable_start);
506 if(developer_extra.integer)
507 Con_DPrintf("%f ", d);
509 if (r_fog_exp2.integer)
510 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
512 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
513 if(developer_extra.integer)
514 Con_DPrintf(" : %f ", alpha);
515 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
516 if(developer_extra.integer)
517 Con_DPrintf(" = %f\n", alpha);
518 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
521 for (x = 0;x < FOGWIDTH;x++)
523 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
528 //data2[x][0] = 255 - b;
529 //data2[x][1] = 255 - b;
530 //data2[x][2] = 255 - b;
533 if (r_texture_fogattenuation)
535 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
536 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
540 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
541 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
545 static void R_BuildFogHeightTexture(void)
547 unsigned char *inpixels;
555 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
556 if (r_refdef.fogheighttexturename[0])
557 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
560 r_refdef.fog_height_tablesize = 0;
561 if (r_texture_fogheighttexture)
562 R_FreeTexture(r_texture_fogheighttexture);
563 r_texture_fogheighttexture = NULL;
564 if (r_refdef.fog_height_table2d)
565 Mem_Free(r_refdef.fog_height_table2d);
566 r_refdef.fog_height_table2d = NULL;
567 if (r_refdef.fog_height_table1d)
568 Mem_Free(r_refdef.fog_height_table1d);
569 r_refdef.fog_height_table1d = NULL;
573 r_refdef.fog_height_tablesize = size;
574 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
575 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
576 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
578 // LordHavoc: now the magic - what is that table2d for? it is a cooked
579 // average fog color table accounting for every fog layer between a point
580 // and the camera. (Note: attenuation is handled separately!)
581 for (y = 0;y < size;y++)
583 for (x = 0;x < size;x++)
589 for (j = x;j <= y;j++)
591 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
597 for (j = x;j >= y;j--)
599 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
604 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
605 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
610 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
613 //=======================================================================================================================================================
615 static const char *builtinshaderstring =
616 #include "shader_glsl.h"
619 const char *builtinhlslshaderstring =
620 #include "shader_hlsl.h"
623 char *glslshaderstring = NULL;
624 char *hlslshaderstring = NULL;
626 //=======================================================================================================================================================
628 typedef struct shaderpermutationinfo_s
633 shaderpermutationinfo_t;
635 typedef struct shadermodeinfo_s
637 const char *vertexfilename;
638 const char *geometryfilename;
639 const char *fragmentfilename;
645 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
646 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
648 {"#define USEDIFFUSE\n", " diffuse"},
649 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
650 {"#define USEVIEWTINT\n", " viewtint"},
651 {"#define USECOLORMAPPING\n", " colormapping"},
652 {"#define USESATURATION\n", " saturation"},
653 {"#define USEFOGINSIDE\n", " foginside"},
654 {"#define USEFOGOUTSIDE\n", " fogoutside"},
655 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
656 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
657 {"#define USEGAMMARAMPS\n", " gammaramps"},
658 {"#define USECUBEFILTER\n", " cubefilter"},
659 {"#define USEGLOW\n", " glow"},
660 {"#define USEBLOOM\n", " bloom"},
661 {"#define USESPECULAR\n", " specular"},
662 {"#define USEPOSTPROCESSING\n", " postprocessing"},
663 {"#define USEREFLECTION\n", " reflection"},
664 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
665 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
667 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
668 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
669 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
670 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
671 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673 {"#define USEALPHAKILL\n", " alphakill"},
674 {"#define USEREFLECTCUBE\n", " reflectcube"},
675 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676 {"#define USEBOUNCEGRID\n", " bouncegrid"},
677 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
678 {"#define USETRIPPY\n", " trippy"},
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
702 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
722 struct r_glsl_permutation_s;
723 typedef struct r_glsl_permutation_s
726 struct r_glsl_permutation_s *hashnext;
728 unsigned int permutation;
730 /// indicates if we have tried compiling this permutation already
732 /// 0 if compilation failed
734 // texture units assigned to each detected uniform
735 int tex_Texture_First;
736 int tex_Texture_Second;
737 int tex_Texture_GammaRamps;
738 int tex_Texture_Normal;
739 int tex_Texture_Color;
740 int tex_Texture_Gloss;
741 int tex_Texture_Glow;
742 int tex_Texture_SecondaryNormal;
743 int tex_Texture_SecondaryColor;
744 int tex_Texture_SecondaryGloss;
745 int tex_Texture_SecondaryGlow;
746 int tex_Texture_Pants;
747 int tex_Texture_Shirt;
748 int tex_Texture_FogHeightTexture;
749 int tex_Texture_FogMask;
750 int tex_Texture_Lightmap;
751 int tex_Texture_Deluxemap;
752 int tex_Texture_Attenuation;
753 int tex_Texture_Cube;
754 int tex_Texture_Refraction;
755 int tex_Texture_Reflection;
756 int tex_Texture_ShadowMap2D;
757 int tex_Texture_CubeProjection;
758 int tex_Texture_ScreenDepth;
759 int tex_Texture_ScreenNormalMap;
760 int tex_Texture_ScreenDiffuse;
761 int tex_Texture_ScreenSpecular;
762 int tex_Texture_ReflectMask;
763 int tex_Texture_ReflectCube;
764 int tex_Texture_BounceGrid;
765 /// locations of detected uniforms in program object, or -1 if not found
766 int loc_Texture_First;
767 int loc_Texture_Second;
768 int loc_Texture_GammaRamps;
769 int loc_Texture_Normal;
770 int loc_Texture_Color;
771 int loc_Texture_Gloss;
772 int loc_Texture_Glow;
773 int loc_Texture_SecondaryNormal;
774 int loc_Texture_SecondaryColor;
775 int loc_Texture_SecondaryGloss;
776 int loc_Texture_SecondaryGlow;
777 int loc_Texture_Pants;
778 int loc_Texture_Shirt;
779 int loc_Texture_FogHeightTexture;
780 int loc_Texture_FogMask;
781 int loc_Texture_Lightmap;
782 int loc_Texture_Deluxemap;
783 int loc_Texture_Attenuation;
784 int loc_Texture_Cube;
785 int loc_Texture_Refraction;
786 int loc_Texture_Reflection;
787 int loc_Texture_ShadowMap2D;
788 int loc_Texture_CubeProjection;
789 int loc_Texture_ScreenDepth;
790 int loc_Texture_ScreenNormalMap;
791 int loc_Texture_ScreenDiffuse;
792 int loc_Texture_ScreenSpecular;
793 int loc_Texture_ReflectMask;
794 int loc_Texture_ReflectCube;
795 int loc_Texture_BounceGrid;
797 int loc_BloomBlur_Parameters;
799 int loc_Color_Ambient;
800 int loc_Color_Diffuse;
801 int loc_Color_Specular;
805 int loc_DeferredColor_Ambient;
806 int loc_DeferredColor_Diffuse;
807 int loc_DeferredColor_Specular;
808 int loc_DeferredMod_Diffuse;
809 int loc_DeferredMod_Specular;
810 int loc_DistortScaleRefractReflect;
813 int loc_FogHeightFade;
815 int loc_FogPlaneViewDist;
816 int loc_FogRangeRecip;
819 int loc_LightPosition;
820 int loc_OffsetMapping_ScaleSteps;
822 int loc_ReflectColor;
823 int loc_ReflectFactor;
824 int loc_ReflectOffset;
825 int loc_RefractColor;
827 int loc_ScreenCenterRefractReflect;
828 int loc_ScreenScaleRefractReflect;
829 int loc_ScreenToDepth;
830 int loc_ShadowMap_Parameters;
831 int loc_ShadowMap_TextureScale;
832 int loc_SpecularPower;
837 int loc_ViewTintColor;
839 int loc_ModelToLight;
841 int loc_BackgroundTexMatrix;
842 int loc_ModelViewProjectionMatrix;
843 int loc_ModelViewMatrix;
844 int loc_PixelToScreenTexCoord;
845 int loc_ModelToReflectCube;
846 int loc_ShadowMapMatrix;
847 int loc_BloomColorSubtract;
848 int loc_NormalmapScrollBlend;
849 int loc_BounceGridMatrix;
850 int loc_BounceGridIntensity;
852 r_glsl_permutation_t;
854 #define SHADERPERMUTATION_HASHSIZE 256
857 // non-degradable "lightweight" shader parameters to keep the permutations simpler
858 // these can NOT degrade! only use for simple stuff
861 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
862 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
863 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
865 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
866 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
867 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
869 #define SHADERSTATICPARMS_COUNT 7
871 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
872 static int shaderstaticparms_count = 0;
874 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
875 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
876 qboolean R_CompileShader_CheckStaticParms(void)
878 static int r_compileshader_staticparms_save[1];
879 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
880 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
883 if (r_glsl_saturation_redcompensate.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
885 if (r_glsl_vertextextureblend_usebothalphas.integer)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
887 if (r_shadow_glossexact.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
889 if (r_glsl_postprocess.integer)
891 if (r_glsl_postprocess_uservec1_enable.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
893 if (r_glsl_postprocess_uservec2_enable.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
895 if (r_glsl_postprocess_uservec3_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
897 if (r_glsl_postprocess_uservec4_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
900 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
903 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
904 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
905 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
907 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
908 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
910 shaderstaticparms_count = 0;
913 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
922 /// information about each possible shader permutation
923 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
924 /// currently selected permutation
925 r_glsl_permutation_t *r_glsl_permutation;
926 /// storage for permutations linked in the hash table
927 memexpandablearray_t r_glsl_permutationarray;
929 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
931 //unsigned int hashdepth = 0;
932 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
933 r_glsl_permutation_t *p;
934 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
936 if (p->mode == mode && p->permutation == permutation)
938 //if (hashdepth > 10)
939 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
944 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
946 p->permutation = permutation;
947 p->hashnext = r_glsl_permutationhash[mode][hashindex];
948 r_glsl_permutationhash[mode][hashindex] = p;
949 //if (hashdepth > 10)
950 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
954 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
957 if (!filename || !filename[0])
959 if (!strcmp(filename, "glsl/default.glsl"))
961 if (!glslshaderstring)
963 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (glslshaderstring)
965 Con_DPrintf("Loading shaders from file %s...\n", filename);
967 glslshaderstring = (char *)builtinshaderstring;
969 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
970 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
973 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
976 if (printfromdisknotice)
977 Con_DPrintf("from disk %s... ", filename);
983 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
987 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
988 char *vertexstring, *geometrystring, *fragmentstring;
989 char permutationname[256];
990 int vertstrings_count = 0;
991 int geomstrings_count = 0;
992 int fragstrings_count = 0;
993 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
994 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
995 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1002 permutationname[0] = 0;
1003 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1004 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1005 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1007 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1009 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1010 if(vid.support.gl20shaders130)
1012 vertstrings_list[vertstrings_count++] = "#version 130\n";
1013 geomstrings_list[geomstrings_count++] = "#version 130\n";
1014 fragstrings_list[fragstrings_count++] = "#version 130\n";
1015 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1016 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1017 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1020 // the first pretext is which type of shader to compile as
1021 // (later these will all be bound together as a program object)
1022 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1023 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1024 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1026 // the second pretext is the mode (for example a light source)
1027 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1028 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1029 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1030 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1032 // now add all the permutation pretexts
1033 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1035 if (permutation & (1<<i))
1037 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1038 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1039 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1040 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1044 // keep line numbers correct
1045 vertstrings_list[vertstrings_count++] = "\n";
1046 geomstrings_list[geomstrings_count++] = "\n";
1047 fragstrings_list[fragstrings_count++] = "\n";
1052 R_CompileShader_AddStaticParms(mode, permutation);
1053 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1054 vertstrings_count += shaderstaticparms_count;
1055 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1056 geomstrings_count += shaderstaticparms_count;
1057 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1058 fragstrings_count += shaderstaticparms_count;
1060 // now append the shader text itself
1061 vertstrings_list[vertstrings_count++] = vertexstring;
1062 geomstrings_list[geomstrings_count++] = geometrystring;
1063 fragstrings_list[fragstrings_count++] = fragmentstring;
1065 // if any sources were NULL, clear the respective list
1067 vertstrings_count = 0;
1068 if (!geometrystring)
1069 geomstrings_count = 0;
1070 if (!fragmentstring)
1071 fragstrings_count = 0;
1073 // compile the shader program
1074 if (vertstrings_count + geomstrings_count + fragstrings_count)
1075 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1079 qglUseProgram(p->program);CHECKGLERROR
1080 // look up all the uniform variable names we care about, so we don't
1081 // have to look them up every time we set them
1083 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1084 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1085 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1086 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1087 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1088 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1089 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1090 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1091 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1092 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1093 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1094 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1095 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1096 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1097 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1098 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1099 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1100 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1101 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1102 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1103 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1104 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1105 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1106 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1107 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1108 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1109 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1110 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1111 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1112 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1113 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1114 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1115 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1116 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1117 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1118 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1119 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1120 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1121 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1122 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1123 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1124 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1125 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1126 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1127 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1128 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1129 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1130 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1131 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1132 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1133 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1134 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1135 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1136 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1137 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1138 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1139 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1140 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1141 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1142 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1143 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1144 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1145 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1146 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1147 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1148 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1149 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1150 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1151 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1152 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1153 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1154 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1155 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1156 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1157 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1158 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1159 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1160 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1161 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1162 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1163 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1164 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1165 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1166 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1167 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1168 // initialize the samplers to refer to the texture units we use
1169 p->tex_Texture_First = -1;
1170 p->tex_Texture_Second = -1;
1171 p->tex_Texture_GammaRamps = -1;
1172 p->tex_Texture_Normal = -1;
1173 p->tex_Texture_Color = -1;
1174 p->tex_Texture_Gloss = -1;
1175 p->tex_Texture_Glow = -1;
1176 p->tex_Texture_SecondaryNormal = -1;
1177 p->tex_Texture_SecondaryColor = -1;
1178 p->tex_Texture_SecondaryGloss = -1;
1179 p->tex_Texture_SecondaryGlow = -1;
1180 p->tex_Texture_Pants = -1;
1181 p->tex_Texture_Shirt = -1;
1182 p->tex_Texture_FogHeightTexture = -1;
1183 p->tex_Texture_FogMask = -1;
1184 p->tex_Texture_Lightmap = -1;
1185 p->tex_Texture_Deluxemap = -1;
1186 p->tex_Texture_Attenuation = -1;
1187 p->tex_Texture_Cube = -1;
1188 p->tex_Texture_Refraction = -1;
1189 p->tex_Texture_Reflection = -1;
1190 p->tex_Texture_ShadowMap2D = -1;
1191 p->tex_Texture_CubeProjection = -1;
1192 p->tex_Texture_ScreenDepth = -1;
1193 p->tex_Texture_ScreenNormalMap = -1;
1194 p->tex_Texture_ScreenDiffuse = -1;
1195 p->tex_Texture_ScreenSpecular = -1;
1196 p->tex_Texture_ReflectMask = -1;
1197 p->tex_Texture_ReflectCube = -1;
1198 p->tex_Texture_BounceGrid = -1;
1200 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1201 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1202 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1203 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1204 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1205 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1206 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1207 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1208 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1209 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1210 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1211 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1212 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1213 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1214 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1215 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1216 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1217 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1218 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1219 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1220 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1221 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1222 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1223 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1224 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1225 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1226 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1227 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1228 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1229 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1231 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1234 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1238 Mem_Free(vertexstring);
1240 Mem_Free(geometrystring);
1242 Mem_Free(fragmentstring);
1245 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1247 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1248 if (r_glsl_permutation != perm)
1250 r_glsl_permutation = perm;
1251 if (!r_glsl_permutation->program)
1253 if (!r_glsl_permutation->compiled)
1254 R_GLSL_CompilePermutation(perm, mode, permutation);
1255 if (!r_glsl_permutation->program)
1257 // remove features until we find a valid permutation
1259 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1261 // reduce i more quickly whenever it would not remove any bits
1262 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1263 if (!(permutation & j))
1266 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1267 if (!r_glsl_permutation->compiled)
1268 R_GLSL_CompilePermutation(perm, mode, permutation);
1269 if (r_glsl_permutation->program)
1272 if (i >= SHADERPERMUTATION_COUNT)
1274 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1275 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1276 qglUseProgram(0);CHECKGLERROR
1277 return; // no bit left to clear, entire mode is broken
1282 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1284 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1285 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1286 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1293 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1294 extern D3DCAPS9 vid_d3d9caps;
1297 struct r_hlsl_permutation_s;
1298 typedef struct r_hlsl_permutation_s
1300 /// hash lookup data
1301 struct r_hlsl_permutation_s *hashnext;
1303 unsigned int permutation;
1305 /// indicates if we have tried compiling this permutation already
1307 /// NULL if compilation failed
1308 IDirect3DVertexShader9 *vertexshader;
1309 IDirect3DPixelShader9 *pixelshader;
1311 r_hlsl_permutation_t;
1313 typedef enum D3DVSREGISTER_e
1315 D3DVSREGISTER_TexMatrix = 0, // float4x4
1316 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1317 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1318 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1319 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1320 D3DVSREGISTER_ModelToLight = 20, // float4x4
1321 D3DVSREGISTER_EyePosition = 24,
1322 D3DVSREGISTER_FogPlane = 25,
1323 D3DVSREGISTER_LightDir = 26,
1324 D3DVSREGISTER_LightPosition = 27,
1328 typedef enum D3DPSREGISTER_e
1330 D3DPSREGISTER_Alpha = 0,
1331 D3DPSREGISTER_BloomBlur_Parameters = 1,
1332 D3DPSREGISTER_ClientTime = 2,
1333 D3DPSREGISTER_Color_Ambient = 3,
1334 D3DPSREGISTER_Color_Diffuse = 4,
1335 D3DPSREGISTER_Color_Specular = 5,
1336 D3DPSREGISTER_Color_Glow = 6,
1337 D3DPSREGISTER_Color_Pants = 7,
1338 D3DPSREGISTER_Color_Shirt = 8,
1339 D3DPSREGISTER_DeferredColor_Ambient = 9,
1340 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1341 D3DPSREGISTER_DeferredColor_Specular = 11,
1342 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1343 D3DPSREGISTER_DeferredMod_Specular = 13,
1344 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1345 D3DPSREGISTER_EyePosition = 15, // unused
1346 D3DPSREGISTER_FogColor = 16,
1347 D3DPSREGISTER_FogHeightFade = 17,
1348 D3DPSREGISTER_FogPlane = 18,
1349 D3DPSREGISTER_FogPlaneViewDist = 19,
1350 D3DPSREGISTER_FogRangeRecip = 20,
1351 D3DPSREGISTER_LightColor = 21,
1352 D3DPSREGISTER_LightDir = 22, // unused
1353 D3DPSREGISTER_LightPosition = 23,
1354 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1355 D3DPSREGISTER_PixelSize = 25,
1356 D3DPSREGISTER_ReflectColor = 26,
1357 D3DPSREGISTER_ReflectFactor = 27,
1358 D3DPSREGISTER_ReflectOffset = 28,
1359 D3DPSREGISTER_RefractColor = 29,
1360 D3DPSREGISTER_Saturation = 30,
1361 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1362 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1363 D3DPSREGISTER_ScreenToDepth = 33,
1364 D3DPSREGISTER_ShadowMap_Parameters = 34,
1365 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1366 D3DPSREGISTER_SpecularPower = 36,
1367 D3DPSREGISTER_UserVec1 = 37,
1368 D3DPSREGISTER_UserVec2 = 38,
1369 D3DPSREGISTER_UserVec3 = 39,
1370 D3DPSREGISTER_UserVec4 = 40,
1371 D3DPSREGISTER_ViewTintColor = 41,
1372 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1373 D3DPSREGISTER_BloomColorSubtract = 43,
1374 D3DPSREGISTER_ViewToLight = 44, // float4x4
1375 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1376 D3DPSREGISTER_NormalmapScrollBlend = 52,
1381 /// information about each possible shader permutation
1382 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1383 /// currently selected permutation
1384 r_hlsl_permutation_t *r_hlsl_permutation;
1385 /// storage for permutations linked in the hash table
1386 memexpandablearray_t r_hlsl_permutationarray;
1388 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1390 //unsigned int hashdepth = 0;
1391 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1392 r_hlsl_permutation_t *p;
1393 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1395 if (p->mode == mode && p->permutation == permutation)
1397 //if (hashdepth > 10)
1398 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1403 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1405 p->permutation = permutation;
1406 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1407 r_hlsl_permutationhash[mode][hashindex] = p;
1408 //if (hashdepth > 10)
1409 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1413 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1416 if (!filename || !filename[0])
1418 if (!strcmp(filename, "hlsl/default.hlsl"))
1420 if (!hlslshaderstring)
1422 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1423 if (hlslshaderstring)
1424 Con_DPrintf("Loading shaders from file %s...\n", filename);
1426 hlslshaderstring = (char *)builtinhlslshaderstring;
1428 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1429 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1430 return shaderstring;
1432 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1435 if (printfromdisknotice)
1436 Con_DPrintf("from disk %s... ", filename);
1437 return shaderstring;
1439 return shaderstring;
1443 //#include <d3dx9shader.h>
1444 //#include <d3dx9mesh.h>
1446 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1448 DWORD *vsbin = NULL;
1449 DWORD *psbin = NULL;
1450 fs_offset_t vsbinsize;
1451 fs_offset_t psbinsize;
1452 // IDirect3DVertexShader9 *vs = NULL;
1453 // IDirect3DPixelShader9 *ps = NULL;
1454 ID3DXBuffer *vslog = NULL;
1455 ID3DXBuffer *vsbuffer = NULL;
1456 ID3DXConstantTable *vsconstanttable = NULL;
1457 ID3DXBuffer *pslog = NULL;
1458 ID3DXBuffer *psbuffer = NULL;
1459 ID3DXConstantTable *psconstanttable = NULL;
1462 char temp[MAX_INPUTLINE];
1463 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1464 qboolean debugshader = gl_paranoid.integer != 0;
1465 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1466 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1469 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1470 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1472 if ((!vsbin && vertstring) || (!psbin && fragstring))
1474 const char* dllnames_d3dx9 [] =
1498 dllhandle_t d3dx9_dll = NULL;
1499 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1500 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1501 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1502 dllfunction_t d3dx9_dllfuncs[] =
1504 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1505 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1506 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1509 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1511 DWORD shaderflags = 0;
1513 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1514 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1515 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1516 if (vertstring && vertstring[0])
1520 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1521 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1522 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1523 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1526 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1529 vsbinsize = vsbuffer->GetBufferSize();
1530 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1531 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1532 vsbuffer->Release();
1536 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1537 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1541 if (fragstring && fragstring[0])
1545 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1546 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1547 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1548 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1551 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1554 psbinsize = psbuffer->GetBufferSize();
1555 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1556 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1557 psbuffer->Release();
1561 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1562 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1566 Sys_UnloadLibrary(&d3dx9_dll);
1569 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1573 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1574 if (FAILED(vsresult))
1575 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1576 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1577 if (FAILED(psresult))
1578 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1580 // free the shader data
1581 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1582 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1585 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1588 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1589 int vertstring_length = 0;
1590 int geomstring_length = 0;
1591 int fragstring_length = 0;
1593 char *vertexstring, *geometrystring, *fragmentstring;
1594 char *vertstring, *geomstring, *fragstring;
1595 char permutationname[256];
1596 char cachename[256];
1597 int vertstrings_count = 0;
1598 int geomstrings_count = 0;
1599 int fragstrings_count = 0;
1600 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1601 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1602 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1607 p->vertexshader = NULL;
1608 p->pixelshader = NULL;
1610 permutationname[0] = 0;
1612 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1613 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1614 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1616 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1617 strlcat(cachename, "hlsl/", sizeof(cachename));
1619 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1620 vertstrings_count = 0;
1621 geomstrings_count = 0;
1622 fragstrings_count = 0;
1623 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1624 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1625 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1627 // the first pretext is which type of shader to compile as
1628 // (later these will all be bound together as a program object)
1629 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1630 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1631 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1633 // the second pretext is the mode (for example a light source)
1634 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1635 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1636 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1637 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1638 strlcat(cachename, modeinfo->name, sizeof(cachename));
1640 // now add all the permutation pretexts
1641 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1643 if (permutation & (1<<i))
1645 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1646 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1647 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1648 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1649 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1653 // keep line numbers correct
1654 vertstrings_list[vertstrings_count++] = "\n";
1655 geomstrings_list[geomstrings_count++] = "\n";
1656 fragstrings_list[fragstrings_count++] = "\n";
1661 R_CompileShader_AddStaticParms(mode, permutation);
1662 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1663 vertstrings_count += shaderstaticparms_count;
1664 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1665 geomstrings_count += shaderstaticparms_count;
1666 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1667 fragstrings_count += shaderstaticparms_count;
1669 // replace spaces in the cachename with _ characters
1670 for (i = 0;cachename[i];i++)
1671 if (cachename[i] == ' ')
1674 // now append the shader text itself
1675 vertstrings_list[vertstrings_count++] = vertexstring;
1676 geomstrings_list[geomstrings_count++] = geometrystring;
1677 fragstrings_list[fragstrings_count++] = fragmentstring;
1679 // if any sources were NULL, clear the respective list
1681 vertstrings_count = 0;
1682 if (!geometrystring)
1683 geomstrings_count = 0;
1684 if (!fragmentstring)
1685 fragstrings_count = 0;
1687 vertstring_length = 0;
1688 for (i = 0;i < vertstrings_count;i++)
1689 vertstring_length += strlen(vertstrings_list[i]);
1690 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1691 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1692 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1694 geomstring_length = 0;
1695 for (i = 0;i < geomstrings_count;i++)
1696 geomstring_length += strlen(geomstrings_list[i]);
1697 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1698 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1699 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1701 fragstring_length = 0;
1702 for (i = 0;i < fragstrings_count;i++)
1703 fragstring_length += strlen(fragstrings_list[i]);
1704 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1705 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1706 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1708 // try to load the cached shader, or generate one
1709 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1711 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1712 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1714 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1718 Mem_Free(vertstring);
1720 Mem_Free(geomstring);
1722 Mem_Free(fragstring);
1724 Mem_Free(vertexstring);
1726 Mem_Free(geometrystring);
1728 Mem_Free(fragmentstring);
1731 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1732 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1733 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1736 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1738 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1745 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1747 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1748 if (r_hlsl_permutation != perm)
1750 r_hlsl_permutation = perm;
1751 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1753 if (!r_hlsl_permutation->compiled)
1754 R_HLSL_CompilePermutation(perm, mode, permutation);
1755 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1757 // remove features until we find a valid permutation
1759 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1761 // reduce i more quickly whenever it would not remove any bits
1762 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1763 if (!(permutation & j))
1766 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1767 if (!r_hlsl_permutation->compiled)
1768 R_HLSL_CompilePermutation(perm, mode, permutation);
1769 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1772 if (i >= SHADERPERMUTATION_COUNT)
1774 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1775 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1776 return; // no bit left to clear, entire mode is broken
1780 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1781 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1783 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1784 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1785 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1789 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1791 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1792 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1793 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1794 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1797 void R_GLSL_Restart_f(void)
1799 unsigned int i, limit;
1800 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1801 Mem_Free(glslshaderstring);
1802 glslshaderstring = NULL;
1803 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1804 Mem_Free(hlslshaderstring);
1805 hlslshaderstring = NULL;
1806 switch(vid.renderpath)
1808 case RENDERPATH_D3D9:
1811 r_hlsl_permutation_t *p;
1812 r_hlsl_permutation = NULL;
1813 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1814 for (i = 0;i < limit;i++)
1816 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1818 if (p->vertexshader)
1819 IDirect3DVertexShader9_Release(p->vertexshader);
1821 IDirect3DPixelShader9_Release(p->pixelshader);
1822 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1825 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1829 case RENDERPATH_D3D10:
1830 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1832 case RENDERPATH_D3D11:
1833 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1835 case RENDERPATH_GL20:
1836 case RENDERPATH_GLES2:
1838 r_glsl_permutation_t *p;
1839 r_glsl_permutation = NULL;
1840 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1841 for (i = 0;i < limit;i++)
1843 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1845 GL_Backend_FreeProgram(p->program);
1846 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1849 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1852 case RENDERPATH_GL11:
1853 case RENDERPATH_GL13:
1854 case RENDERPATH_GLES1:
1856 case RENDERPATH_SOFT:
1861 void R_GLSL_DumpShader_f(void)
1866 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1869 FS_Print(file, "/* The engine may define the following macros:\n");
1870 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1871 for (i = 0;i < SHADERMODE_COUNT;i++)
1872 FS_Print(file, glslshadermodeinfo[i].pretext);
1873 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1874 FS_Print(file, shaderpermutationinfo[i].pretext);
1875 FS_Print(file, "*/\n");
1876 FS_Print(file, builtinshaderstring);
1878 Con_Printf("glsl/default.glsl written\n");
1881 Con_Printf("failed to write to glsl/default.glsl\n");
1883 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1886 FS_Print(file, "/* The engine may define the following macros:\n");
1887 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1888 for (i = 0;i < SHADERMODE_COUNT;i++)
1889 FS_Print(file, hlslshadermodeinfo[i].pretext);
1890 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1891 FS_Print(file, shaderpermutationinfo[i].pretext);
1892 FS_Print(file, "*/\n");
1893 FS_Print(file, builtinhlslshaderstring);
1895 Con_Printf("hlsl/default.hlsl written\n");
1898 Con_Printf("failed to write to hlsl/default.hlsl\n");
1901 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1903 unsigned int permutation = 0;
1904 if (r_trippy.integer && !notrippy)
1905 permutation |= SHADERPERMUTATION_TRIPPY;
1906 permutation |= SHADERPERMUTATION_VIEWTINT;
1908 permutation |= SHADERPERMUTATION_DIFFUSE;
1910 permutation |= SHADERPERMUTATION_SPECULAR;
1911 if (texturemode == GL_MODULATE)
1912 permutation |= SHADERPERMUTATION_COLORMAPPING;
1913 if (usegamma && r_texture_gammaramps && v_glslgamma.integer && !vid_gammatables_trivial)
1914 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1915 else if (texturemode == GL_ADD)
1916 permutation |= SHADERPERMUTATION_GLOW;
1917 else if (texturemode == GL_DECAL)
1918 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1920 texturemode = GL_MODULATE;
1921 if (vid.allowalphatocoverage)
1922 GL_AlphaToCoverage(false);
1923 switch (vid.renderpath)
1925 case RENDERPATH_D3D9:
1927 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1928 R_Mesh_TexBind(GL20TU_FIRST , first );
1929 R_Mesh_TexBind(GL20TU_SECOND, second);
1930 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1931 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1934 case RENDERPATH_D3D10:
1935 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1937 case RENDERPATH_D3D11:
1938 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1940 case RENDERPATH_GL20:
1941 case RENDERPATH_GLES2:
1942 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1943 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1944 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1945 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1946 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GLES1:
1950 R_Mesh_TexBind(0, first );
1951 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1952 R_Mesh_TexBind(1, second);
1954 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1956 case RENDERPATH_GL11:
1957 R_Mesh_TexBind(0, first );
1959 case RENDERPATH_SOFT:
1960 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1961 R_Mesh_TexBind(GL20TU_FIRST , first );
1962 R_Mesh_TexBind(GL20TU_SECOND, second);
1967 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1969 unsigned int permutation = 0;
1970 if (r_trippy.integer && !notrippy)
1971 permutation |= SHADERPERMUTATION_TRIPPY;
1972 if (vid.allowalphatocoverage)
1973 GL_AlphaToCoverage(false);
1974 switch (vid.renderpath)
1976 case RENDERPATH_D3D9:
1978 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1981 case RENDERPATH_D3D10:
1982 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1984 case RENDERPATH_D3D11:
1985 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1987 case RENDERPATH_GL20:
1988 case RENDERPATH_GLES2:
1989 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1991 case RENDERPATH_GL13:
1992 case RENDERPATH_GLES1:
1993 R_Mesh_TexBind(0, 0);
1994 R_Mesh_TexBind(1, 0);
1996 case RENDERPATH_GL11:
1997 R_Mesh_TexBind(0, 0);
1999 case RENDERPATH_SOFT:
2000 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2005 void R_SetupShader_ShowDepth(qboolean notrippy)
2007 int permutation = 0;
2008 if (r_trippy.integer && !notrippy)
2009 permutation |= SHADERPERMUTATION_TRIPPY;
2010 if (vid.allowalphatocoverage)
2011 GL_AlphaToCoverage(false);
2012 switch (vid.renderpath)
2014 case RENDERPATH_D3D9:
2016 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2019 case RENDERPATH_D3D10:
2020 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022 case RENDERPATH_D3D11:
2023 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2025 case RENDERPATH_GL20:
2026 case RENDERPATH_GLES2:
2027 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2029 case RENDERPATH_GL13:
2030 case RENDERPATH_GLES1:
2032 case RENDERPATH_GL11:
2034 case RENDERPATH_SOFT:
2035 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2040 extern qboolean r_shadow_usingdeferredprepass;
2041 extern cvar_t r_shadow_deferred_8bitrange;
2042 extern rtexture_t *r_shadow_attenuationgradienttexture;
2043 extern rtexture_t *r_shadow_attenuation2dtexture;
2044 extern rtexture_t *r_shadow_attenuation3dtexture;
2045 extern qboolean r_shadow_usingshadowmap2d;
2046 extern qboolean r_shadow_usingshadowmaportho;
2047 extern float r_shadow_shadowmap_texturescale[2];
2048 extern float r_shadow_shadowmap_parameters[4];
2049 extern qboolean r_shadow_shadowmapvsdct;
2050 extern qboolean r_shadow_shadowmapsampler;
2051 extern int r_shadow_shadowmappcf;
2052 extern rtexture_t *r_shadow_shadowmap2dtexture;
2053 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2054 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2055 extern matrix4x4_t r_shadow_shadowmapmatrix;
2056 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2057 extern int r_shadow_prepass_width;
2058 extern int r_shadow_prepass_height;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2060 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2061 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2062 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2063 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2065 #define BLENDFUNC_ALLOWS_COLORMOD 1
2066 #define BLENDFUNC_ALLOWS_FOG 2
2067 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2068 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2069 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2070 static int R_BlendFuncFlags(int src, int dst)
2074 // a blendfunc allows colormod if:
2075 // a) it can never keep the destination pixel invariant, or
2076 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2077 // this is to prevent unintended side effects from colormod
2079 // a blendfunc allows fog if:
2080 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2081 // this is to prevent unintended side effects from fog
2083 // these checks are the output of fogeval.pl
2085 r |= BLENDFUNC_ALLOWS_COLORMOD;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2087 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2093 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2094 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2095 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2098 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2104 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2106 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2113 // select a permutation of the lighting shader appropriate to this
2114 // combination of texture, entity, light source, and fogging, only use the
2115 // minimum features necessary to avoid wasting rendering time in the
2116 // fragment shader on features that are not being used
2117 unsigned int permutation = 0;
2118 unsigned int mode = 0;
2120 static float dummy_colormod[3] = {1, 1, 1};
2121 float *colormod = rsurface.colormod;
2123 matrix4x4_t tempmatrix;
2124 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2125 if (r_trippy.integer && !notrippy)
2126 permutation |= SHADERPERMUTATION_TRIPPY;
2127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2128 permutation |= SHADERPERMUTATION_ALPHAKILL;
2129 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2130 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2131 if (rsurfacepass == RSURFPASS_BACKGROUND)
2133 // distorted background
2134 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2136 mode = SHADERMODE_WATER;
2137 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2139 // this is the right thing to do for wateralpha
2140 GL_BlendFunc(GL_ONE, GL_ZERO);
2141 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2145 // this is the right thing to do for entity alpha
2146 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2147 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2150 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2152 mode = SHADERMODE_REFRACTION;
2153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2158 mode = SHADERMODE_GENERIC;
2159 permutation |= SHADERPERMUTATION_DIFFUSE;
2160 GL_BlendFunc(GL_ONE, GL_ZERO);
2161 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2163 if (vid.allowalphatocoverage)
2164 GL_AlphaToCoverage(false);
2166 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2168 if (r_glsl_offsetmapping.integer)
2170 switch(rsurface.texture->offsetmapping)
2172 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2173 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2175 case OFFSETMAPPING_OFF: break;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2179 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2180 // normalmap (deferred prepass), may use alpha test on diffuse
2181 mode = SHADERMODE_DEFERREDGEOMETRY;
2182 GL_BlendFunc(GL_ONE, GL_ZERO);
2183 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2184 if (vid.allowalphatocoverage)
2185 GL_AlphaToCoverage(false);
2187 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2189 if (r_glsl_offsetmapping.integer)
2191 switch(rsurface.texture->offsetmapping)
2193 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2194 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2196 case OFFSETMAPPING_OFF: break;
2199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2200 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2202 mode = SHADERMODE_LIGHTSOURCE;
2203 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2204 permutation |= SHADERPERMUTATION_CUBEFILTER;
2205 if (diffusescale > 0)
2206 permutation |= SHADERPERMUTATION_DIFFUSE;
2207 if (specularscale > 0)
2208 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2209 if (r_refdef.fogenabled)
2210 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2211 if (rsurface.texture->colormapping)
2212 permutation |= SHADERPERMUTATION_COLORMAPPING;
2213 if (r_shadow_usingshadowmap2d)
2215 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2216 if(r_shadow_shadowmapvsdct)
2217 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2219 if (r_shadow_shadowmapsampler)
2220 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2221 if (r_shadow_shadowmappcf > 1)
2222 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2223 else if (r_shadow_shadowmappcf)
2224 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2226 if (rsurface.texture->reflectmasktexture)
2227 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2228 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2229 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2230 if (vid.allowalphatocoverage)
2231 GL_AlphaToCoverage(false);
2233 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2235 if (r_glsl_offsetmapping.integer)
2237 switch(rsurface.texture->offsetmapping)
2239 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2240 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2242 case OFFSETMAPPING_OFF: break;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2246 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2247 // unshaded geometry (fullbright or ambient model lighting)
2248 mode = SHADERMODE_FLATCOLOR;
2249 ambientscale = diffusescale = specularscale = 0;
2250 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2251 permutation |= SHADERPERMUTATION_GLOW;
2252 if (r_refdef.fogenabled)
2253 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2254 if (rsurface.texture->colormapping)
2255 permutation |= SHADERPERMUTATION_COLORMAPPING;
2256 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2258 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2259 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2261 if (r_shadow_shadowmapsampler)
2262 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2263 if (r_shadow_shadowmappcf > 1)
2264 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2265 else if (r_shadow_shadowmappcf)
2266 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2268 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2269 permutation |= SHADERPERMUTATION_REFLECTION;
2270 if (rsurface.texture->reflectmasktexture)
2271 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2272 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2274 // when using alphatocoverage, we don't need alphakill
2275 if (vid.allowalphatocoverage)
2277 if (r_transparent_alphatocoverage.integer)
2279 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2280 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2283 GL_AlphaToCoverage(false);
2286 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2288 if (r_glsl_offsetmapping.integer)
2290 switch(rsurface.texture->offsetmapping)
2292 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2293 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2295 case OFFSETMAPPING_OFF: break;
2298 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2299 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2300 // directional model lighting
2301 mode = SHADERMODE_LIGHTDIRECTION;
2302 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2303 permutation |= SHADERPERMUTATION_GLOW;
2304 permutation |= SHADERPERMUTATION_DIFFUSE;
2305 if (specularscale > 0)
2306 permutation |= SHADERPERMUTATION_SPECULAR;
2307 if (r_refdef.fogenabled)
2308 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2309 if (rsurface.texture->colormapping)
2310 permutation |= SHADERPERMUTATION_COLORMAPPING;
2311 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2313 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2314 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2316 if (r_shadow_shadowmapsampler)
2317 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2318 if (r_shadow_shadowmappcf > 1)
2319 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2320 else if (r_shadow_shadowmappcf)
2321 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2324 permutation |= SHADERPERMUTATION_REFLECTION;
2325 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2326 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2327 if (rsurface.texture->reflectmasktexture)
2328 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2329 if (r_shadow_bouncegridtexture)
2331 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2332 if (r_shadow_bouncegriddirectional)
2333 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2335 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2337 // when using alphatocoverage, we don't need alphakill
2338 if (vid.allowalphatocoverage)
2340 if (r_transparent_alphatocoverage.integer)
2342 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2343 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2346 GL_AlphaToCoverage(false);
2349 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2351 if (r_glsl_offsetmapping.integer)
2353 switch(rsurface.texture->offsetmapping)
2355 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2356 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2358 case OFFSETMAPPING_OFF: break;
2361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2363 // ambient model lighting
2364 mode = SHADERMODE_LIGHTDIRECTION;
2365 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2366 permutation |= SHADERPERMUTATION_GLOW;
2367 if (r_refdef.fogenabled)
2368 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2369 if (rsurface.texture->colormapping)
2370 permutation |= SHADERPERMUTATION_COLORMAPPING;
2371 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2373 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2374 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2376 if (r_shadow_shadowmapsampler)
2377 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2378 if (r_shadow_shadowmappcf > 1)
2379 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2380 else if (r_shadow_shadowmappcf)
2381 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2383 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2384 permutation |= SHADERPERMUTATION_REFLECTION;
2385 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2386 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2387 if (rsurface.texture->reflectmasktexture)
2388 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2389 if (r_shadow_bouncegridtexture)
2391 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2392 if (r_shadow_bouncegriddirectional)
2393 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2395 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2397 // when using alphatocoverage, we don't need alphakill
2398 if (vid.allowalphatocoverage)
2400 if (r_transparent_alphatocoverage.integer)
2402 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2403 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2406 GL_AlphaToCoverage(false);
2411 if (r_glsl_offsetmapping.integer)
2413 switch(rsurface.texture->offsetmapping)
2415 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2416 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2418 case OFFSETMAPPING_OFF: break;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2422 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2424 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2425 permutation |= SHADERPERMUTATION_GLOW;
2426 if (r_refdef.fogenabled)
2427 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2428 if (rsurface.texture->colormapping)
2429 permutation |= SHADERPERMUTATION_COLORMAPPING;
2430 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2432 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2433 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2435 if (r_shadow_shadowmapsampler)
2436 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2437 if (r_shadow_shadowmappcf > 1)
2438 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2439 else if (r_shadow_shadowmappcf)
2440 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2442 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2443 permutation |= SHADERPERMUTATION_REFLECTION;
2444 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2445 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2446 if (rsurface.texture->reflectmasktexture)
2447 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2448 if (FAKELIGHT_ENABLED)
2450 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2451 mode = SHADERMODE_FAKELIGHT;
2452 permutation |= SHADERPERMUTATION_DIFFUSE;
2453 if (specularscale > 0)
2454 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2456 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2458 // deluxemapping (light direction texture)
2459 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2460 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2463 permutation |= SHADERPERMUTATION_DIFFUSE;
2464 if (specularscale > 0)
2465 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2467 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
2469 // fake deluxemapping (uniform light direction in tangentspace)
2470 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2471 permutation |= SHADERPERMUTATION_DIFFUSE;
2472 if (specularscale > 0)
2473 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475 else if (rsurface.uselightmaptexture)
2477 // ordinary lightmapping (q1bsp, q3bsp)
2478 mode = SHADERMODE_LIGHTMAP;
2482 // ordinary vertex coloring (q3bsp)
2483 mode = SHADERMODE_VERTEXCOLOR;
2485 if (r_shadow_bouncegridtexture)
2487 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2488 if (r_shadow_bouncegriddirectional)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2491 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2492 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493 // when using alphatocoverage, we don't need alphakill
2494 if (vid.allowalphatocoverage)
2496 if (r_transparent_alphatocoverage.integer)
2498 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2499 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2502 GL_AlphaToCoverage(false);
2505 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2506 colormod = dummy_colormod;
2507 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2508 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2509 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2510 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2511 switch(vid.renderpath)
2513 case RENDERPATH_D3D9:
2515 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2516 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2517 R_SetupShader_SetPermutationHLSL(mode, permutation);
2518 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2519 if (mode == SHADERMODE_LIGHTSOURCE)
2521 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2522 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2526 if (mode == SHADERMODE_LIGHTDIRECTION)
2528 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2531 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2532 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2533 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2534 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2535 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2537 if (mode == SHADERMODE_LIGHTSOURCE)
2539 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2540 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2541 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2542 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2543 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2545 // additive passes are only darkened by fog, not tinted
2546 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2547 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2551 if (mode == SHADERMODE_FLATCOLOR)
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2555 else if (mode == SHADERMODE_LIGHTDIRECTION)
2557 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2558 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2560 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2561 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2571 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2573 // additive passes are only darkened by fog, not tinted
2574 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2575 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2577 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2578 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2579 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2580 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2581 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2583 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2584 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2585 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2586 if (mode == SHADERMODE_WATER)
2587 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2589 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2592 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2593 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2594 if (rsurface.texture->pantstexture)
2595 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2598 if (rsurface.texture->shirttexture)
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2602 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2603 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2604 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2605 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2606 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2607 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2608 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2609 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2610 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2612 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2613 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2615 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2616 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2617 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2618 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2619 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2620 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2621 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2622 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2623 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2624 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2625 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2626 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2627 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2628 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2629 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2630 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2631 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2632 if (rsurfacepass == RSURFPASS_BACKGROUND)
2634 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2635 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2636 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2640 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2642 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2643 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2644 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2645 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2646 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2648 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2649 if (rsurface.rtlight)
2651 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2652 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2657 case RENDERPATH_D3D10:
2658 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2660 case RENDERPATH_D3D11:
2661 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663 case RENDERPATH_GL20:
2664 case RENDERPATH_GLES2:
2665 if (!vid.useinterleavedarrays)
2667 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), texturenumsurfaces, texturesurfacelist);
2668 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2669 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2670 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2671 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2672 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2673 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2674 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2678 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2679 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2681 R_SetupShader_SetPermutationGLSL(mode, permutation);
2682 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2683 if (mode == SHADERMODE_LIGHTSOURCE)
2685 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2686 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2687 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2688 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2689 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2690 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2692 // additive passes are only darkened by fog, not tinted
2693 if (r_glsl_permutation->loc_FogColor >= 0)
2694 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2695 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2699 if (mode == SHADERMODE_FLATCOLOR)
2701 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2703 else if (mode == SHADERMODE_LIGHTDIRECTION)
2705 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2706 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2707 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2708 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2709 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2710 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2711 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2715 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2716 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2717 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2721 // additive passes are only darkened by fog, not tinted
2722 if (r_glsl_permutation->loc_FogColor >= 0)
2724 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2725 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2727 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2729 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2730 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2731 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2732 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2733 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2734 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2735 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2736 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2737 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2739 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2740 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2741 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2742 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2743 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2745 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2746 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2747 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2748 if (r_glsl_permutation->loc_Color_Pants >= 0)
2750 if (rsurface.texture->pantstexture)
2751 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2753 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2755 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2757 if (rsurface.texture->shirttexture)
2758 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2760 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2762 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]);
2763 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2764 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2765 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2766 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2767 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2768 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2769 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2770 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2772 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]);
2773 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2774 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2775 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2777 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2778 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2779 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2780 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2781 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2782 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2783 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2784 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2785 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2786 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2787 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2788 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2789 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2790 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2791 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2792 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2793 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2794 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2795 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2796 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2797 if (rsurfacepass == RSURFPASS_BACKGROUND)
2799 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2800 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2801 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2805 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2807 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2808 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2809 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2810 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2811 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2813 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2814 if (rsurface.rtlight)
2816 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2817 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2820 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2823 case RENDERPATH_GL11:
2824 case RENDERPATH_GL13:
2825 case RENDERPATH_GLES1:
2827 case RENDERPATH_SOFT:
2828 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), texturenumsurfaces, texturesurfacelist);
2829 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2830 R_SetupShader_SetPermutationSoft(mode, permutation);
2831 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2832 if (mode == SHADERMODE_LIGHTSOURCE)
2834 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2835 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2836 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2837 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2838 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2839 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2841 // additive passes are only darkened by fog, not tinted
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2843 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2847 if (mode == SHADERMODE_FLATCOLOR)
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2851 else if (mode == SHADERMODE_LIGHTDIRECTION)
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2869 // additive passes are only darkened by fog, not tinted
2870 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2874 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2875 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2876 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2877 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2878 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2879 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2880 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2881 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2882 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2884 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2885 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2886 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2887 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2893 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2895 if (rsurface.texture->pantstexture)
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2900 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2902 if (rsurface.texture->shirttexture)
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2907 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2909 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2910 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2911 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2912 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2913 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2914 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2915 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2917 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2918 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2920 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2921 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2922 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2923 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2924 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2925 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2926 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2927 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2928 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2929 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2930 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2931 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2932 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2933 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2934 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2935 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2936 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2937 if (rsurfacepass == RSURFPASS_BACKGROUND)
2939 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2940 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2941 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2945 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2947 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2948 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2949 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2950 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2951 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2953 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2954 if (rsurface.rtlight)
2956 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2957 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2964 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2966 // select a permutation of the lighting shader appropriate to this
2967 // combination of texture, entity, light source, and fogging, only use the
2968 // minimum features necessary to avoid wasting rendering time in the
2969 // fragment shader on features that are not being used
2970 unsigned int permutation = 0;
2971 unsigned int mode = 0;
2972 const float *lightcolorbase = rtlight->currentcolor;
2973 float ambientscale = rtlight->ambientscale;
2974 float diffusescale = rtlight->diffusescale;
2975 float specularscale = rtlight->specularscale;
2976 // this is the location of the light in view space
2977 vec3_t viewlightorigin;
2978 // this transforms from view space (camera) to light space (cubemap)
2979 matrix4x4_t viewtolight;
2980 matrix4x4_t lighttoview;
2981 float viewtolight16f[16];
2982 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2984 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2985 if (rtlight->currentcubemap != r_texture_whitecube)
2986 permutation |= SHADERPERMUTATION_CUBEFILTER;
2987 if (diffusescale > 0)
2988 permutation |= SHADERPERMUTATION_DIFFUSE;
2989 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2990 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2991 if (r_shadow_usingshadowmap2d)
2993 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2994 if (r_shadow_shadowmapvsdct)
2995 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2997 if (r_shadow_shadowmapsampler)
2998 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2999 if (r_shadow_shadowmappcf > 1)
3000 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3001 else if (r_shadow_shadowmappcf)
3002 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3004 if (vid.allowalphatocoverage)
3005 GL_AlphaToCoverage(false);
3006 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3007 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3008 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3009 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3010 switch(vid.renderpath)
3012 case RENDERPATH_D3D9:
3014 R_SetupShader_SetPermutationHLSL(mode, permutation);
3015 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3016 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3017 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3019 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3020 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3021 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3022 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3023 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3024 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3026 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3027 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3028 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3029 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3030 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3031 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3034 case RENDERPATH_D3D10:
3035 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3037 case RENDERPATH_D3D11:
3038 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3040 case RENDERPATH_GL20:
3041 case RENDERPATH_GLES2:
3042 R_SetupShader_SetPermutationGLSL(mode, permutation);
3043 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3045 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050 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));
3051 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]);
3052 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3054 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3055 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3056 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3057 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3058 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3059 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3061 case RENDERPATH_GL11:
3062 case RENDERPATH_GL13:
3063 case RENDERPATH_GLES1:
3065 case RENDERPATH_SOFT:
3066 R_SetupShader_SetPermutationGLSL(mode, permutation);
3067 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3068 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3069 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3070 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3071 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3072 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3073 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3074 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3075 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3076 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3078 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3079 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3080 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3081 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3082 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3083 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3088 #define SKINFRAME_HASH 1024
3092 int loadsequence; // incremented each level change
3093 memexpandablearray_t array;
3094 skinframe_t *hash[SKINFRAME_HASH];
3097 r_skinframe_t r_skinframe;
3099 void R_SkinFrame_PrepareForPurge(void)
3101 r_skinframe.loadsequence++;
3102 // wrap it without hitting zero
3103 if (r_skinframe.loadsequence >= 200)
3104 r_skinframe.loadsequence = 1;
3107 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3111 // mark the skinframe as used for the purging code
3112 skinframe->loadsequence = r_skinframe.loadsequence;
3115 void R_SkinFrame_Purge(void)
3119 for (i = 0;i < SKINFRAME_HASH;i++)
3121 for (s = r_skinframe.hash[i];s;s = s->next)
3123 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3125 if (s->merged == s->base)
3127 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3128 R_PurgeTexture(s->stain );s->stain = NULL;
3129 R_PurgeTexture(s->merged);s->merged = NULL;
3130 R_PurgeTexture(s->base );s->base = NULL;
3131 R_PurgeTexture(s->pants );s->pants = NULL;
3132 R_PurgeTexture(s->shirt );s->shirt = NULL;
3133 R_PurgeTexture(s->nmap );s->nmap = NULL;
3134 R_PurgeTexture(s->gloss );s->gloss = NULL;
3135 R_PurgeTexture(s->glow );s->glow = NULL;
3136 R_PurgeTexture(s->fog );s->fog = NULL;
3137 R_PurgeTexture(s->reflect);s->reflect = NULL;
3138 s->loadsequence = 0;
3144 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3146 char basename[MAX_QPATH];
3148 Image_StripImageExtension(name, basename, sizeof(basename));
3150 if( last == NULL ) {
3152 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3153 item = r_skinframe.hash[hashindex];
3158 // linearly search through the hash bucket
3159 for( ; item ; item = item->next ) {
3160 if( !strcmp( item->basename, basename ) ) {
3167 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3171 char basename[MAX_QPATH];
3173 Image_StripImageExtension(name, basename, sizeof(basename));
3175 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3176 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3177 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3181 rtexture_t *dyntexture;
3182 // check whether its a dynamic texture
3183 dyntexture = CL_GetDynTexture( basename );
3184 if (!add && !dyntexture)
3186 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3187 memset(item, 0, sizeof(*item));
3188 strlcpy(item->basename, basename, sizeof(item->basename));
3189 item->base = dyntexture; // either NULL or dyntexture handle
3190 item->textureflags = textureflags;
3191 item->comparewidth = comparewidth;
3192 item->compareheight = compareheight;
3193 item->comparecrc = comparecrc;
3194 item->next = r_skinframe.hash[hashindex];
3195 r_skinframe.hash[hashindex] = item;
3197 else if( item->base == NULL )
3199 rtexture_t *dyntexture;
3200 // check whether its a dynamic texture
3201 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3202 dyntexture = CL_GetDynTexture( basename );
3203 item->base = dyntexture; // either NULL or dyntexture handle
3206 R_SkinFrame_MarkUsed(item);
3210 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3212 unsigned long long avgcolor[5], wsum; \
3220 for(pix = 0; pix < cnt; ++pix) \
3223 for(comp = 0; comp < 3; ++comp) \
3225 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3228 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3230 for(comp = 0; comp < 3; ++comp) \
3231 avgcolor[comp] += getpixel * w; \
3234 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3235 avgcolor[4] += getpixel; \
3237 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3239 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3240 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3241 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3242 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3245 extern cvar_t gl_picmip;
3246 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3249 unsigned char *pixels;
3250 unsigned char *bumppixels;
3251 unsigned char *basepixels = NULL;
3252 int basepixels_width = 0;
3253 int basepixels_height = 0;
3254 skinframe_t *skinframe;
3255 rtexture_t *ddsbase = NULL;
3256 qboolean ddshasalpha = false;
3257 float ddsavgcolor[4];
3258 char basename[MAX_QPATH];
3259 int miplevel = R_PicmipForFlags(textureflags);
3260 int savemiplevel = miplevel;
3263 if (cls.state == ca_dedicated)
3266 // return an existing skinframe if already loaded
3267 // if loading of the first image fails, don't make a new skinframe as it
3268 // would cause all future lookups of this to be missing
3269 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3270 if (skinframe && skinframe->base)
3273 Image_StripImageExtension(name, basename, sizeof(basename));
3275 // check for DDS texture file first
3276 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3278 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3279 if (basepixels == NULL)
3283 // FIXME handle miplevel
3285 if (developer_loading.integer)
3286 Con_Printf("loading skin \"%s\"\n", name);
3288 // we've got some pixels to store, so really allocate this new texture now
3290 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3291 skinframe->stain = NULL;
3292 skinframe->merged = NULL;
3293 skinframe->base = NULL;
3294 skinframe->pants = NULL;
3295 skinframe->shirt = NULL;
3296 skinframe->nmap = NULL;
3297 skinframe->gloss = NULL;
3298 skinframe->glow = NULL;
3299 skinframe->fog = NULL;
3300 skinframe->reflect = NULL;
3301 skinframe->hasalpha = false;
3305 skinframe->base = ddsbase;
3306 skinframe->hasalpha = ddshasalpha;
3307 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3308 if (r_loadfog && skinframe->hasalpha)
3309 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3310 //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]);
3314 basepixels_width = image_width;
3315 basepixels_height = image_height;
3316 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);
3317 if (textureflags & TEXF_ALPHA)
3319 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3321 if (basepixels[j] < 255)
3323 skinframe->hasalpha = true;
3327 if (r_loadfog && skinframe->hasalpha)
3329 // has transparent pixels
3330 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3331 for (j = 0;j < image_width * image_height * 4;j += 4)
3336 pixels[j+3] = basepixels[j+3];
3338 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3342 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3343 //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]);
3344 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3345 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3346 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3347 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3352 mymiplevel = savemiplevel;
3353 if (r_loadnormalmap)
3354 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3355 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3357 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3358 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3359 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3360 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3363 // _norm is the name used by tenebrae and has been adopted as standard
3364 if (r_loadnormalmap && skinframe->nmap == NULL)
3366 mymiplevel = savemiplevel;
3367 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3369 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3373 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3375 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3376 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3377 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3379 Mem_Free(bumppixels);
3381 else if (r_shadow_bumpscale_basetexture.value > 0)
3383 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3384 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3385 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3388 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3389 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3392 // _luma is supported only for tenebrae compatibility
3393 // _glow is the preferred name
3394 mymiplevel = savemiplevel;
3395 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3397 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3399 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3400 Mem_Free(pixels);pixels = NULL;
3403 mymiplevel = savemiplevel;
3404 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3406 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3407 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3408 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3413 mymiplevel = savemiplevel;
3414 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3416 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3417 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3418 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3423 mymiplevel = savemiplevel;
3424 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3426 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3427 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3428 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3433 mymiplevel = savemiplevel;
3434 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3436 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3437 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3438 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 Mem_Free(basepixels);
3449 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3450 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3453 unsigned char *temp1, *temp2;
3454 skinframe_t *skinframe;
3456 if (cls.state == ca_dedicated)
3459 // if already loaded just return it, otherwise make a new skinframe
3460 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3461 if (skinframe && skinframe->base)
3464 skinframe->stain = NULL;
3465 skinframe->merged = NULL;
3466 skinframe->base = NULL;
3467 skinframe->pants = NULL;
3468 skinframe->shirt = NULL;
3469 skinframe->nmap = NULL;
3470 skinframe->gloss = NULL;
3471 skinframe->glow = NULL;
3472 skinframe->fog = NULL;
3473 skinframe->reflect = NULL;
3474 skinframe->hasalpha = false;
3476 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3480 if (developer_loading.integer)
3481 Con_Printf("loading 32bit skin \"%s\"\n", name);
3483 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3485 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3486 temp2 = temp1 + width * height * 4;
3487 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3488 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3491 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3492 if (textureflags & TEXF_ALPHA)
3494 for (i = 3;i < width * height * 4;i += 4)
3496 if (skindata[i] < 255)
3498 skinframe->hasalpha = true;
3502 if (r_loadfog && skinframe->hasalpha)
3504 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3505 memcpy(fogpixels, skindata, width * height * 4);
3506 for (i = 0;i < width * height * 4;i += 4)
3507 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3508 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3509 Mem_Free(fogpixels);
3513 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3514 //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]);
3519 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3523 skinframe_t *skinframe;
3525 if (cls.state == ca_dedicated)
3528 // if already loaded just return it, otherwise make a new skinframe
3529 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3530 if (skinframe && skinframe->base)
3533 skinframe->stain = NULL;
3534 skinframe->merged = NULL;
3535 skinframe->base = NULL;
3536 skinframe->pants = NULL;
3537 skinframe->shirt = NULL;
3538 skinframe->nmap = NULL;
3539 skinframe->gloss = NULL;
3540 skinframe->glow = NULL;
3541 skinframe->fog = NULL;
3542 skinframe->reflect = NULL;
3543 skinframe->hasalpha = false;
3545 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3549 if (developer_loading.integer)
3550 Con_Printf("loading quake skin \"%s\"\n", name);
3552 // 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)
3553 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3554 memcpy(skinframe->qpixels, skindata, width*height);
3555 skinframe->qwidth = width;
3556 skinframe->qheight = height;
3559 for (i = 0;i < width * height;i++)
3560 featuresmask |= palette_featureflags[skindata[i]];
3562 skinframe->hasalpha = false;
3563 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3564 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3565 skinframe->qgeneratemerged = true;
3566 skinframe->qgeneratebase = skinframe->qhascolormapping;
3567 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3569 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3570 //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]);
3575 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3579 unsigned char *skindata;
3581 if (!skinframe->qpixels)
3584 if (!skinframe->qhascolormapping)
3585 colormapped = false;
3589 if (!skinframe->qgeneratebase)
3594 if (!skinframe->qgeneratemerged)
3598 width = skinframe->qwidth;
3599 height = skinframe->qheight;
3600 skindata = skinframe->qpixels;
3602 if (skinframe->qgeneratenmap)
3604 unsigned char *temp1, *temp2;
3605 skinframe->qgeneratenmap = false;
3606 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3607 temp2 = temp1 + width * height * 4;
3608 // use either a custom palette or the quake palette
3609 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3610 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3611 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3615 if (skinframe->qgenerateglow)
3617 skinframe->qgenerateglow = false;
3618 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3623 skinframe->qgeneratebase = false;
3624 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%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);
3625 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3626 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3630 skinframe->qgeneratemerged = false;
3631 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);
3634 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3636 Mem_Free(skinframe->qpixels);
3637 skinframe->qpixels = NULL;
3641 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)
3644 skinframe_t *skinframe;
3646 if (cls.state == ca_dedicated)
3649 // if already loaded just return it, otherwise make a new skinframe
3650 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3651 if (skinframe && skinframe->base)
3654 skinframe->stain = NULL;
3655 skinframe->merged = NULL;
3656 skinframe->base = NULL;
3657 skinframe->pants = NULL;
3658 skinframe->shirt = NULL;
3659 skinframe->nmap = NULL;
3660 skinframe->gloss = NULL;
3661 skinframe->glow = NULL;
3662 skinframe->fog = NULL;
3663 skinframe->reflect = NULL;
3664 skinframe->hasalpha = false;
3666 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3670 if (developer_loading.integer)
3671 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3673 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3674 if (textureflags & TEXF_ALPHA)
3676 for (i = 0;i < width * height;i++)
3678 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3680 skinframe->hasalpha = true;
3684 if (r_loadfog && skinframe->hasalpha)
3685 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3689 //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]);
3694 skinframe_t *R_SkinFrame_LoadMissing(void)
3696 skinframe_t *skinframe;
3698 if (cls.state == ca_dedicated)
3701 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3702 skinframe->stain = NULL;
3703 skinframe->merged = NULL;
3704 skinframe->base = NULL;
3705 skinframe->pants = NULL;
3706 skinframe->shirt = NULL;
3707 skinframe->nmap = NULL;
3708 skinframe->gloss = NULL;
3709 skinframe->glow = NULL;
3710 skinframe->fog = NULL;
3711 skinframe->reflect = NULL;
3712 skinframe->hasalpha = false;
3714 skinframe->avgcolor[0] = rand() / RAND_MAX;
3715 skinframe->avgcolor[1] = rand() / RAND_MAX;
3716 skinframe->avgcolor[2] = rand() / RAND_MAX;
3717 skinframe->avgcolor[3] = 1;
3722 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3723 typedef struct suffixinfo_s
3726 qboolean flipx, flipy, flipdiagonal;
3729 static suffixinfo_t suffix[3][6] =
3732 {"px", false, false, false},
3733 {"nx", false, false, false},
3734 {"py", false, false, false},
3735 {"ny", false, false, false},
3736 {"pz", false, false, false},
3737 {"nz", false, false, false}
3740 {"posx", false, false, false},
3741 {"negx", false, false, false},
3742 {"posy", false, false, false},
3743 {"negy", false, false, false},
3744 {"posz", false, false, false},
3745 {"negz", false, false, false}
3748 {"rt", true, false, true},
3749 {"lf", false, true, true},
3750 {"ft", true, true, false},
3751 {"bk", false, false, false},
3752 {"up", true, false, true},
3753 {"dn", true, false, true}
3757 static int componentorder[4] = {0, 1, 2, 3};
3759 rtexture_t *R_LoadCubemap(const char *basename)
3761 int i, j, cubemapsize;
3762 unsigned char *cubemappixels, *image_buffer;
3763 rtexture_t *cubemaptexture;
3765 // must start 0 so the first loadimagepixels has no requested width/height
3767 cubemappixels = NULL;
3768 cubemaptexture = NULL;
3769 // keep trying different suffix groups (posx, px, rt) until one loads
3770 for (j = 0;j < 3 && !cubemappixels;j++)
3772 // load the 6 images in the suffix group
3773 for (i = 0;i < 6;i++)
3775 // generate an image name based on the base and and suffix
3776 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3778 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3780 // an image loaded, make sure width and height are equal
3781 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3783 // if this is the first image to load successfully, allocate the cubemap memory
3784 if (!cubemappixels && image_width >= 1)
3786 cubemapsize = image_width;
3787 // note this clears to black, so unavailable sides are black
3788 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3790 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3792 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);
3795 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3797 Mem_Free(image_buffer);
3801 // if a cubemap loaded, upload it
3804 if (developer_loading.integer)
3805 Con_Printf("loading cubemap \"%s\"\n", basename);
3807 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3808 Mem_Free(cubemappixels);
3812 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3813 if (developer_loading.integer)
3815 Con_Printf("(tried tried images ");
3816 for (j = 0;j < 3;j++)
3817 for (i = 0;i < 6;i++)
3818 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3819 Con_Print(" and was unable to find any of them).\n");
3822 return cubemaptexture;
3825 rtexture_t *R_GetCubemap(const char *basename)
3828 for (i = 0;i < r_texture_numcubemaps;i++)
3829 if (r_texture_cubemaps[i] != NULL)
3830 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3831 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3832 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3833 return r_texture_whitecube;
3834 r_texture_numcubemaps++;
3835 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3836 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3837 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3838 return r_texture_cubemaps[i]->texture;
3841 void R_FreeCubemap(const char *basename)
3845 for (i = 0;i < r_texture_numcubemaps;i++)
3847 if (r_texture_cubemaps[i] != NULL)
3849 if (r_texture_cubemaps[i]->texture)
3851 if (developer_loading.integer)
3852 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3853 R_FreeTexture(r_texture_cubemaps[i]->texture);
3854 Mem_Free(r_texture_cubemaps[i]);
3855 r_texture_cubemaps[i] = NULL;
3861 void R_FreeCubemaps(void)
3864 for (i = 0;i < r_texture_numcubemaps;i++)
3866 if (developer_loading.integer)
3867 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3868 if (r_texture_cubemaps[i] != NULL)
3870 if (r_texture_cubemaps[i]->texture)
3871 R_FreeTexture(r_texture_cubemaps[i]->texture);
3872 Mem_Free(r_texture_cubemaps[i]);
3875 r_texture_numcubemaps = 0;
3878 void R_Main_FreeViewCache(void)
3880 if (r_refdef.viewcache.entityvisible)
3881 Mem_Free(r_refdef.viewcache.entityvisible);
3882 if (r_refdef.viewcache.world_pvsbits)
3883 Mem_Free(r_refdef.viewcache.world_pvsbits);
3884 if (r_refdef.viewcache.world_leafvisible)
3885 Mem_Free(r_refdef.viewcache.world_leafvisible);
3886 if (r_refdef.viewcache.world_surfacevisible)
3887 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3888 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3891 void R_Main_ResizeViewCache(void)
3893 int numentities = r_refdef.scene.numentities;
3894 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3895 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3896 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3897 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3898 if (r_refdef.viewcache.maxentities < numentities)
3900 r_refdef.viewcache.maxentities = numentities;
3901 if (r_refdef.viewcache.entityvisible)
3902 Mem_Free(r_refdef.viewcache.entityvisible);
3903 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3905 if (r_refdef.viewcache.world_numclusters != numclusters)
3907 r_refdef.viewcache.world_numclusters = numclusters;
3908 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3909 if (r_refdef.viewcache.world_pvsbits)
3910 Mem_Free(r_refdef.viewcache.world_pvsbits);
3911 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3913 if (r_refdef.viewcache.world_numleafs != numleafs)
3915 r_refdef.viewcache.world_numleafs = numleafs;
3916 if (r_refdef.viewcache.world_leafvisible)
3917 Mem_Free(r_refdef.viewcache.world_leafvisible);
3918 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3920 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3922 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3923 if (r_refdef.viewcache.world_surfacevisible)
3924 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3925 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3929 extern rtexture_t *loadingscreentexture;
3930 void gl_main_start(void)
3932 loadingscreentexture = NULL;
3933 r_texture_blanknormalmap = NULL;
3934 r_texture_white = NULL;
3935 r_texture_grey128 = NULL;
3936 r_texture_black = NULL;
3937 r_texture_whitecube = NULL;
3938 r_texture_normalizationcube = NULL;
3939 r_texture_fogattenuation = NULL;
3940 r_texture_fogheighttexture = NULL;
3941 r_texture_gammaramps = NULL;
3942 r_texture_numcubemaps = 0;
3944 r_loaddds = r_texture_dds_load.integer != 0;
3945 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3947 switch(vid.renderpath)
3949 case RENDERPATH_GL20:
3950 case RENDERPATH_D3D9:
3951 case RENDERPATH_D3D10:
3952 case RENDERPATH_D3D11:
3953 case RENDERPATH_SOFT:
3954 case RENDERPATH_GLES2:
3955 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3956 Cvar_SetValueQuick(&gl_combine, 1);
3957 Cvar_SetValueQuick(&r_glsl, 1);
3958 r_loadnormalmap = true;
3962 case RENDERPATH_GL13:
3963 case RENDERPATH_GLES1:
3964 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3965 Cvar_SetValueQuick(&gl_combine, 1);
3966 Cvar_SetValueQuick(&r_glsl, 0);
3967 r_loadnormalmap = false;
3968 r_loadgloss = false;
3971 case RENDERPATH_GL11:
3972 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3973 Cvar_SetValueQuick(&gl_combine, 0);
3974 Cvar_SetValueQuick(&r_glsl, 0);
3975 r_loadnormalmap = false;
3976 r_loadgloss = false;
3982 R_FrameData_Reset();
3986 memset(r_queries, 0, sizeof(r_queries));
3988 r_qwskincache = NULL;
3989 r_qwskincache_size = 0;
3991 // due to caching of texture_t references, the collision cache must be reset
3992 Collision_Cache_Reset(true);
3994 // set up r_skinframe loading system for textures
3995 memset(&r_skinframe, 0, sizeof(r_skinframe));
3996 r_skinframe.loadsequence = 1;
3997 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3999 r_main_texturepool = R_AllocTexturePool();
4000 R_BuildBlankTextures();
4002 if (vid.support.arb_texture_cube_map)
4005 R_BuildNormalizationCube();
4007 r_texture_fogattenuation = NULL;
4008 r_texture_fogheighttexture = NULL;
4009 r_texture_gammaramps = NULL;
4010 //r_texture_fogintensity = NULL;
4011 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4012 memset(&r_waterstate, 0, sizeof(r_waterstate));
4013 r_glsl_permutation = NULL;
4014 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4015 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4016 glslshaderstring = NULL;
4018 r_hlsl_permutation = NULL;
4019 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4020 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4022 hlslshaderstring = NULL;
4023 memset(&r_svbsp, 0, sizeof (r_svbsp));
4025 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4026 r_texture_numcubemaps = 0;
4028 r_refdef.fogmasktable_density = 0;
4031 void gl_main_shutdown(void)
4034 R_FrameData_Reset();
4036 R_Main_FreeViewCache();
4038 switch(vid.renderpath)
4040 case RENDERPATH_GL11:
4041 case RENDERPATH_GL13:
4042 case RENDERPATH_GL20:
4043 case RENDERPATH_GLES1:
4044 case RENDERPATH_GLES2:
4046 qglDeleteQueriesARB(r_maxqueries, r_queries);
4048 case RENDERPATH_D3D9:
4049 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4051 case RENDERPATH_D3D10:
4052 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4054 case RENDERPATH_D3D11:
4055 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4057 case RENDERPATH_SOFT:
4063 memset(r_queries, 0, sizeof(r_queries));
4065 r_qwskincache = NULL;
4066 r_qwskincache_size = 0;
4068 // clear out the r_skinframe state
4069 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4070 memset(&r_skinframe, 0, sizeof(r_skinframe));
4073 Mem_Free(r_svbsp.nodes);
4074 memset(&r_svbsp, 0, sizeof (r_svbsp));
4075 R_FreeTexturePool(&r_main_texturepool);
4076 loadingscreentexture = NULL;
4077 r_texture_blanknormalmap = NULL;
4078 r_texture_white = NULL;
4079 r_texture_grey128 = NULL;
4080 r_texture_black = NULL;
4081 r_texture_whitecube = NULL;
4082 r_texture_normalizationcube = NULL;
4083 r_texture_fogattenuation = NULL;
4084 r_texture_fogheighttexture = NULL;
4085 r_texture_gammaramps = NULL;
4086 r_texture_numcubemaps = 0;
4087 //r_texture_fogintensity = NULL;
4088 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4089 memset(&r_waterstate, 0, sizeof(r_waterstate));
4092 r_glsl_permutation = NULL;
4093 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4094 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4095 glslshaderstring = NULL;
4097 r_hlsl_permutation = NULL;
4098 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4099 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4101 hlslshaderstring = NULL;
4104 extern void CL_ParseEntityLump(char *entitystring);
4105 void gl_main_newmap(void)
4107 // FIXME: move this code to client
4108 char *entities, entname[MAX_QPATH];
4110 Mem_Free(r_qwskincache);
4111 r_qwskincache = NULL;
4112 r_qwskincache_size = 0;
4115 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4116 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4118 CL_ParseEntityLump(entities);
4122 if (cl.worldmodel->brush.entities)
4123 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4125 R_Main_FreeViewCache();
4127 R_FrameData_Reset();
4130 void GL_Main_Init(void)
4132 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4134 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4135 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4136 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4137 if (gamemode == GAME_NEHAHRA)
4139 Cvar_RegisterVariable (&gl_fogenable);
4140 Cvar_RegisterVariable (&gl_fogdensity);
4141 Cvar_RegisterVariable (&gl_fogred);
4142 Cvar_RegisterVariable (&gl_foggreen);
4143 Cvar_RegisterVariable (&gl_fogblue);
4144 Cvar_RegisterVariable (&gl_fogstart);
4145 Cvar_RegisterVariable (&gl_fogend);
4146 Cvar_RegisterVariable (&gl_skyclip);
4148 Cvar_RegisterVariable(&r_motionblur);
4149 Cvar_RegisterVariable(&r_damageblur);
4150 Cvar_RegisterVariable(&r_motionblur_averaging);
4151 Cvar_RegisterVariable(&r_motionblur_randomize);
4152 Cvar_RegisterVariable(&r_motionblur_minblur);
4153 Cvar_RegisterVariable(&r_motionblur_maxblur);
4154 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4155 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4156 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4157 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4158 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4159 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4160 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4161 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4162 Cvar_RegisterVariable(&r_equalize_entities_by);
4163 Cvar_RegisterVariable(&r_equalize_entities_to);
4164 Cvar_RegisterVariable(&r_depthfirst);
4165 Cvar_RegisterVariable(&r_useinfinitefarclip);
4166 Cvar_RegisterVariable(&r_farclip_base);
4167 Cvar_RegisterVariable(&r_farclip_world);
4168 Cvar_RegisterVariable(&r_nearclip);
4169 Cvar_RegisterVariable(&r_deformvertexes);
4170 Cvar_RegisterVariable(&r_transparent);
4171 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4172 Cvar_RegisterVariable(&r_showoverdraw);
4173 Cvar_RegisterVariable(&r_showbboxes);
4174 Cvar_RegisterVariable(&r_showsurfaces);
4175 Cvar_RegisterVariable(&r_showtris);
4176 Cvar_RegisterVariable(&r_shownormals);
4177 Cvar_RegisterVariable(&r_showlighting);
4178 Cvar_RegisterVariable(&r_showshadowvolumes);
4179 Cvar_RegisterVariable(&r_showcollisionbrushes);
4180 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4181 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4182 Cvar_RegisterVariable(&r_showdisabledepthtest);
4183 Cvar_RegisterVariable(&r_drawportals);
4184 Cvar_RegisterVariable(&r_drawentities);
4185 Cvar_RegisterVariable(&r_draw2d);
4186 Cvar_RegisterVariable(&r_drawworld);
4187 Cvar_RegisterVariable(&r_cullentities_trace);
4188 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4189 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4190 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4191 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4192 Cvar_RegisterVariable(&r_drawviewmodel);
4193 Cvar_RegisterVariable(&r_drawexteriormodel);
4194 Cvar_RegisterVariable(&r_speeds);
4195 Cvar_RegisterVariable(&r_fullbrights);
4196 Cvar_RegisterVariable(&r_wateralpha);
4197 Cvar_RegisterVariable(&r_dynamic);
4198 Cvar_RegisterVariable(&r_fakelight);
4199 Cvar_RegisterVariable(&r_fakelight_intensity);
4200 Cvar_RegisterVariable(&r_fullbright);
4201 Cvar_RegisterVariable(&r_shadows);
4202 Cvar_RegisterVariable(&r_shadows_darken);
4203 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4204 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4205 Cvar_RegisterVariable(&r_shadows_throwdistance);
4206 Cvar_RegisterVariable(&r_shadows_throwdirection);
4207 Cvar_RegisterVariable(&r_shadows_focus);
4208 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4209 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4210 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4211 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4212 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4213 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4214 Cvar_RegisterVariable(&r_fog_exp2);
4215 Cvar_RegisterVariable(&r_fog_clear);
4216 Cvar_RegisterVariable(&r_drawfog);
4217 Cvar_RegisterVariable(&r_transparentdepthmasking);
4218 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4219 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4220 Cvar_RegisterVariable(&r_texture_dds_load);
4221 Cvar_RegisterVariable(&r_texture_dds_save);
4222 Cvar_RegisterVariable(&r_textureunits);
4223 Cvar_RegisterVariable(&gl_combine);
4224 Cvar_RegisterVariable(&r_viewfbo);
4225 Cvar_RegisterVariable(&r_viewscale);
4226 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4227 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4228 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4229 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4230 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4231 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4232 Cvar_RegisterVariable(&r_glsl);
4233 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4234 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4235 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4236 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4237 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4238 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4239 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4240 Cvar_RegisterVariable(&r_glsl_postprocess);
4241 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4242 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4243 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4244 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4245 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4246 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4247 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4248 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4250 Cvar_RegisterVariable(&r_water);
4251 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4252 Cvar_RegisterVariable(&r_water_clippingplanebias);
4253 Cvar_RegisterVariable(&r_water_refractdistort);
4254 Cvar_RegisterVariable(&r_water_reflectdistort);
4255 Cvar_RegisterVariable(&r_water_scissormode);
4256 Cvar_RegisterVariable(&r_water_lowquality);
4258 Cvar_RegisterVariable(&r_lerpsprites);
4259 Cvar_RegisterVariable(&r_lerpmodels);
4260 Cvar_RegisterVariable(&r_lerplightstyles);
4261 Cvar_RegisterVariable(&r_waterscroll);
4262 Cvar_RegisterVariable(&r_bloom);
4263 Cvar_RegisterVariable(&r_bloom_colorscale);
4264 Cvar_RegisterVariable(&r_bloom_brighten);
4265 Cvar_RegisterVariable(&r_bloom_blur);
4266 Cvar_RegisterVariable(&r_bloom_resolution);
4267 Cvar_RegisterVariable(&r_bloom_colorexponent);
4268 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4269 Cvar_RegisterVariable(&r_hdr);
4270 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4271 Cvar_RegisterVariable(&r_hdr_glowintensity);
4272 Cvar_RegisterVariable(&r_hdr_range);
4273 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4274 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4275 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4276 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4277 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4278 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4279 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4280 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4281 Cvar_RegisterVariable(&developer_texturelogging);
4282 Cvar_RegisterVariable(&gl_lightmaps);
4283 Cvar_RegisterVariable(&r_test);
4284 Cvar_RegisterVariable(&r_glsl_saturation);
4285 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4286 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4287 Cvar_RegisterVariable(&r_framedatasize);
4288 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4289 Cvar_SetValue("r_fullbrights", 0);
4290 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4293 extern void R_Textures_Init(void);
4294 extern void GL_Draw_Init(void);
4295 extern void GL_Main_Init(void);
4296 extern void R_Shadow_Init(void);
4297 extern void R_Sky_Init(void);
4298 extern void GL_Surf_Init(void);
4299 extern void R_Particles_Init(void);
4300 extern void R_Explosion_Init(void);
4301 extern void gl_backend_init(void);
4302 extern void Sbar_Init(void);
4303 extern void R_LightningBeams_Init(void);
4304 extern void Mod_RenderInit(void);
4305 extern void Font_Init(void);
4307 void Render_Init(void)
4320 R_LightningBeams_Init();
4329 extern char *ENGINE_EXTENSIONS;
4332 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4333 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4334 gl_version = (const char *)qglGetString(GL_VERSION);
4335 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4339 if (!gl_platformextensions)
4340 gl_platformextensions = "";
4342 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4343 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4344 Con_Printf("GL_VERSION: %s\n", gl_version);
4345 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4346 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4348 VID_CheckExtensions();
4350 // LordHavoc: report supported extensions
4351 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4353 // clear to black (loading plaque will be seen over this)
4354 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4357 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4361 if (r_trippy.integer)
4363 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4365 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4368 p = r_refdef.view.frustum + i;
4373 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4377 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4381 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4385 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4389 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4393 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4397 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4401 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4409 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4413 if (r_trippy.integer)
4415 for (i = 0;i < numplanes;i++)
4422 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4426 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4430 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4434 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4442 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4446 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4450 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4458 //==================================================================================
4460 // LordHavoc: this stores temporary data used within the same frame
4462 typedef struct r_framedata_mem_s
4464 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4465 size_t size; // how much usable space
4466 size_t current; // how much space in use
4467 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4468 size_t wantedsize; // how much space was allocated
4469 unsigned char *data; // start of real data (16byte aligned)
4473 static r_framedata_mem_t *r_framedata_mem;
4475 void R_FrameData_Reset(void)
4477 while (r_framedata_mem)
4479 r_framedata_mem_t *next = r_framedata_mem->purge;
4480 Mem_Free(r_framedata_mem);
4481 r_framedata_mem = next;
4485 void R_FrameData_Resize(void)
4488 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4489 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4490 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4492 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4493 newmem->wantedsize = wantedsize;
4494 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4495 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4496 newmem->current = 0;
4498 newmem->purge = r_framedata_mem;
4499 r_framedata_mem = newmem;
4503 void R_FrameData_NewFrame(void)
4505 R_FrameData_Resize();
4506 if (!r_framedata_mem)
4508 // if we ran out of space on the last frame, free the old memory now
4509 while (r_framedata_mem->purge)
4511 // repeatedly remove the second item in the list, leaving only head
4512 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4513 Mem_Free(r_framedata_mem->purge);
4514 r_framedata_mem->purge = next;
4516 // reset the current mem pointer
4517 r_framedata_mem->current = 0;
4518 r_framedata_mem->mark = 0;
4521 void *R_FrameData_Alloc(size_t size)
4525 // align to 16 byte boundary - the data pointer is already aligned, so we
4526 // only need to ensure the size of every allocation is also aligned
4527 size = (size + 15) & ~15;
4529 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4531 // emergency - we ran out of space, allocate more memory
4532 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4533 R_FrameData_Resize();
4536 data = r_framedata_mem->data + r_framedata_mem->current;
4537 r_framedata_mem->current += size;
4539 // count the usage for stats
4540 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4541 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4543 return (void *)data;
4546 void *R_FrameData_Store(size_t size, void *data)
4548 void *d = R_FrameData_Alloc(size);
4550 memcpy(d, data, size);
4554 void R_FrameData_SetMark(void)
4556 if (!r_framedata_mem)
4558 r_framedata_mem->mark = r_framedata_mem->current;
4561 void R_FrameData_ReturnToMark(void)
4563 if (!r_framedata_mem)
4565 r_framedata_mem->current = r_framedata_mem->mark;
4568 //==================================================================================
4570 // LordHavoc: animcache originally written by Echon, rewritten since then
4573 * Animation cache prevents re-generating mesh data for an animated model
4574 * multiple times in one frame for lighting, shadowing, reflections, etc.
4577 void R_AnimCache_Free(void)
4581 void R_AnimCache_ClearCache(void)
4584 entity_render_t *ent;
4586 for (i = 0;i < r_refdef.scene.numentities;i++)
4588 ent = r_refdef.scene.entities[i];
4589 ent->animcache_vertex3f = NULL;
4590 ent->animcache_normal3f = NULL;
4591 ent->animcache_svector3f = NULL;
4592 ent->animcache_tvector3f = NULL;
4593 ent->animcache_vertexmesh = NULL;
4594 ent->animcache_vertex3fbuffer = NULL;
4595 ent->animcache_vertexmeshbuffer = NULL;
4599 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4603 // check if we need the meshbuffers
4604 if (!vid.useinterleavedarrays)
4607 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4608 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4609 // TODO: upload vertex3f buffer?
4610 if (ent->animcache_vertexmesh)
4612 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4613 for (i = 0;i < numvertices;i++)
4614 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4615 if (ent->animcache_svector3f)
4616 for (i = 0;i < numvertices;i++)
4617 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4618 if (ent->animcache_tvector3f)
4619 for (i = 0;i < numvertices;i++)
4620 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4621 if (ent->animcache_normal3f)
4622 for (i = 0;i < numvertices;i++)
4623 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4624 // TODO: upload vertexmeshbuffer?
4628 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4630 dp_model_t *model = ent->model;
4632 // see if it's already cached this frame
4633 if (ent->animcache_vertex3f)
4635 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4636 if (wantnormals || wanttangents)
4638 if (ent->animcache_normal3f)
4639 wantnormals = false;
4640 if (ent->animcache_svector3f)
4641 wanttangents = false;
4642 if (wantnormals || wanttangents)
4644 numvertices = model->surfmesh.num_vertices;
4646 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4649 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4650 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4652 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4653 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4659 // see if this ent is worth caching
4660 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4662 // get some memory for this entity and generate mesh data
4663 numvertices = model->surfmesh.num_vertices;
4664 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4666 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4669 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4670 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4673 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4678 void R_AnimCache_CacheVisibleEntities(void)
4681 qboolean wantnormals = true;
4682 qboolean wanttangents = !r_showsurfaces.integer;
4684 switch(vid.renderpath)
4686 case RENDERPATH_GL20:
4687 case RENDERPATH_D3D9:
4688 case RENDERPATH_D3D10:
4689 case RENDERPATH_D3D11:
4690 case RENDERPATH_GLES2:
4692 case RENDERPATH_GL11:
4693 case RENDERPATH_GL13:
4694 case RENDERPATH_GLES1:
4695 wanttangents = false;
4697 case RENDERPATH_SOFT:
4701 if (r_shownormals.integer)
4702 wanttangents = wantnormals = true;
4704 // TODO: thread this
4705 // NOTE: R_PrepareRTLights() also caches entities
4707 for (i = 0;i < r_refdef.scene.numentities;i++)
4708 if (r_refdef.viewcache.entityvisible[i])
4709 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4712 //==================================================================================
4714 extern cvar_t r_overheadsprites_pushback;
4716 static void R_View_UpdateEntityLighting (void)
4719 entity_render_t *ent;
4720 vec3_t tempdiffusenormal, avg;
4721 vec_t f, fa, fd, fdd;
4722 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4724 for (i = 0;i < r_refdef.scene.numentities;i++)
4726 ent = r_refdef.scene.entities[i];
4728 // skip unseen models
4729 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4733 if (ent->model && ent->model->brush.num_leafs)
4735 // TODO: use modellight for r_ambient settings on world?
4736 VectorSet(ent->modellight_ambient, 0, 0, 0);
4737 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4738 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4742 // fetch the lighting from the worldmodel data
4743 VectorClear(ent->modellight_ambient);
4744 VectorClear(ent->modellight_diffuse);
4745 VectorClear(tempdiffusenormal);
4746 if (ent->flags & RENDER_LIGHT)
4749 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4751 // complete lightning for lit sprites
4752 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4753 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4755 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4756 org[2] = org[2] + r_overheadsprites_pushback.value;
4757 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4760 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4762 if(ent->flags & RENDER_EQUALIZE)
4764 // first fix up ambient lighting...
4765 if(r_equalize_entities_minambient.value > 0)
4767 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4770 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4771 if(fa < r_equalize_entities_minambient.value * fd)
4774 // fa'/fd' = minambient
4775 // fa'+0.25*fd' = fa+0.25*fd
4777 // fa' = fd' * minambient
4778 // fd'*(0.25+minambient) = fa+0.25*fd
4780 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4781 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4783 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4784 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4785 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4786 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4791 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4793 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4794 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4798 // adjust brightness and saturation to target
4799 avg[0] = avg[1] = avg[2] = fa / f;
4800 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4801 avg[0] = avg[1] = avg[2] = fd / f;
4802 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4808 VectorSet(ent->modellight_ambient, 1, 1, 1);
4810 // move the light direction into modelspace coordinates for lighting code
4811 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4812 if(VectorLength2(ent->modellight_lightdir) == 0)
4813 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4814 VectorNormalize(ent->modellight_lightdir);
4818 #define MAX_LINEOFSIGHTTRACES 64
4820 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4823 vec3_t boxmins, boxmaxs;
4826 dp_model_t *model = r_refdef.scene.worldmodel;
4828 if (!model || !model->brush.TraceLineOfSight)
4831 // expand the box a little
4832 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4833 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4834 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4835 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4836 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4837 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4839 // return true if eye is inside enlarged box
4840 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4844 VectorCopy(eye, start);
4845 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4846 if (model->brush.TraceLineOfSight(model, start, end))
4849 // try various random positions
4850 for (i = 0;i < numsamples;i++)
4852 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4853 if (model->brush.TraceLineOfSight(model, start, end))
4861 static void R_View_UpdateEntityVisible (void)
4866 entity_render_t *ent;
4868 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4869 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4870 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4871 : RENDER_EXTERIORMODEL;
4872 if (!r_drawviewmodel.integer)
4873 renderimask |= RENDER_VIEWMODEL;
4874 if (!r_drawexteriormodel.integer)
4875 renderimask |= RENDER_EXTERIORMODEL;
4876 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4878 // worldmodel can check visibility
4879 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4880 for (i = 0;i < r_refdef.scene.numentities;i++)
4882 ent = r_refdef.scene.entities[i];
4883 if (!(ent->flags & renderimask))
4884 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4885 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4886 r_refdef.viewcache.entityvisible[i] = true;
4891 // no worldmodel or it can't check visibility
4892 for (i = 0;i < r_refdef.scene.numentities;i++)
4894 ent = r_refdef.scene.entities[i];
4895 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4898 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4899 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4901 for (i = 0;i < r_refdef.scene.numentities;i++)
4903 if (!r_refdef.viewcache.entityvisible[i])
4905 ent = r_refdef.scene.entities[i];
4906 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4908 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4910 continue; // temp entities do pvs only
4911 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4912 ent->last_trace_visibility = realtime;
4913 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4914 r_refdef.viewcache.entityvisible[i] = 0;
4920 /// only used if skyrendermasked, and normally returns false
4921 int R_DrawBrushModelsSky (void)
4924 entity_render_t *ent;
4927 for (i = 0;i < r_refdef.scene.numentities;i++)
4929 if (!r_refdef.viewcache.entityvisible[i])
4931 ent = r_refdef.scene.entities[i];
4932 if (!ent->model || !ent->model->DrawSky)
4934 ent->model->DrawSky(ent);
4940 static void R_DrawNoModel(entity_render_t *ent);
4941 static void R_DrawModels(void)
4944 entity_render_t *ent;
4946 for (i = 0;i < r_refdef.scene.numentities;i++)
4948 if (!r_refdef.viewcache.entityvisible[i])
4950 ent = r_refdef.scene.entities[i];
4951 r_refdef.stats.entities++;
4953 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4956 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4957 Con_Printf("R_DrawModels\n");
4958 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4959 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4960 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4963 if (ent->model && ent->model->Draw != NULL)
4964 ent->model->Draw(ent);
4970 static void R_DrawModelsDepth(void)
4973 entity_render_t *ent;
4975 for (i = 0;i < r_refdef.scene.numentities;i++)
4977 if (!r_refdef.viewcache.entityvisible[i])
4979 ent = r_refdef.scene.entities[i];
4980 if (ent->model && ent->model->DrawDepth != NULL)
4981 ent->model->DrawDepth(ent);
4985 static void R_DrawModelsDebug(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDebug != NULL)
4996 ent->model->DrawDebug(ent);
5000 static void R_DrawModelsAddWaterPlanes(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5011 ent->model->DrawAddWaterPlanes(ent);
5015 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5017 if (r_hdr_irisadaptation.integer)
5021 vec3_t diffusenormal;
5025 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5026 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5027 brightness = max(0.0000001f, brightness);
5028 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5029 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5030 current = r_hdr_irisadaptation_value.value;
5032 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5033 else if (current > goal)
5034 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5035 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5036 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5038 else if (r_hdr_irisadaptation_value.value != 1.0f)
5039 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5042 static void R_View_SetFrustum(const int *scissor)
5045 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5046 vec3_t forward, left, up, origin, v;
5050 // flipped x coordinates (because x points left here)
5051 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5052 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5054 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5055 switch(vid.renderpath)
5057 case RENDERPATH_D3D9:
5058 case RENDERPATH_D3D10:
5059 case RENDERPATH_D3D11:
5060 // non-flipped y coordinates
5061 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5062 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5064 case RENDERPATH_SOFT:
5065 case RENDERPATH_GL11:
5066 case RENDERPATH_GL13:
5067 case RENDERPATH_GL20:
5068 case RENDERPATH_GLES1:
5069 case RENDERPATH_GLES2:
5070 // non-flipped y coordinates
5071 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5072 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5077 // we can't trust r_refdef.view.forward and friends in reflected scenes
5078 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5081 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5082 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5083 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5084 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5085 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5086 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5087 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5088 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5089 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5090 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5091 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5092 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5096 zNear = r_refdef.nearclip;
5097 nudge = 1.0 - 1.0 / (1<<23);
5098 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5099 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5100 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5101 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5102 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5103 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5104 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5105 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5111 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5112 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5113 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5114 r_refdef.view.frustum[0].dist = m[15] - m[12];
5116 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5117 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5118 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5119 r_refdef.view.frustum[1].dist = m[15] + m[12];
5121 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5122 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5123 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5124 r_refdef.view.frustum[2].dist = m[15] - m[13];
5126 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5127 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5128 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5129 r_refdef.view.frustum[3].dist = m[15] + m[13];
5131 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5132 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5133 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5134 r_refdef.view.frustum[4].dist = m[15] - m[14];
5136 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5137 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5138 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5139 r_refdef.view.frustum[5].dist = m[15] + m[14];
5142 if (r_refdef.view.useperspective)
5144 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5145 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]);
5146 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]);
5147 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]);
5148 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]);
5150 // then the normals from the corners relative to origin
5151 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5152 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5153 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5154 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5156 // in a NORMAL view, forward cross left == up
5157 // in a REFLECTED view, forward cross left == down
5158 // so our cross products above need to be adjusted for a left handed coordinate system
5159 CrossProduct(forward, left, v);
5160 if(DotProduct(v, up) < 0)
5162 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5163 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5164 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5165 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5168 // Leaving those out was a mistake, those were in the old code, and they
5169 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5170 // I couldn't reproduce it after adding those normalizations. --blub
5171 VectorNormalize(r_refdef.view.frustum[0].normal);
5172 VectorNormalize(r_refdef.view.frustum[1].normal);
5173 VectorNormalize(r_refdef.view.frustum[2].normal);
5174 VectorNormalize(r_refdef.view.frustum[3].normal);
5176 // make the corners absolute
5177 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5178 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5179 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5180 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5183 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5185 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5186 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5187 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5188 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5189 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5193 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5194 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5195 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5196 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5197 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5198 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5199 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5200 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5201 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5202 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5204 r_refdef.view.numfrustumplanes = 5;
5206 if (r_refdef.view.useclipplane)
5208 r_refdef.view.numfrustumplanes = 6;
5209 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5212 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5213 PlaneClassify(r_refdef.view.frustum + i);
5215 // LordHavoc: note to all quake engine coders, Quake had a special case
5216 // for 90 degrees which assumed a square view (wrong), so I removed it,
5217 // Quake2 has it disabled as well.
5219 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5220 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5221 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5222 //PlaneClassify(&frustum[0]);
5224 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5225 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5226 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5227 //PlaneClassify(&frustum[1]);
5229 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5230 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5231 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5232 //PlaneClassify(&frustum[2]);
5234 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5235 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5236 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5237 //PlaneClassify(&frustum[3]);
5240 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5241 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5242 //PlaneClassify(&frustum[4]);
5245 void R_View_UpdateWithScissor(const int *myscissor)
5247 R_Main_ResizeViewCache();
5248 R_View_SetFrustum(myscissor);
5249 R_View_WorldVisibility(r_refdef.view.useclipplane);
5250 R_View_UpdateEntityVisible();
5251 R_View_UpdateEntityLighting();
5254 void R_View_Update(void)
5256 R_Main_ResizeViewCache();
5257 R_View_SetFrustum(NULL);
5258 R_View_WorldVisibility(r_refdef.view.useclipplane);
5259 R_View_UpdateEntityVisible();
5260 R_View_UpdateEntityLighting();
5263 float viewscalefpsadjusted = 1.0f;
5265 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5267 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5268 scale = bound(0.03125f, scale, 1.0f);
5269 *outwidth = (int)ceil(width * scale);
5270 *outheight = (int)ceil(height * scale);
5273 void R_Mesh_SetMainRenderTargets(void)
5275 if (r_bloomstate.fbo_framebuffer)
5276 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5278 R_Mesh_ResetRenderTargets();
5281 void R_SetupView(qboolean allowwaterclippingplane)
5283 const float *customclipplane = NULL;
5285 int scaledwidth, scaledheight;
5286 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5288 // LordHavoc: couldn't figure out how to make this approach the
5289 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5290 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5291 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5292 dist = r_refdef.view.clipplane.dist;
5293 plane[0] = r_refdef.view.clipplane.normal[0];
5294 plane[1] = r_refdef.view.clipplane.normal[1];
5295 plane[2] = r_refdef.view.clipplane.normal[2];
5297 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5300 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5301 if (!r_refdef.view.useperspective)
5302 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5303 else if (vid.stencil && r_useinfinitefarclip.integer)
5304 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5306 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5307 R_Mesh_SetMainRenderTargets();
5308 R_SetViewport(&r_refdef.view.viewport);
5309 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5311 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5312 float screenplane[4];
5313 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5314 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5315 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5316 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5317 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5321 void R_EntityMatrix(const matrix4x4_t *matrix)
5323 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5325 gl_modelmatrixchanged = false;
5326 gl_modelmatrix = *matrix;
5327 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5328 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5329 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5330 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5332 switch(vid.renderpath)
5334 case RENDERPATH_D3D9:
5336 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5337 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5340 case RENDERPATH_D3D10:
5341 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5343 case RENDERPATH_D3D11:
5344 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5346 case RENDERPATH_GL11:
5347 case RENDERPATH_GL13:
5348 case RENDERPATH_GLES1:
5349 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5351 case RENDERPATH_SOFT:
5352 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5353 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5355 case RENDERPATH_GL20:
5356 case RENDERPATH_GLES2:
5357 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5358 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5364 void R_ResetViewRendering2D(void)
5366 r_viewport_t viewport;
5369 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5370 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5371 R_Mesh_ResetRenderTargets();
5372 R_SetViewport(&viewport);
5373 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5374 GL_Color(1, 1, 1, 1);
5375 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5376 GL_BlendFunc(GL_ONE, GL_ZERO);
5377 GL_ScissorTest(false);
5378 GL_DepthMask(false);
5379 GL_DepthRange(0, 1);
5380 GL_DepthTest(false);
5381 GL_DepthFunc(GL_LEQUAL);
5382 R_EntityMatrix(&identitymatrix);
5383 R_Mesh_ResetTextureState();
5384 GL_PolygonOffset(0, 0);
5385 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5386 switch(vid.renderpath)
5388 case RENDERPATH_GL11:
5389 case RENDERPATH_GL13:
5390 case RENDERPATH_GL20:
5391 case RENDERPATH_GLES1:
5392 case RENDERPATH_GLES2:
5393 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5395 case RENDERPATH_D3D9:
5396 case RENDERPATH_D3D10:
5397 case RENDERPATH_D3D11:
5398 case RENDERPATH_SOFT:
5401 GL_CullFace(GL_NONE);
5404 void R_ResetViewRendering3D(void)
5409 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5410 GL_Color(1, 1, 1, 1);
5411 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5412 GL_BlendFunc(GL_ONE, GL_ZERO);
5413 GL_ScissorTest(true);
5415 GL_DepthRange(0, 1);
5417 GL_DepthFunc(GL_LEQUAL);
5418 R_EntityMatrix(&identitymatrix);
5419 R_Mesh_ResetTextureState();
5420 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5421 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5422 switch(vid.renderpath)
5424 case RENDERPATH_GL11:
5425 case RENDERPATH_GL13:
5426 case RENDERPATH_GL20:
5427 case RENDERPATH_GLES1:
5428 case RENDERPATH_GLES2:
5429 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5431 case RENDERPATH_D3D9:
5432 case RENDERPATH_D3D10:
5433 case RENDERPATH_D3D11:
5434 case RENDERPATH_SOFT:
5437 GL_CullFace(r_refdef.view.cullface_back);
5442 R_RenderView_UpdateViewVectors
5445 static void R_RenderView_UpdateViewVectors(void)
5447 // break apart the view matrix into vectors for various purposes
5448 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5449 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5450 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5451 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5452 // make an inverted copy of the view matrix for tracking sprites
5453 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5456 void R_RenderScene(void);
5457 void R_RenderWaterPlanes(void);
5459 static void R_Water_StartFrame(void)
5462 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5463 r_waterstate_waterplane_t *p;
5465 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5468 switch(vid.renderpath)
5470 case RENDERPATH_GL20:
5471 case RENDERPATH_D3D9:
5472 case RENDERPATH_D3D10:
5473 case RENDERPATH_D3D11:
5474 case RENDERPATH_SOFT:
5475 case RENDERPATH_GLES2:
5477 case RENDERPATH_GL11:
5478 case RENDERPATH_GL13:
5479 case RENDERPATH_GLES1:
5483 // set waterwidth and waterheight to the water resolution that will be
5484 // used (often less than the screen resolution for faster rendering)
5485 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5487 // calculate desired texture sizes
5488 // can't use water if the card does not support the texture size
5489 if (!r_water.integer || r_showsurfaces.integer)
5490 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5491 else if (vid.support.arb_texture_non_power_of_two)
5493 texturewidth = waterwidth;
5494 textureheight = waterheight;
5495 camerawidth = waterwidth;
5496 cameraheight = waterheight;
5500 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5501 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5502 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5503 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5506 // allocate textures as needed
5507 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5509 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5510 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5512 if (p->texture_refraction)
5513 R_FreeTexture(p->texture_refraction);
5514 p->texture_refraction = NULL;
5515 if (p->texture_reflection)
5516 R_FreeTexture(p->texture_reflection);
5517 p->texture_reflection = NULL;
5518 if (p->texture_camera)
5519 R_FreeTexture(p->texture_camera);
5520 p->texture_camera = NULL;
5522 memset(&r_waterstate, 0, sizeof(r_waterstate));
5523 r_waterstate.texturewidth = texturewidth;
5524 r_waterstate.textureheight = textureheight;
5525 r_waterstate.camerawidth = camerawidth;
5526 r_waterstate.cameraheight = cameraheight;
5529 if (r_waterstate.texturewidth)
5531 int scaledwidth, scaledheight;
5533 r_waterstate.enabled = true;
5535 // when doing a reduced render (HDR) we want to use a smaller area
5536 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5537 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5538 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5540 // set up variables that will be used in shader setup
5541 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5542 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5543 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5544 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5547 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5548 r_waterstate.numwaterplanes = 0;
5551 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5553 int triangleindex, planeindex;
5559 r_waterstate_waterplane_t *p;
5560 texture_t *t = R_GetCurrentTexture(surface->texture);
5562 // just use the first triangle with a valid normal for any decisions
5563 VectorClear(normal);
5564 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5566 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5567 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5568 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5569 TriangleNormal(vert[0], vert[1], vert[2], normal);
5570 if (VectorLength2(normal) >= 0.001)
5574 VectorCopy(normal, plane.normal);
5575 VectorNormalize(plane.normal);
5576 plane.dist = DotProduct(vert[0], plane.normal);
5577 PlaneClassify(&plane);
5578 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5580 // skip backfaces (except if nocullface is set)
5581 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5583 VectorNegate(plane.normal, plane.normal);
5585 PlaneClassify(&plane);
5589 // find a matching plane if there is one
5590 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5591 if(p->camera_entity == t->camera_entity)
5592 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5594 if (planeindex >= r_waterstate.maxwaterplanes)
5595 return; // nothing we can do, out of planes
5597 // if this triangle does not fit any known plane rendered this frame, add one
5598 if (planeindex >= r_waterstate.numwaterplanes)
5600 // store the new plane
5601 r_waterstate.numwaterplanes++;
5603 // clear materialflags and pvs
5604 p->materialflags = 0;
5605 p->pvsvalid = false;
5606 p->camera_entity = t->camera_entity;
5607 VectorCopy(surface->mins, p->mins);
5608 VectorCopy(surface->maxs, p->maxs);
5613 p->mins[0] = min(p->mins[0], surface->mins[0]);
5614 p->mins[1] = min(p->mins[1], surface->mins[1]);
5615 p->mins[2] = min(p->mins[2], surface->mins[2]);
5616 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5617 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5618 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5620 // merge this surface's materialflags into the waterplane
5621 p->materialflags |= t->currentmaterialflags;
5622 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5624 // merge this surface's PVS into the waterplane
5625 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5626 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5627 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5629 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5635 extern cvar_t r_drawparticles;
5636 extern cvar_t r_drawdecals;
5638 static void R_Water_ProcessPlanes(void)
5641 r_refdef_view_t originalview;
5642 r_refdef_view_t myview;
5643 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;
5644 r_waterstate_waterplane_t *p;
5647 originalview = r_refdef.view;
5649 // lowquality hack, temporarily shut down some cvars and restore afterwards
5650 qualityreduction = r_water_lowquality.integer;
5651 if (qualityreduction > 0)
5653 if (qualityreduction >= 1)
5655 old_r_shadows = r_shadows.integer;
5656 old_r_worldrtlight = r_shadow_realtime_world.integer;
5657 old_r_dlight = r_shadow_realtime_dlight.integer;
5658 Cvar_SetValueQuick(&r_shadows, 0);
5659 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5660 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5662 if (qualityreduction >= 2)
5664 old_r_dynamic = r_dynamic.integer;
5665 old_r_particles = r_drawparticles.integer;
5666 old_r_decals = r_drawdecals.integer;
5667 Cvar_SetValueQuick(&r_dynamic, 0);
5668 Cvar_SetValueQuick(&r_drawparticles, 0);
5669 Cvar_SetValueQuick(&r_drawdecals, 0);
5673 // make sure enough textures are allocated
5674 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5676 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5678 if (!p->texture_refraction)
5679 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5680 if (!p->texture_refraction)
5683 else if (p->materialflags & MATERIALFLAG_CAMERA)
5685 if (!p->texture_camera)
5686 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5687 if (!p->texture_camera)
5691 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5693 if (!p->texture_reflection)
5694 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5695 if (!p->texture_reflection)
5701 r_refdef.view = originalview;
5702 r_refdef.view.showdebug = false;
5703 r_refdef.view.width = r_waterstate.waterwidth;
5704 r_refdef.view.height = r_waterstate.waterheight;
5705 r_refdef.view.useclipplane = true;
5706 myview = r_refdef.view;
5707 r_waterstate.renderingscene = true;
5708 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5710 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5712 r_refdef.view = myview;
5713 if(r_water_scissormode.integer)
5716 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5717 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5720 // render reflected scene and copy into texture
5721 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5722 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5723 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5724 r_refdef.view.clipplane = p->plane;
5725 // reverse the cullface settings for this render
5726 r_refdef.view.cullface_front = GL_FRONT;
5727 r_refdef.view.cullface_back = GL_BACK;
5728 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5730 r_refdef.view.usecustompvs = true;
5732 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5734 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5737 R_ResetViewRendering3D();
5738 R_ClearScreen(r_refdef.fogenabled);
5739 if(r_water_scissormode.integer & 2)
5740 R_View_UpdateWithScissor(myscissor);
5743 if(r_water_scissormode.integer & 1)
5744 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5747 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5750 // render the normal view scene and copy into texture
5751 // (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)
5752 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5754 r_refdef.view = myview;
5755 if(r_water_scissormode.integer)
5758 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5759 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5762 r_waterstate.renderingrefraction = true;
5764 r_refdef.view.clipplane = p->plane;
5765 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5766 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5768 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5770 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5771 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5772 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5773 R_RenderView_UpdateViewVectors();
5774 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5776 r_refdef.view.usecustompvs = true;
5777 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5781 PlaneClassify(&r_refdef.view.clipplane);
5783 R_ResetViewRendering3D();
5784 R_ClearScreen(r_refdef.fogenabled);
5785 if(r_water_scissormode.integer & 2)
5786 R_View_UpdateWithScissor(myscissor);
5789 if(r_water_scissormode.integer & 1)
5790 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5793 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5794 r_waterstate.renderingrefraction = false;
5796 else if (p->materialflags & MATERIALFLAG_CAMERA)
5798 r_refdef.view = myview;
5800 r_refdef.view.clipplane = p->plane;
5801 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5802 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5804 r_refdef.view.width = r_waterstate.camerawidth;
5805 r_refdef.view.height = r_waterstate.cameraheight;
5806 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5807 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5809 if(p->camera_entity)
5811 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5812 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5815 // note: all of the view is used for displaying... so
5816 // there is no use in scissoring
5818 // reverse the cullface settings for this render
5819 r_refdef.view.cullface_front = GL_FRONT;
5820 r_refdef.view.cullface_back = GL_BACK;
5821 // also reverse the view matrix
5822 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
5823 R_RenderView_UpdateViewVectors();
5824 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5826 r_refdef.view.usecustompvs = true;
5827 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5830 // camera needs no clipplane
5831 r_refdef.view.useclipplane = false;
5833 PlaneClassify(&r_refdef.view.clipplane);
5835 R_ResetViewRendering3D();
5836 R_ClearScreen(r_refdef.fogenabled);
5840 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5841 r_waterstate.renderingrefraction = false;
5845 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5846 r_waterstate.renderingscene = false;
5847 r_refdef.view = originalview;
5848 R_ResetViewRendering3D();
5849 R_ClearScreen(r_refdef.fogenabled);
5853 r_refdef.view = originalview;
5854 r_waterstate.renderingscene = false;
5855 Cvar_SetValueQuick(&r_water, 0);
5856 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5858 // lowquality hack, restore cvars
5859 if (qualityreduction > 0)
5861 if (qualityreduction >= 1)
5863 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5864 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5865 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5867 if (qualityreduction >= 2)
5869 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5870 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5871 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5876 void R_Bloom_StartFrame(void)
5878 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5879 int viewwidth, viewheight;
5882 if (r_viewscale_fpsscaling.integer)
5884 double actualframetime;
5885 double targetframetime;
5887 actualframetime = r_refdef.lastdrawscreentime;
5888 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5889 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5890 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5891 if (r_viewscale_fpsscaling_stepsize.value > 0)
5892 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5893 viewscalefpsadjusted += adjust;
5894 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5897 viewscalefpsadjusted = 1.0f;
5899 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5901 switch(vid.renderpath)
5903 case RENDERPATH_GL20:
5904 case RENDERPATH_D3D9:
5905 case RENDERPATH_D3D10:
5906 case RENDERPATH_D3D11:
5907 case RENDERPATH_SOFT:
5908 case RENDERPATH_GLES2:
5910 case RENDERPATH_GL11:
5911 case RENDERPATH_GL13:
5912 case RENDERPATH_GLES1:
5916 // set bloomwidth and bloomheight to the bloom resolution that will be
5917 // used (often less than the screen resolution for faster rendering)
5918 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5919 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5920 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5921 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5922 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5924 // calculate desired texture sizes
5925 if (vid.support.arb_texture_non_power_of_two)
5927 screentexturewidth = vid.width;
5928 screentextureheight = vid.height;
5929 bloomtexturewidth = r_bloomstate.bloomwidth;
5930 bloomtextureheight = r_bloomstate.bloomheight;
5934 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
5935 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
5936 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
5937 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
5940 if ((r_hdr.integer || 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))
5942 Cvar_SetValueQuick(&r_hdr, 0);
5943 Cvar_SetValueQuick(&r_bloom, 0);
5944 Cvar_SetValueQuick(&r_motionblur, 0);
5945 Cvar_SetValueQuick(&r_damageblur, 0);
5948 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
5949 screentexturewidth = screentextureheight = 0;
5950 if (!r_hdr.integer && !r_bloom.integer)
5951 bloomtexturewidth = bloomtextureheight = 0;
5953 textype = TEXTYPE_COLORBUFFER;
5954 switch (vid.renderpath)
5956 case RENDERPATH_GL20:
5957 case RENDERPATH_GLES2:
5958 if (vid.support.ext_framebuffer_object)
5960 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5961 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5964 case RENDERPATH_GL11:
5965 case RENDERPATH_GL13:
5966 case RENDERPATH_GLES1:
5967 case RENDERPATH_D3D9:
5968 case RENDERPATH_D3D10:
5969 case RENDERPATH_D3D11:
5970 case RENDERPATH_SOFT:
5974 // allocate textures as needed
5975 if (r_bloomstate.screentexturewidth != screentexturewidth
5976 || r_bloomstate.screentextureheight != screentextureheight
5977 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
5978 || r_bloomstate.bloomtextureheight != bloomtextureheight
5979 || r_bloomstate.texturetype != textype
5980 || r_bloomstate.viewfbo != r_viewfbo.integer)
5982 if (r_bloomstate.texture_bloom)
5983 R_FreeTexture(r_bloomstate.texture_bloom);
5984 r_bloomstate.texture_bloom = NULL;
5985 if (r_bloomstate.texture_screen)
5986 R_FreeTexture(r_bloomstate.texture_screen);
5987 r_bloomstate.texture_screen = NULL;
5988 if (r_bloomstate.fbo_framebuffer)
5989 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
5990 r_bloomstate.fbo_framebuffer = 0;
5991 if (r_bloomstate.texture_framebuffercolor)
5992 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
5993 r_bloomstate.texture_framebuffercolor = NULL;
5994 if (r_bloomstate.texture_framebufferdepth)
5995 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
5996 r_bloomstate.texture_framebufferdepth = NULL;
5997 r_bloomstate.screentexturewidth = screentexturewidth;
5998 r_bloomstate.screentextureheight = screentextureheight;
5999 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6000 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6001 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6003 // FIXME: choose depth bits based on a cvar
6004 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6005 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6006 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6007 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6008 // render depth into one texture and normalmap into the other
6012 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
6013 qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
6014 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
6015 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
6016 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6019 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6020 r_bloomstate.bloomtextureheight = bloomtextureheight;
6021 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6022 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6023 r_bloomstate.viewfbo = r_viewfbo.integer;
6024 r_bloomstate.texturetype = textype;
6027 // when doing a reduced render (HDR) we want to use a smaller area
6028 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6029 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6030 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6031 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6032 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6034 // set up a texcoord array for the full resolution screen image
6035 // (we have to keep this around to copy back during final render)
6036 r_bloomstate.screentexcoord2f[0] = 0;
6037 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6038 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6039 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6040 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6041 r_bloomstate.screentexcoord2f[5] = 0;
6042 r_bloomstate.screentexcoord2f[6] = 0;
6043 r_bloomstate.screentexcoord2f[7] = 0;
6045 // set up a texcoord array for the reduced resolution bloom image
6046 // (which will be additive blended over the screen image)
6047 r_bloomstate.bloomtexcoord2f[0] = 0;
6048 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6049 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6050 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6051 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6052 r_bloomstate.bloomtexcoord2f[5] = 0;
6053 r_bloomstate.bloomtexcoord2f[6] = 0;
6054 r_bloomstate.bloomtexcoord2f[7] = 0;
6056 switch(vid.renderpath)
6058 case RENDERPATH_GL11:
6059 case RENDERPATH_GL13:
6060 case RENDERPATH_GL20:
6061 case RENDERPATH_SOFT:
6062 case RENDERPATH_GLES1:
6063 case RENDERPATH_GLES2:
6065 case RENDERPATH_D3D9:
6066 case RENDERPATH_D3D10:
6067 case RENDERPATH_D3D11:
6070 for (i = 0;i < 4;i++)
6072 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6073 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6074 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6075 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6081 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6083 r_bloomstate.enabled = true;
6084 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6087 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6089 if (r_bloomstate.fbo_framebuffer)
6090 r_refdef.view.clear = true;
6093 void R_Bloom_CopyBloomTexture(float colorscale)
6095 r_refdef.stats.bloom++;
6097 // scale down screen texture to the bloom texture size
6099 R_Mesh_SetMainRenderTargets();
6100 R_SetViewport(&r_bloomstate.viewport);
6101 GL_BlendFunc(GL_ONE, GL_ZERO);
6102 GL_Color(colorscale, colorscale, colorscale, 1);
6103 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6104 switch(vid.renderpath)
6106 case RENDERPATH_GL11:
6107 case RENDERPATH_GL13:
6108 case RENDERPATH_GL20:
6109 case RENDERPATH_GLES1:
6110 case RENDERPATH_GLES2:
6111 case RENDERPATH_SOFT:
6112 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6114 case RENDERPATH_D3D9:
6115 case RENDERPATH_D3D10:
6116 case RENDERPATH_D3D11:
6117 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6120 // TODO: do boxfilter scale-down in shader?
6121 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6122 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6123 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6125 // we now have a bloom image in the framebuffer
6126 // copy it into the bloom image texture for later processing
6127 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6128 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6131 void R_Bloom_CopyHDRTexture(void)
6133 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6134 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6137 void R_Bloom_MakeTexture(void)
6140 float xoffset, yoffset, r, brighten;
6142 r_refdef.stats.bloom++;
6144 R_ResetViewRendering2D();
6146 // we have a bloom image in the framebuffer
6148 R_SetViewport(&r_bloomstate.viewport);
6150 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6153 r = bound(0, r_bloom_colorexponent.value / x, 1);
6154 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6156 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6157 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6158 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6159 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6161 // copy the vertically blurred bloom view to a texture
6162 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6163 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6166 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6167 brighten = r_bloom_brighten.value;
6168 if (r_bloomstate.hdr)
6169 brighten *= r_hdr_range.value;
6170 brighten = sqrt(brighten);
6172 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6173 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6175 for (dir = 0;dir < 2;dir++)
6177 // blend on at multiple vertical offsets to achieve a vertical blur
6178 // TODO: do offset blends using GLSL
6179 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6180 GL_BlendFunc(GL_ONE, GL_ZERO);
6181 for (x = -range;x <= range;x++)
6183 if (!dir){xoffset = 0;yoffset = x;}
6184 else {xoffset = x;yoffset = 0;}
6185 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6186 yoffset /= (float)r_bloomstate.bloomtextureheight;
6187 // compute a texcoord array with the specified x and y offset
6188 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6189 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6190 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6191 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6192 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6193 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6194 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6195 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6196 // this r value looks like a 'dot' particle, fading sharply to
6197 // black at the edges
6198 // (probably not realistic but looks good enough)
6199 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6200 //r = brighten/(range*2+1);
6201 r = brighten / (range * 2 + 1);
6203 r *= (1 - x*x/(float)(range*range));
6204 GL_Color(r, r, r, 1);
6205 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6206 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6207 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6208 GL_BlendFunc(GL_ONE, GL_ONE);
6211 // copy the vertically blurred bloom view to a texture
6212 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6213 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6217 void R_HDR_RenderBloomTexture(void)
6219 int oldwidth, oldheight;
6220 float oldcolorscale;
6221 qboolean oldwaterstate;
6223 oldwaterstate = r_waterstate.enabled;
6224 oldcolorscale = r_refdef.view.colorscale;
6225 oldwidth = r_refdef.view.width;
6226 oldheight = r_refdef.view.height;
6227 r_refdef.view.width = r_bloomstate.bloomwidth;
6228 r_refdef.view.height = r_bloomstate.bloomheight;
6230 if(r_hdr.integer < 2)
6231 r_waterstate.enabled = false;
6233 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6234 // TODO: add exposure compensation features
6235 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6237 r_refdef.view.showdebug = false;
6238 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6240 R_ResetViewRendering3D();
6242 R_ClearScreen(r_refdef.fogenabled);
6243 if (r_timereport_active)
6244 R_TimeReport("HDRclear");
6247 if (r_timereport_active)
6248 R_TimeReport("visibility");
6250 // only do secondary renders with HDR if r_hdr is 2 or higher
6251 r_waterstate.numwaterplanes = 0;
6252 if (r_waterstate.enabled)
6253 R_RenderWaterPlanes();
6255 r_refdef.view.showdebug = true;
6257 r_waterstate.numwaterplanes = 0;
6259 R_ResetViewRendering2D();
6261 R_Bloom_CopyHDRTexture();
6262 R_Bloom_MakeTexture();
6264 // restore the view settings
6265 r_waterstate.enabled = oldwaterstate;
6266 r_refdef.view.width = oldwidth;
6267 r_refdef.view.height = oldheight;
6268 r_refdef.view.colorscale = oldcolorscale;
6270 R_ResetViewRendering3D();
6272 R_ClearScreen(r_refdef.fogenabled);
6273 if (r_timereport_active)
6274 R_TimeReport("viewclear");
6277 static void R_BlendView(void)
6279 unsigned int permutation;
6280 float uservecs[4][4];
6282 switch (vid.renderpath)
6284 case RENDERPATH_GL20:
6285 case RENDERPATH_D3D9:
6286 case RENDERPATH_D3D10:
6287 case RENDERPATH_D3D11:
6288 case RENDERPATH_SOFT:
6289 case RENDERPATH_GLES2:
6291 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6292 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6293 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6294 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6295 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6297 if (r_bloomstate.texture_screen)
6299 // make sure the buffer is available
6300 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6302 R_ResetViewRendering2D();
6303 R_Mesh_SetMainRenderTargets();
6305 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6307 // declare variables
6308 float blur_factor, blur_mouseaccel, blur_velocity;
6309 static float blur_average;
6310 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6312 // set a goal for the factoring
6313 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6314 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6315 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6316 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6317 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6318 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6320 // from the goal, pick an averaged value between goal and last value
6321 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6322 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6324 // enforce minimum amount of blur
6325 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6327 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6329 // calculate values into a standard alpha
6330 cl.motionbluralpha = 1 - exp(-
6332 (r_motionblur.value * blur_factor / 80)
6334 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6337 max(0.0001, cl.time - cl.oldtime) // fps independent
6340 // randomization for the blur value to combat persistent ghosting
6341 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6342 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6345 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6347 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6348 GL_Color(1, 1, 1, cl.motionbluralpha);
6349 switch(vid.renderpath)
6351 case RENDERPATH_GL11:
6352 case RENDERPATH_GL13:
6353 case RENDERPATH_GL20:
6354 case RENDERPATH_GLES1:
6355 case RENDERPATH_GLES2:
6356 case RENDERPATH_SOFT:
6357 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6359 case RENDERPATH_D3D9:
6360 case RENDERPATH_D3D10:
6361 case RENDERPATH_D3D11:
6362 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6365 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6366 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6367 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6370 // updates old view angles for next pass
6371 VectorCopy(cl.viewangles, blur_oldangles);
6374 // copy view into the screen texture
6375 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6376 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6378 else if (!r_bloomstate.texture_bloom)
6380 // we may still have to do view tint...
6381 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6383 // apply a color tint to the whole view
6384 R_ResetViewRendering2D();
6385 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6386 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6387 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6388 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6389 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6391 break; // no screen processing, no bloom, skip it
6394 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6396 // render simple bloom effect
6397 // copy the screen and shrink it and darken it for the bloom process
6398 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6399 // make the bloom texture
6400 R_Bloom_MakeTexture();
6403 #if _MSC_VER >= 1400
6404 #define sscanf sscanf_s
6406 memset(uservecs, 0, sizeof(uservecs));
6407 if (r_glsl_postprocess_uservec1_enable.integer)
6408 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6409 if (r_glsl_postprocess_uservec2_enable.integer)
6410 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6411 if (r_glsl_postprocess_uservec3_enable.integer)
6412 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6413 if (r_glsl_postprocess_uservec4_enable.integer)
6414 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6416 R_ResetViewRendering2D();
6417 GL_Color(1, 1, 1, 1);
6418 GL_BlendFunc(GL_ONE, GL_ZERO);
6420 switch(vid.renderpath)
6422 case RENDERPATH_GL20:
6423 case RENDERPATH_GLES2:
6424 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6425 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6426 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6427 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6428 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6429 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]);
6430 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6431 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]);
6432 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]);
6433 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]);
6434 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]);
6435 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6436 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6437 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);
6439 case RENDERPATH_D3D9:
6441 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6442 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6443 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6444 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6445 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6446 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6447 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6448 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6449 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6450 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6451 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6452 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6453 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6454 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6455 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6458 case RENDERPATH_D3D10:
6459 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6461 case RENDERPATH_D3D11:
6462 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6464 case RENDERPATH_SOFT:
6465 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6466 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6467 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6468 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6469 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6470 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6471 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6472 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6473 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6474 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6475 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6476 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6477 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6478 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6483 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6484 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6486 case RENDERPATH_GL11:
6487 case RENDERPATH_GL13:
6488 case RENDERPATH_GLES1:
6489 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6491 // apply a color tint to the whole view
6492 R_ResetViewRendering2D();
6493 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6494 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6495 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6496 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6497 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6503 matrix4x4_t r_waterscrollmatrix;
6505 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6507 if (r_refdef.fog_density)
6509 r_refdef.fogcolor[0] = r_refdef.fog_red;
6510 r_refdef.fogcolor[1] = r_refdef.fog_green;
6511 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6513 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6514 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6515 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6516 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6520 VectorCopy(r_refdef.fogcolor, fogvec);
6521 // color.rgb *= ContrastBoost * SceneBrightness;
6522 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6523 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6524 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6525 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6530 void R_UpdateVariables(void)
6534 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6536 r_refdef.farclip = r_farclip_base.value;
6537 if (r_refdef.scene.worldmodel)
6538 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6539 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6541 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6542 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6543 r_refdef.polygonfactor = 0;
6544 r_refdef.polygonoffset = 0;
6545 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6546 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6548 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6549 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6550 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6551 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6552 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6553 if (FAKELIGHT_ENABLED)
6555 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6557 if (r_showsurfaces.integer)
6559 r_refdef.scene.rtworld = false;
6560 r_refdef.scene.rtworldshadows = false;
6561 r_refdef.scene.rtdlight = false;
6562 r_refdef.scene.rtdlightshadows = false;
6563 r_refdef.lightmapintensity = 0;
6566 if (gamemode == GAME_NEHAHRA)
6568 if (gl_fogenable.integer)
6570 r_refdef.oldgl_fogenable = true;
6571 r_refdef.fog_density = gl_fogdensity.value;
6572 r_refdef.fog_red = gl_fogred.value;
6573 r_refdef.fog_green = gl_foggreen.value;
6574 r_refdef.fog_blue = gl_fogblue.value;
6575 r_refdef.fog_alpha = 1;
6576 r_refdef.fog_start = 0;
6577 r_refdef.fog_end = gl_skyclip.value;
6578 r_refdef.fog_height = 1<<30;
6579 r_refdef.fog_fadedepth = 128;
6581 else if (r_refdef.oldgl_fogenable)
6583 r_refdef.oldgl_fogenable = false;
6584 r_refdef.fog_density = 0;
6585 r_refdef.fog_red = 0;
6586 r_refdef.fog_green = 0;
6587 r_refdef.fog_blue = 0;
6588 r_refdef.fog_alpha = 0;
6589 r_refdef.fog_start = 0;
6590 r_refdef.fog_end = 0;
6591 r_refdef.fog_height = 1<<30;
6592 r_refdef.fog_fadedepth = 128;
6596 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6597 r_refdef.fog_start = max(0, r_refdef.fog_start);
6598 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6600 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6602 if (r_refdef.fog_density && r_drawfog.integer)
6604 r_refdef.fogenabled = true;
6605 // this is the point where the fog reaches 0.9986 alpha, which we
6606 // consider a good enough cutoff point for the texture
6607 // (0.9986 * 256 == 255.6)
6608 if (r_fog_exp2.integer)
6609 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6611 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6612 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6613 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6614 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6615 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6616 R_BuildFogHeightTexture();
6617 // fog color was already set
6618 // update the fog texture
6619 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)
6620 R_BuildFogTexture();
6621 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6622 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6625 r_refdef.fogenabled = false;
6627 switch(vid.renderpath)
6629 case RENDERPATH_GL20:
6630 case RENDERPATH_D3D9:
6631 case RENDERPATH_D3D10:
6632 case RENDERPATH_D3D11:
6633 case RENDERPATH_SOFT:
6634 case RENDERPATH_GLES2:
6635 if(v_glslgamma.integer && !vid_gammatables_trivial)
6637 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6639 // build GLSL gamma texture
6640 #define RAMPWIDTH 256
6641 unsigned short ramp[RAMPWIDTH * 3];
6642 unsigned char rampbgr[RAMPWIDTH][4];
6645 r_texture_gammaramps_serial = vid_gammatables_serial;
6647 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6648 for(i = 0; i < RAMPWIDTH; ++i)
6650 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6651 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6652 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6655 if (r_texture_gammaramps)
6657 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6661 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6667 // remove GLSL gamma texture
6670 case RENDERPATH_GL11:
6671 case RENDERPATH_GL13:
6672 case RENDERPATH_GLES1:
6677 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6678 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6684 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6685 if( scenetype != r_currentscenetype ) {
6686 // store the old scenetype
6687 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6688 r_currentscenetype = scenetype;
6689 // move in the new scene
6690 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6699 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6701 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6702 if( scenetype == r_currentscenetype ) {
6703 return &r_refdef.scene;
6705 return &r_scenes_store[ scenetype ];
6714 int dpsoftrast_test;
6715 extern void R_Shadow_UpdateBounceGridTexture(void);
6716 extern cvar_t r_shadow_bouncegrid;
6717 void R_RenderView(void)
6719 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6721 dpsoftrast_test = r_test.integer;
6723 if (r_timereport_active)
6724 R_TimeReport("start");
6725 r_textureframe++; // used only by R_GetCurrentTexture
6726 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6728 if(R_CompileShader_CheckStaticParms())
6731 if (!r_drawentities.integer)
6732 r_refdef.scene.numentities = 0;
6734 R_AnimCache_ClearCache();
6735 R_FrameData_NewFrame();
6737 /* adjust for stereo display */
6738 if(R_Stereo_Active())
6740 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);
6741 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6744 if (r_refdef.view.isoverlay)
6746 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6747 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6748 R_TimeReport("depthclear");
6750 r_refdef.view.showdebug = false;
6752 r_waterstate.enabled = false;
6753 r_waterstate.numwaterplanes = 0;
6757 r_refdef.view.matrix = originalmatrix;
6763 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6765 r_refdef.view.matrix = originalmatrix;
6766 return; //Host_Error ("R_RenderView: NULL worldmodel");
6769 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6771 R_RenderView_UpdateViewVectors();
6773 R_Shadow_UpdateWorldLightSelection();
6775 R_Bloom_StartFrame();
6776 R_Water_StartFrame();
6779 if (r_timereport_active)
6780 R_TimeReport("viewsetup");
6782 R_ResetViewRendering3D();
6784 if (r_refdef.view.clear || r_refdef.fogenabled)
6786 R_ClearScreen(r_refdef.fogenabled);
6787 if (r_timereport_active)
6788 R_TimeReport("viewclear");
6790 r_refdef.view.clear = true;
6792 // this produces a bloom texture to be used in R_BlendView() later
6793 if (r_bloomstate.hdr)
6795 R_HDR_RenderBloomTexture();
6796 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6797 r_textureframe++; // used only by R_GetCurrentTexture
6800 r_refdef.view.showdebug = true;
6803 if (r_timereport_active)
6804 R_TimeReport("visibility");
6806 R_Shadow_UpdateBounceGridTexture();
6807 if (r_timereport_active && r_shadow_bouncegrid.integer)
6808 R_TimeReport("bouncegrid");
6810 r_waterstate.numwaterplanes = 0;
6811 if (r_waterstate.enabled)
6812 R_RenderWaterPlanes();
6815 r_waterstate.numwaterplanes = 0;
6818 if (r_timereport_active)
6819 R_TimeReport("blendview");
6821 GL_Scissor(0, 0, vid.width, vid.height);
6822 GL_ScissorTest(false);
6824 r_refdef.view.matrix = originalmatrix;
6829 void R_RenderWaterPlanes(void)
6831 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6833 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6834 if (r_timereport_active)
6835 R_TimeReport("waterworld");
6838 // don't let sound skip if going slow
6839 if (r_refdef.scene.extraupdate)
6842 R_DrawModelsAddWaterPlanes();
6843 if (r_timereport_active)
6844 R_TimeReport("watermodels");
6846 if (r_waterstate.numwaterplanes)
6848 R_Water_ProcessPlanes();
6849 if (r_timereport_active)
6850 R_TimeReport("waterscenes");
6854 extern void R_DrawLightningBeams (void);
6855 extern void VM_CL_AddPolygonsToMeshQueue (void);
6856 extern void R_DrawPortals (void);
6857 extern cvar_t cl_locs_show;
6858 static void R_DrawLocs(void);
6859 static void R_DrawEntityBBoxes(void);
6860 static void R_DrawModelDecals(void);
6861 extern void R_DrawModelShadows(void);
6862 extern void R_DrawModelShadowMaps(void);
6863 extern cvar_t cl_decals_newsystem;
6864 extern qboolean r_shadow_usingdeferredprepass;
6865 void R_RenderScene(void)
6867 qboolean shadowmapping = false;
6869 if (r_timereport_active)
6870 R_TimeReport("beginscene");
6872 r_refdef.stats.renders++;
6876 // don't let sound skip if going slow
6877 if (r_refdef.scene.extraupdate)
6880 R_MeshQueue_BeginScene();
6884 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);
6886 if (r_timereport_active)
6887 R_TimeReport("skystartframe");
6889 if (cl.csqc_vidvars.drawworld)
6891 // don't let sound skip if going slow
6892 if (r_refdef.scene.extraupdate)
6895 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6897 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6898 if (r_timereport_active)
6899 R_TimeReport("worldsky");
6902 if (R_DrawBrushModelsSky() && r_timereport_active)
6903 R_TimeReport("bmodelsky");
6905 if (skyrendermasked && skyrenderlater)
6907 // we have to force off the water clipping plane while rendering sky
6911 if (r_timereport_active)
6912 R_TimeReport("sky");
6916 R_AnimCache_CacheVisibleEntities();
6917 if (r_timereport_active)
6918 R_TimeReport("animation");
6920 R_Shadow_PrepareLights();
6921 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6922 R_Shadow_PrepareModelShadows();
6923 if (r_timereport_active)
6924 R_TimeReport("preparelights");
6926 if (R_Shadow_ShadowMappingEnabled())
6927 shadowmapping = true;
6929 if (r_shadow_usingdeferredprepass)
6930 R_Shadow_DrawPrepass();
6932 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6934 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6935 if (r_timereport_active)
6936 R_TimeReport("worlddepth");
6938 if (r_depthfirst.integer >= 2)
6940 R_DrawModelsDepth();
6941 if (r_timereport_active)
6942 R_TimeReport("modeldepth");
6945 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6947 R_DrawModelShadowMaps();
6948 R_ResetViewRendering3D();
6949 // don't let sound skip if going slow
6950 if (r_refdef.scene.extraupdate)
6954 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6956 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6957 if (r_timereport_active)
6958 R_TimeReport("world");
6961 // don't let sound skip if going slow
6962 if (r_refdef.scene.extraupdate)
6966 if (r_timereport_active)
6967 R_TimeReport("models");
6969 // don't let sound skip if going slow
6970 if (r_refdef.scene.extraupdate)
6973 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6975 R_DrawModelShadows();
6976 R_ResetViewRendering3D();
6977 // don't let sound skip if going slow
6978 if (r_refdef.scene.extraupdate)
6982 if (!r_shadow_usingdeferredprepass)
6984 R_Shadow_DrawLights();
6985 if (r_timereport_active)
6986 R_TimeReport("rtlights");
6989 // don't let sound skip if going slow
6990 if (r_refdef.scene.extraupdate)
6993 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6995 R_DrawModelShadows();
6996 R_ResetViewRendering3D();
6997 // don't let sound skip if going slow
6998 if (r_refdef.scene.extraupdate)
7002 if (cl.csqc_vidvars.drawworld)
7004 if (cl_decals_newsystem.integer)
7006 R_DrawModelDecals();
7007 if (r_timereport_active)
7008 R_TimeReport("modeldecals");
7013 if (r_timereport_active)
7014 R_TimeReport("decals");
7018 if (r_timereport_active)
7019 R_TimeReport("particles");
7022 if (r_timereport_active)
7023 R_TimeReport("explosions");
7025 R_DrawLightningBeams();
7026 if (r_timereport_active)
7027 R_TimeReport("lightning");
7030 VM_CL_AddPolygonsToMeshQueue();
7032 if (r_refdef.view.showdebug)
7034 if (cl_locs_show.integer)
7037 if (r_timereport_active)
7038 R_TimeReport("showlocs");
7041 if (r_drawportals.integer)
7044 if (r_timereport_active)
7045 R_TimeReport("portals");
7048 if (r_showbboxes.value > 0)
7050 R_DrawEntityBBoxes();
7051 if (r_timereport_active)
7052 R_TimeReport("bboxes");
7056 if (r_transparent.integer)
7058 R_MeshQueue_RenderTransparent();
7059 if (r_timereport_active)
7060 R_TimeReport("drawtrans");
7063 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))
7065 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7066 if (r_timereport_active)
7067 R_TimeReport("worlddebug");
7068 R_DrawModelsDebug();
7069 if (r_timereport_active)
7070 R_TimeReport("modeldebug");
7073 if (cl.csqc_vidvars.drawworld)
7075 R_Shadow_DrawCoronas();
7076 if (r_timereport_active)
7077 R_TimeReport("coronas");
7082 GL_DepthTest(false);
7083 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7084 GL_Color(1, 1, 1, 1);
7085 qglBegin(GL_POLYGON);
7086 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7087 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7088 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7089 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7091 qglBegin(GL_POLYGON);
7092 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7093 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7094 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7095 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7097 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7101 // don't let sound skip if going slow
7102 if (r_refdef.scene.extraupdate)
7105 R_ResetViewRendering2D();
7108 static const unsigned short bboxelements[36] =
7118 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7121 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7123 RSurf_ActiveWorldEntity();
7125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7126 GL_DepthMask(false);
7127 GL_DepthRange(0, 1);
7128 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7129 // R_Mesh_ResetTextureState();
7131 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7132 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7133 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7134 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7135 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7136 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7137 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7138 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7139 R_FillColors(color4f, 8, cr, cg, cb, ca);
7140 if (r_refdef.fogenabled)
7142 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7144 f1 = RSurf_FogVertex(v);
7146 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7147 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7148 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7151 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7152 R_Mesh_ResetTextureState();
7153 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7154 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7157 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7161 prvm_edict_t *edict;
7162 prvm_prog_t *prog_save = prog;
7164 // this function draws bounding boxes of server entities
7168 GL_CullFace(GL_NONE);
7169 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7173 for (i = 0;i < numsurfaces;i++)
7175 edict = PRVM_EDICT_NUM(surfacelist[i]);
7176 switch ((int)PRVM_serveredictfloat(edict, solid))
7178 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7179 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7180 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7181 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7182 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7183 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7185 color[3] *= r_showbboxes.value;
7186 color[3] = bound(0, color[3], 1);
7187 GL_DepthTest(!r_showdisabledepthtest.integer);
7188 GL_CullFace(r_refdef.view.cullface_front);
7189 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7195 static void R_DrawEntityBBoxes(void)
7198 prvm_edict_t *edict;
7200 prvm_prog_t *prog_save = prog;
7202 // this function draws bounding boxes of server entities
7208 for (i = 0;i < prog->num_edicts;i++)
7210 edict = PRVM_EDICT_NUM(i);
7211 if (edict->priv.server->free)
7213 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7214 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7216 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7218 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7219 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7225 static const int nomodelelement3i[24] =
7237 static const unsigned short nomodelelement3s[24] =
7249 static const float nomodelvertex3f[6*3] =
7259 static const float nomodelcolor4f[6*4] =
7261 0.0f, 0.0f, 0.5f, 1.0f,
7262 0.0f, 0.0f, 0.5f, 1.0f,
7263 0.0f, 0.5f, 0.0f, 1.0f,
7264 0.0f, 0.5f, 0.0f, 1.0f,
7265 0.5f, 0.0f, 0.0f, 1.0f,
7266 0.5f, 0.0f, 0.0f, 1.0f
7269 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7275 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);
7277 // this is only called once per entity so numsurfaces is always 1, and
7278 // surfacelist is always {0}, so this code does not handle batches
7280 if (rsurface.ent_flags & RENDER_ADDITIVE)
7282 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7283 GL_DepthMask(false);
7285 else if (rsurface.colormod[3] < 1)
7287 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7288 GL_DepthMask(false);
7292 GL_BlendFunc(GL_ONE, GL_ZERO);
7295 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7296 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7297 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7298 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7299 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7300 for (i = 0, c = color4f;i < 6;i++, c += 4)
7302 c[0] *= rsurface.colormod[0];
7303 c[1] *= rsurface.colormod[1];
7304 c[2] *= rsurface.colormod[2];
7305 c[3] *= rsurface.colormod[3];
7307 if (r_refdef.fogenabled)
7309 for (i = 0, c = color4f;i < 6;i++, c += 4)
7311 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7313 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7314 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7315 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7318 // R_Mesh_ResetTextureState();
7319 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7320 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7321 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7324 void R_DrawNoModel(entity_render_t *ent)
7327 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7328 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7329 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7331 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7334 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7336 vec3_t right1, right2, diff, normal;
7338 VectorSubtract (org2, org1, normal);
7340 // calculate 'right' vector for start
7341 VectorSubtract (r_refdef.view.origin, org1, diff);
7342 CrossProduct (normal, diff, right1);
7343 VectorNormalize (right1);
7345 // calculate 'right' vector for end
7346 VectorSubtract (r_refdef.view.origin, org2, diff);
7347 CrossProduct (normal, diff, right2);
7348 VectorNormalize (right2);
7350 vert[ 0] = org1[0] + width * right1[0];
7351 vert[ 1] = org1[1] + width * right1[1];
7352 vert[ 2] = org1[2] + width * right1[2];
7353 vert[ 3] = org1[0] - width * right1[0];
7354 vert[ 4] = org1[1] - width * right1[1];
7355 vert[ 5] = org1[2] - width * right1[2];
7356 vert[ 6] = org2[0] - width * right2[0];
7357 vert[ 7] = org2[1] - width * right2[1];
7358 vert[ 8] = org2[2] - width * right2[2];
7359 vert[ 9] = org2[0] + width * right2[0];
7360 vert[10] = org2[1] + width * right2[1];
7361 vert[11] = org2[2] + width * right2[2];
7364 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)
7366 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7367 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7368 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7369 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7370 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7371 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7372 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7373 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7374 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7375 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7376 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7377 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7380 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7385 VectorSet(v, x, y, z);
7386 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7387 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7389 if (i == mesh->numvertices)
7391 if (mesh->numvertices < mesh->maxvertices)
7393 VectorCopy(v, vertex3f);
7394 mesh->numvertices++;
7396 return mesh->numvertices;
7402 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7406 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7407 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7408 e = mesh->element3i + mesh->numtriangles * 3;
7409 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7411 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7412 if (mesh->numtriangles < mesh->maxtriangles)
7417 mesh->numtriangles++;
7419 element[1] = element[2];
7423 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7427 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7428 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7429 e = mesh->element3i + mesh->numtriangles * 3;
7430 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7432 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7433 if (mesh->numtriangles < mesh->maxtriangles)
7438 mesh->numtriangles++;
7440 element[1] = element[2];
7444 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7445 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7447 int planenum, planenum2;
7450 mplane_t *plane, *plane2;
7452 double temppoints[2][256*3];
7453 // figure out how large a bounding box we need to properly compute this brush
7455 for (w = 0;w < numplanes;w++)
7456 maxdist = max(maxdist, fabs(planes[w].dist));
7457 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7458 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7459 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7463 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7464 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7466 if (planenum2 == planenum)
7468 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);
7471 if (tempnumpoints < 3)
7473 // generate elements forming a triangle fan for this polygon
7474 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7478 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7480 texturelayer_t *layer;
7481 layer = t->currentlayers + t->currentnumlayers++;
7483 layer->depthmask = depthmask;
7484 layer->blendfunc1 = blendfunc1;
7485 layer->blendfunc2 = blendfunc2;
7486 layer->texture = texture;
7487 layer->texmatrix = *matrix;
7488 layer->color[0] = r;
7489 layer->color[1] = g;
7490 layer->color[2] = b;
7491 layer->color[3] = a;
7494 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7496 if(parms[0] == 0 && parms[1] == 0)
7498 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7499 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
7504 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7507 index = parms[2] + rsurface.shadertime * parms[3];
7508 index -= floor(index);
7509 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7512 case Q3WAVEFUNC_NONE:
7513 case Q3WAVEFUNC_NOISE:
7514 case Q3WAVEFUNC_COUNT:
7517 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7518 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7519 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7520 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7521 case Q3WAVEFUNC_TRIANGLE:
7523 f = index - floor(index);
7536 f = parms[0] + parms[1] * f;
7537 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7538 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
7542 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7548 matrix4x4_t matrix, temp;
7549 switch(tcmod->tcmod)
7553 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7554 matrix = r_waterscrollmatrix;
7556 matrix = identitymatrix;
7558 case Q3TCMOD_ENTITYTRANSLATE:
7559 // this is used in Q3 to allow the gamecode to control texcoord
7560 // scrolling on the entity, which is not supported in darkplaces yet.
7561 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7563 case Q3TCMOD_ROTATE:
7564 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7565 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7566 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7569 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7571 case Q3TCMOD_SCROLL:
7572 // extra care is needed because of precision breakdown with large values of time
7573 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7574 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7575 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7577 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7578 w = (int) tcmod->parms[0];
7579 h = (int) tcmod->parms[1];
7580 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7582 idx = (int) floor(f * w * h);
7583 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7585 case Q3TCMOD_STRETCH:
7586 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7587 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7589 case Q3TCMOD_TRANSFORM:
7590 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7591 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7592 VectorSet(tcmat + 6, 0 , 0 , 1);
7593 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7594 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7596 case Q3TCMOD_TURBULENT:
7597 // this is handled in the RSurf_PrepareVertices function
7598 matrix = identitymatrix;
7602 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7605 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7607 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7608 char name[MAX_QPATH];
7609 skinframe_t *skinframe;
7610 unsigned char pixels[296*194];
7611 strlcpy(cache->name, skinname, sizeof(cache->name));
7612 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7613 if (developer_loading.integer)
7614 Con_Printf("loading %s\n", name);
7615 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7616 if (!skinframe || !skinframe->base)
7619 fs_offset_t filesize;
7621 f = FS_LoadFile(name, tempmempool, true, &filesize);
7624 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7625 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7629 cache->skinframe = skinframe;
7632 texture_t *R_GetCurrentTexture(texture_t *t)
7635 const entity_render_t *ent = rsurface.entity;
7636 dp_model_t *model = ent->model;
7637 q3shaderinfo_layer_tcmod_t *tcmod;
7639 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7640 return t->currentframe;
7641 t->update_lastrenderframe = r_textureframe;
7642 t->update_lastrenderentity = (void *)ent;
7644 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7645 t->camera_entity = ent->entitynumber;
7647 t->camera_entity = 0;
7649 // switch to an alternate material if this is a q1bsp animated material
7651 texture_t *texture = t;
7652 int s = rsurface.ent_skinnum;
7653 if ((unsigned int)s >= (unsigned int)model->numskins)
7655 if (model->skinscenes)
7657 if (model->skinscenes[s].framecount > 1)
7658 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7660 s = model->skinscenes[s].firstframe;
7663 t = t + s * model->num_surfaces;
7666 // use an alternate animation if the entity's frame is not 0,
7667 // and only if the texture has an alternate animation
7668 if (rsurface.ent_alttextures && t->anim_total[1])
7669 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7671 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7673 texture->currentframe = t;
7676 // update currentskinframe to be a qw skin or animation frame
7677 if (rsurface.ent_qwskin >= 0)
7679 i = rsurface.ent_qwskin;
7680 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7682 r_qwskincache_size = cl.maxclients;
7684 Mem_Free(r_qwskincache);
7685 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7687 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7688 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7689 t->currentskinframe = r_qwskincache[i].skinframe;
7690 if (t->currentskinframe == NULL)
7691 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7693 else if (t->numskinframes >= 2)
7694 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7695 if (t->backgroundnumskinframes >= 2)
7696 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7698 t->currentmaterialflags = t->basematerialflags;
7699 t->currentalpha = rsurface.colormod[3];
7700 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7701 t->currentalpha *= r_wateralpha.value;
7702 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7703 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7704 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7705 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7706 if (!(rsurface.ent_flags & RENDER_LIGHT))
7707 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7708 else if (FAKELIGHT_ENABLED)
7710 // no modellight if using fakelight for the map
7712 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7714 // pick a model lighting mode
7715 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7716 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7718 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7720 if (rsurface.ent_flags & RENDER_ADDITIVE)
7721 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7722 else if (t->currentalpha < 1)
7723 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7724 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7725 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7726 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7727 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7728 if (t->backgroundnumskinframes)
7729 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7730 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7732 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7733 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7736 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7737 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7739 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7740 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7742 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7743 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7745 // there is no tcmod
7746 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7748 t->currenttexmatrix = r_waterscrollmatrix;
7749 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7751 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7753 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7754 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7757 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7758 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7759 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7760 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7762 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7763 if (t->currentskinframe->qpixels)
7764 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7765 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7766 if (!t->basetexture)
7767 t->basetexture = r_texture_notexture;
7768 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7769 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7770 t->nmaptexture = t->currentskinframe->nmap;
7771 if (!t->nmaptexture)
7772 t->nmaptexture = r_texture_blanknormalmap;
7773 t->glosstexture = r_texture_black;
7774 t->glowtexture = t->currentskinframe->glow;
7775 t->fogtexture = t->currentskinframe->fog;
7776 t->reflectmasktexture = t->currentskinframe->reflect;
7777 if (t->backgroundnumskinframes)
7779 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7780 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7781 t->backgroundglosstexture = r_texture_black;
7782 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7783 if (!t->backgroundnmaptexture)
7784 t->backgroundnmaptexture = r_texture_blanknormalmap;
7788 t->backgroundbasetexture = r_texture_white;
7789 t->backgroundnmaptexture = r_texture_blanknormalmap;
7790 t->backgroundglosstexture = r_texture_black;
7791 t->backgroundglowtexture = NULL;
7793 t->specularpower = r_shadow_glossexponent.value;
7794 // TODO: store reference values for these in the texture?
7795 t->specularscale = 0;
7796 if (r_shadow_gloss.integer > 0)
7798 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7800 if (r_shadow_glossintensity.value > 0)
7802 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7803 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7804 t->specularscale = r_shadow_glossintensity.value;
7807 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7809 t->glosstexture = r_texture_white;
7810 t->backgroundglosstexture = r_texture_white;
7811 t->specularscale = r_shadow_gloss2intensity.value;
7812 t->specularpower = r_shadow_gloss2exponent.value;
7815 t->specularscale *= t->specularscalemod;
7816 t->specularpower *= t->specularpowermod;
7818 // lightmaps mode looks bad with dlights using actual texturing, so turn
7819 // off the colormap and glossmap, but leave the normalmap on as it still
7820 // accurately represents the shading involved
7821 if (gl_lightmaps.integer)
7823 t->basetexture = r_texture_grey128;
7824 t->pantstexture = r_texture_black;
7825 t->shirttexture = r_texture_black;
7826 t->nmaptexture = r_texture_blanknormalmap;
7827 t->glosstexture = r_texture_black;
7828 t->glowtexture = NULL;
7829 t->fogtexture = NULL;
7830 t->reflectmasktexture = NULL;
7831 t->backgroundbasetexture = NULL;
7832 t->backgroundnmaptexture = r_texture_blanknormalmap;
7833 t->backgroundglosstexture = r_texture_black;
7834 t->backgroundglowtexture = NULL;
7835 t->specularscale = 0;
7836 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7839 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7840 VectorClear(t->dlightcolor);
7841 t->currentnumlayers = 0;
7842 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7844 int blendfunc1, blendfunc2;
7846 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7848 blendfunc1 = GL_SRC_ALPHA;
7849 blendfunc2 = GL_ONE;
7851 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7853 blendfunc1 = GL_SRC_ALPHA;
7854 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7856 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7858 blendfunc1 = t->customblendfunc[0];
7859 blendfunc2 = t->customblendfunc[1];
7863 blendfunc1 = GL_ONE;
7864 blendfunc2 = GL_ZERO;
7866 // don't colormod evilblend textures
7867 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7868 VectorSet(t->lightmapcolor, 1, 1, 1);
7869 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7870 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7872 // fullbright is not affected by r_refdef.lightmapintensity
7873 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7874 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7875 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7876 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7877 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7881 vec3_t ambientcolor;
7883 // set the color tint used for lights affecting this surface
7884 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7886 // q3bsp has no lightmap updates, so the lightstylevalue that
7887 // would normally be baked into the lightmap must be
7888 // applied to the color
7889 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7890 if (model->type == mod_brushq3)
7891 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7892 colorscale *= r_refdef.lightmapintensity;
7893 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7894 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7895 // basic lit geometry
7896 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7897 // add pants/shirt if needed
7898 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7899 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7900 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7901 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7902 // now add ambient passes if needed
7903 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7905 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
7906 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7907 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7908 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7909 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7912 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7913 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
7914 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7916 // if this is opaque use alpha blend which will darken the earlier
7919 // if this is an alpha blended material, all the earlier passes
7920 // were darkened by fog already, so we only need to add the fog
7921 // color ontop through the fog mask texture
7923 // if this is an additive blended material, all the earlier passes
7924 // were darkened by fog already, and we should not add fog color
7925 // (because the background was not darkened, there is no fog color
7926 // that was lost behind it).
7927 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
7931 return t->currentframe;
7934 rsurfacestate_t rsurface;
7936 void RSurf_ActiveWorldEntity(void)
7938 dp_model_t *model = r_refdef.scene.worldmodel;
7939 //if (rsurface.entity == r_refdef.scene.worldentity)
7941 rsurface.entity = r_refdef.scene.worldentity;
7942 rsurface.skeleton = NULL;
7943 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7944 rsurface.ent_skinnum = 0;
7945 rsurface.ent_qwskin = -1;
7946 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7947 rsurface.shadertime = r_refdef.scene.time;
7948 rsurface.matrix = identitymatrix;
7949 rsurface.inversematrix = identitymatrix;
7950 rsurface.matrixscale = 1;
7951 rsurface.inversematrixscale = 1;
7952 R_EntityMatrix(&identitymatrix);
7953 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7954 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7955 rsurface.fograngerecip = r_refdef.fograngerecip;
7956 rsurface.fogheightfade = r_refdef.fogheightfade;
7957 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7958 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7959 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7960 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7961 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7962 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7963 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7964 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7965 rsurface.colormod[3] = 1;
7966 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
7967 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7968 rsurface.frameblend[0].lerp = 1;
7969 rsurface.ent_alttextures = false;
7970 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7971 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7972 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7973 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7974 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7975 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7976 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7977 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7978 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7979 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7980 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7981 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7982 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7983 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7984 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7985 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7986 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7987 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7988 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7989 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7990 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7991 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7992 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7993 rsurface.modelelement3i = model->surfmesh.data_element3i;
7994 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7995 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7996 rsurface.modelelement3s = model->surfmesh.data_element3s;
7997 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7998 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7999 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8000 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8001 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8002 rsurface.modelsurfaces = model->data_surfaces;
8003 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8004 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8005 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8006 rsurface.modelgeneratedvertex = false;
8007 rsurface.batchgeneratedvertex = false;
8008 rsurface.batchfirstvertex = 0;
8009 rsurface.batchnumvertices = 0;
8010 rsurface.batchfirsttriangle = 0;
8011 rsurface.batchnumtriangles = 0;
8012 rsurface.batchvertex3f = NULL;
8013 rsurface.batchvertex3f_vertexbuffer = NULL;
8014 rsurface.batchvertex3f_bufferoffset = 0;
8015 rsurface.batchsvector3f = NULL;
8016 rsurface.batchsvector3f_vertexbuffer = NULL;
8017 rsurface.batchsvector3f_bufferoffset = 0;
8018 rsurface.batchtvector3f = NULL;
8019 rsurface.batchtvector3f_vertexbuffer = NULL;
8020 rsurface.batchtvector3f_bufferoffset = 0;
8021 rsurface.batchnormal3f = NULL;
8022 rsurface.batchnormal3f_vertexbuffer = NULL;
8023 rsurface.batchnormal3f_bufferoffset = 0;
8024 rsurface.batchlightmapcolor4f = NULL;
8025 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8026 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8027 rsurface.batchtexcoordtexture2f = NULL;
8028 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8029 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8030 rsurface.batchtexcoordlightmap2f = NULL;
8031 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8032 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8033 rsurface.batchvertexmesh = NULL;
8034 rsurface.batchvertexmeshbuffer = NULL;
8035 rsurface.batchvertex3fbuffer = NULL;
8036 rsurface.batchelement3i = NULL;
8037 rsurface.batchelement3i_indexbuffer = NULL;
8038 rsurface.batchelement3i_bufferoffset = 0;
8039 rsurface.batchelement3s = NULL;
8040 rsurface.batchelement3s_indexbuffer = NULL;
8041 rsurface.batchelement3s_bufferoffset = 0;
8042 rsurface.passcolor4f = NULL;
8043 rsurface.passcolor4f_vertexbuffer = NULL;
8044 rsurface.passcolor4f_bufferoffset = 0;
8047 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8049 dp_model_t *model = ent->model;
8050 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8052 rsurface.entity = (entity_render_t *)ent;
8053 rsurface.skeleton = ent->skeleton;
8054 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8055 rsurface.ent_skinnum = ent->skinnum;
8056 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;
8057 rsurface.ent_flags = ent->flags;
8058 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8059 rsurface.matrix = ent->matrix;
8060 rsurface.inversematrix = ent->inversematrix;
8061 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8062 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8063 R_EntityMatrix(&rsurface.matrix);
8064 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8065 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8066 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8067 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8068 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8069 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8070 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8071 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8072 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8073 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8074 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8075 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8076 rsurface.colormod[3] = ent->alpha;
8077 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8078 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8079 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8080 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8081 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8082 if (ent->model->brush.submodel && !prepass)
8084 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8085 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8087 if (model->surfmesh.isanimated && model->AnimateVertices)
8089 if (ent->animcache_vertex3f)
8091 rsurface.modelvertex3f = ent->animcache_vertex3f;
8092 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8093 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8094 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8095 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8096 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8097 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8099 else if (wanttangents)
8101 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8102 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8103 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8104 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8105 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8106 rsurface.modelvertexmesh = NULL;
8107 rsurface.modelvertexmeshbuffer = NULL;
8108 rsurface.modelvertex3fbuffer = NULL;
8110 else if (wantnormals)
8112 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8113 rsurface.modelsvector3f = NULL;
8114 rsurface.modeltvector3f = NULL;
8115 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8116 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8117 rsurface.modelvertexmesh = NULL;
8118 rsurface.modelvertexmeshbuffer = NULL;
8119 rsurface.modelvertex3fbuffer = NULL;
8123 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8124 rsurface.modelsvector3f = NULL;
8125 rsurface.modeltvector3f = NULL;
8126 rsurface.modelnormal3f = NULL;
8127 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8128 rsurface.modelvertexmesh = NULL;
8129 rsurface.modelvertexmeshbuffer = NULL;
8130 rsurface.modelvertex3fbuffer = NULL;
8132 rsurface.modelvertex3f_vertexbuffer = 0;
8133 rsurface.modelvertex3f_bufferoffset = 0;
8134 rsurface.modelsvector3f_vertexbuffer = 0;
8135 rsurface.modelsvector3f_bufferoffset = 0;
8136 rsurface.modeltvector3f_vertexbuffer = 0;
8137 rsurface.modeltvector3f_bufferoffset = 0;
8138 rsurface.modelnormal3f_vertexbuffer = 0;
8139 rsurface.modelnormal3f_bufferoffset = 0;
8140 rsurface.modelgeneratedvertex = true;
8144 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8145 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8146 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8147 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8148 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8149 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8150 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8151 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8152 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8153 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8154 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8155 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8156 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8157 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8158 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8159 rsurface.modelgeneratedvertex = false;
8161 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8162 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8163 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8164 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8165 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8166 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8167 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8168 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8169 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8170 rsurface.modelelement3i = model->surfmesh.data_element3i;
8171 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8172 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8173 rsurface.modelelement3s = model->surfmesh.data_element3s;
8174 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8175 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8176 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8177 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8178 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8179 rsurface.modelsurfaces = model->data_surfaces;
8180 rsurface.batchgeneratedvertex = false;
8181 rsurface.batchfirstvertex = 0;
8182 rsurface.batchnumvertices = 0;
8183 rsurface.batchfirsttriangle = 0;
8184 rsurface.batchnumtriangles = 0;
8185 rsurface.batchvertex3f = NULL;
8186 rsurface.batchvertex3f_vertexbuffer = NULL;
8187 rsurface.batchvertex3f_bufferoffset = 0;
8188 rsurface.batchsvector3f = NULL;
8189 rsurface.batchsvector3f_vertexbuffer = NULL;
8190 rsurface.batchsvector3f_bufferoffset = 0;
8191 rsurface.batchtvector3f = NULL;
8192 rsurface.batchtvector3f_vertexbuffer = NULL;
8193 rsurface.batchtvector3f_bufferoffset = 0;
8194 rsurface.batchnormal3f = NULL;
8195 rsurface.batchnormal3f_vertexbuffer = NULL;
8196 rsurface.batchnormal3f_bufferoffset = 0;
8197 rsurface.batchlightmapcolor4f = NULL;
8198 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8199 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8200 rsurface.batchtexcoordtexture2f = NULL;
8201 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8202 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8203 rsurface.batchtexcoordlightmap2f = NULL;
8204 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8205 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8206 rsurface.batchvertexmesh = NULL;
8207 rsurface.batchvertexmeshbuffer = NULL;
8208 rsurface.batchvertex3fbuffer = NULL;
8209 rsurface.batchelement3i = NULL;
8210 rsurface.batchelement3i_indexbuffer = NULL;
8211 rsurface.batchelement3i_bufferoffset = 0;
8212 rsurface.batchelement3s = NULL;
8213 rsurface.batchelement3s_indexbuffer = NULL;
8214 rsurface.batchelement3s_bufferoffset = 0;
8215 rsurface.passcolor4f = NULL;
8216 rsurface.passcolor4f_vertexbuffer = NULL;
8217 rsurface.passcolor4f_bufferoffset = 0;
8220 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8222 rsurface.entity = r_refdef.scene.worldentity;
8223 rsurface.skeleton = NULL;
8224 rsurface.ent_skinnum = 0;
8225 rsurface.ent_qwskin = -1;
8226 rsurface.ent_flags = entflags;
8227 rsurface.shadertime = r_refdef.scene.time - shadertime;
8228 rsurface.modelnumvertices = numvertices;
8229 rsurface.modelnumtriangles = numtriangles;
8230 rsurface.matrix = *matrix;
8231 rsurface.inversematrix = *inversematrix;
8232 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8233 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8234 R_EntityMatrix(&rsurface.matrix);
8235 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8236 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8237 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8238 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8239 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8240 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8241 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8242 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8243 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8244 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8245 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8246 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8247 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8248 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8249 rsurface.frameblend[0].lerp = 1;
8250 rsurface.ent_alttextures = false;
8251 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8252 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8255 rsurface.modelvertex3f = (float *)vertex3f;
8256 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8257 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8258 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8260 else if (wantnormals)
8262 rsurface.modelvertex3f = (float *)vertex3f;
8263 rsurface.modelsvector3f = NULL;
8264 rsurface.modeltvector3f = NULL;
8265 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8269 rsurface.modelvertex3f = (float *)vertex3f;
8270 rsurface.modelsvector3f = NULL;
8271 rsurface.modeltvector3f = NULL;
8272 rsurface.modelnormal3f = NULL;
8274 rsurface.modelvertexmesh = NULL;
8275 rsurface.modelvertexmeshbuffer = NULL;
8276 rsurface.modelvertex3fbuffer = NULL;
8277 rsurface.modelvertex3f_vertexbuffer = 0;
8278 rsurface.modelvertex3f_bufferoffset = 0;
8279 rsurface.modelsvector3f_vertexbuffer = 0;
8280 rsurface.modelsvector3f_bufferoffset = 0;
8281 rsurface.modeltvector3f_vertexbuffer = 0;
8282 rsurface.modeltvector3f_bufferoffset = 0;
8283 rsurface.modelnormal3f_vertexbuffer = 0;
8284 rsurface.modelnormal3f_bufferoffset = 0;
8285 rsurface.modelgeneratedvertex = true;
8286 rsurface.modellightmapcolor4f = (float *)color4f;
8287 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8288 rsurface.modellightmapcolor4f_bufferoffset = 0;
8289 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8290 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8291 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8292 rsurface.modeltexcoordlightmap2f = NULL;
8293 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8294 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8295 rsurface.modelelement3i = (int *)element3i;
8296 rsurface.modelelement3i_indexbuffer = NULL;
8297 rsurface.modelelement3i_bufferoffset = 0;
8298 rsurface.modelelement3s = (unsigned short *)element3s;
8299 rsurface.modelelement3s_indexbuffer = NULL;
8300 rsurface.modelelement3s_bufferoffset = 0;
8301 rsurface.modellightmapoffsets = NULL;
8302 rsurface.modelsurfaces = NULL;
8303 rsurface.batchgeneratedvertex = false;
8304 rsurface.batchfirstvertex = 0;
8305 rsurface.batchnumvertices = 0;
8306 rsurface.batchfirsttriangle = 0;
8307 rsurface.batchnumtriangles = 0;
8308 rsurface.batchvertex3f = NULL;
8309 rsurface.batchvertex3f_vertexbuffer = NULL;
8310 rsurface.batchvertex3f_bufferoffset = 0;
8311 rsurface.batchsvector3f = NULL;
8312 rsurface.batchsvector3f_vertexbuffer = NULL;
8313 rsurface.batchsvector3f_bufferoffset = 0;
8314 rsurface.batchtvector3f = NULL;
8315 rsurface.batchtvector3f_vertexbuffer = NULL;
8316 rsurface.batchtvector3f_bufferoffset = 0;
8317 rsurface.batchnormal3f = NULL;
8318 rsurface.batchnormal3f_vertexbuffer = NULL;
8319 rsurface.batchnormal3f_bufferoffset = 0;
8320 rsurface.batchlightmapcolor4f = NULL;
8321 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8322 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8323 rsurface.batchtexcoordtexture2f = NULL;
8324 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8325 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8326 rsurface.batchtexcoordlightmap2f = NULL;
8327 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8328 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8329 rsurface.batchvertexmesh = NULL;
8330 rsurface.batchvertexmeshbuffer = NULL;
8331 rsurface.batchvertex3fbuffer = NULL;
8332 rsurface.batchelement3i = NULL;
8333 rsurface.batchelement3i_indexbuffer = NULL;
8334 rsurface.batchelement3i_bufferoffset = 0;
8335 rsurface.batchelement3s = NULL;
8336 rsurface.batchelement3s_indexbuffer = NULL;
8337 rsurface.batchelement3s_bufferoffset = 0;
8338 rsurface.passcolor4f = NULL;
8339 rsurface.passcolor4f_vertexbuffer = NULL;
8340 rsurface.passcolor4f_bufferoffset = 0;
8342 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8344 if ((wantnormals || wanttangents) && !normal3f)
8346 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8347 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8349 if (wanttangents && !svector3f)
8351 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8352 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8353 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8358 float RSurf_FogPoint(const float *v)
8360 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8361 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8362 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8363 float FogHeightFade = r_refdef.fogheightfade;
8365 unsigned int fogmasktableindex;
8366 if (r_refdef.fogplaneviewabove)
8367 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8369 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8370 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8371 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8374 float RSurf_FogVertex(const float *v)
8376 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8377 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8378 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8379 float FogHeightFade = rsurface.fogheightfade;
8381 unsigned int fogmasktableindex;
8382 if (r_refdef.fogplaneviewabove)
8383 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8385 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8386 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8387 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8390 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8393 for (i = 0;i < numelements;i++)
8394 outelement3i[i] = inelement3i[i] + adjust;
8397 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8398 extern cvar_t gl_vbo;
8399 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8407 int surfacefirsttriangle;
8408 int surfacenumtriangles;
8409 int surfacefirstvertex;
8410 int surfaceendvertex;
8411 int surfacenumvertices;
8412 int batchnumvertices;
8413 int batchnumtriangles;
8417 qboolean dynamicvertex;
8421 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8423 q3shaderinfo_deform_t *deform;
8424 const msurface_t *surface, *firstsurface;
8425 r_vertexmesh_t *vertexmesh;
8426 if (!texturenumsurfaces)
8428 // find vertex range of this surface batch
8430 firstsurface = texturesurfacelist[0];
8431 firsttriangle = firstsurface->num_firsttriangle;
8432 batchnumvertices = 0;
8433 batchnumtriangles = 0;
8434 firstvertex = endvertex = firstsurface->num_firstvertex;
8435 for (i = 0;i < texturenumsurfaces;i++)
8437 surface = texturesurfacelist[i];
8438 if (surface != firstsurface + i)
8440 surfacefirstvertex = surface->num_firstvertex;
8441 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8442 surfacenumvertices = surface->num_vertices;
8443 surfacenumtriangles = surface->num_triangles;
8444 if (firstvertex > surfacefirstvertex)
8445 firstvertex = surfacefirstvertex;
8446 if (endvertex < surfaceendvertex)
8447 endvertex = surfaceendvertex;
8448 batchnumvertices += surfacenumvertices;
8449 batchnumtriangles += surfacenumtriangles;
8452 // we now know the vertex range used, and if there are any gaps in it
8453 rsurface.batchfirstvertex = firstvertex;
8454 rsurface.batchnumvertices = endvertex - firstvertex;
8455 rsurface.batchfirsttriangle = firsttriangle;
8456 rsurface.batchnumtriangles = batchnumtriangles;
8458 // this variable holds flags for which properties have been updated that
8459 // may require regenerating vertexmesh array...
8462 // check if any dynamic vertex processing must occur
8463 dynamicvertex = false;
8465 // if there is a chance of animated vertex colors, it's a dynamic batch
8466 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8468 dynamicvertex = true;
8469 batchneed |= BATCHNEED_NOGAPS;
8470 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8473 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8475 switch (deform->deform)
8478 case Q3DEFORM_PROJECTIONSHADOW:
8479 case Q3DEFORM_TEXT0:
8480 case Q3DEFORM_TEXT1:
8481 case Q3DEFORM_TEXT2:
8482 case Q3DEFORM_TEXT3:
8483 case Q3DEFORM_TEXT4:
8484 case Q3DEFORM_TEXT5:
8485 case Q3DEFORM_TEXT6:
8486 case Q3DEFORM_TEXT7:
8489 case Q3DEFORM_AUTOSPRITE:
8490 dynamicvertex = true;
8491 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8492 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8494 case Q3DEFORM_AUTOSPRITE2:
8495 dynamicvertex = true;
8496 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8497 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8499 case Q3DEFORM_NORMAL:
8500 dynamicvertex = true;
8501 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8502 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8505 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8506 break; // if wavefunc is a nop, ignore this transform
8507 dynamicvertex = true;
8508 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8509 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8511 case Q3DEFORM_BULGE:
8512 dynamicvertex = true;
8513 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8514 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8517 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8518 break; // if wavefunc is a nop, ignore this transform
8519 dynamicvertex = true;
8520 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8521 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8525 switch(rsurface.texture->tcgen.tcgen)
8528 case Q3TCGEN_TEXTURE:
8530 case Q3TCGEN_LIGHTMAP:
8531 dynamicvertex = true;
8532 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8533 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8535 case Q3TCGEN_VECTOR:
8536 dynamicvertex = true;
8537 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8538 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8540 case Q3TCGEN_ENVIRONMENT:
8541 dynamicvertex = true;
8542 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8543 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8546 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8548 dynamicvertex = true;
8549 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8550 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8553 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8555 dynamicvertex = true;
8556 batchneed |= BATCHNEED_NOGAPS;
8557 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8560 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8562 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8563 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8564 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8565 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8566 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8567 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8568 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8571 // when the model data has no vertex buffer (dynamic mesh), we need to
8573 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8574 batchneed |= BATCHNEED_NOGAPS;
8576 // if needsupdate, we have to do a dynamic vertex batch for sure
8577 if (needsupdate & batchneed)
8578 dynamicvertex = true;
8580 // see if we need to build vertexmesh from arrays
8581 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8582 dynamicvertex = true;
8584 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8585 // also some drivers strongly dislike firstvertex
8586 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8587 dynamicvertex = true;
8589 rsurface.batchvertex3f = rsurface.modelvertex3f;
8590 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8591 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8592 rsurface.batchsvector3f = rsurface.modelsvector3f;
8593 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8594 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8595 rsurface.batchtvector3f = rsurface.modeltvector3f;
8596 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8597 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8598 rsurface.batchnormal3f = rsurface.modelnormal3f;
8599 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8600 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8601 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8602 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8603 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8604 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8605 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8606 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8607 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8608 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8609 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8610 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8611 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8612 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8613 rsurface.batchelement3i = rsurface.modelelement3i;
8614 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8615 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8616 rsurface.batchelement3s = rsurface.modelelement3s;
8617 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8618 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8620 // if any dynamic vertex processing has to occur in software, we copy the
8621 // entire surface list together before processing to rebase the vertices
8622 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8624 // if any gaps exist and we do not have a static vertex buffer, we have to
8625 // copy the surface list together to avoid wasting upload bandwidth on the
8626 // vertices in the gaps.
8628 // if gaps exist and we have a static vertex buffer, we still have to
8629 // combine the index buffer ranges into one dynamic index buffer.
8631 // in all cases we end up with data that can be drawn in one call.
8635 // static vertex data, just set pointers...
8636 rsurface.batchgeneratedvertex = false;
8637 // if there are gaps, we want to build a combined index buffer,
8638 // otherwise use the original static buffer with an appropriate offset
8641 // build a new triangle elements array for this batch
8642 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8643 rsurface.batchfirsttriangle = 0;
8645 for (i = 0;i < texturenumsurfaces;i++)
8647 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8648 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8649 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8650 numtriangles += surfacenumtriangles;
8652 rsurface.batchelement3i_indexbuffer = NULL;
8653 rsurface.batchelement3i_bufferoffset = 0;
8654 rsurface.batchelement3s = NULL;
8655 rsurface.batchelement3s_indexbuffer = NULL;
8656 rsurface.batchelement3s_bufferoffset = 0;
8657 if (endvertex <= 65536)
8659 // make a 16bit (unsigned short) index array if possible
8660 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8661 for (i = 0;i < numtriangles*3;i++)
8662 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8668 // something needs software processing, do it for real...
8669 // we only directly handle separate array data in this case and then
8670 // generate interleaved data if needed...
8671 rsurface.batchgeneratedvertex = true;
8673 // now copy the vertex data into a combined array and make an index array
8674 // (this is what Quake3 does all the time)
8675 //if (gaps || rsurface.batchfirstvertex)
8677 rsurface.batchvertex3fbuffer = NULL;
8678 rsurface.batchvertexmesh = NULL;
8679 rsurface.batchvertexmeshbuffer = NULL;
8680 rsurface.batchvertex3f = NULL;
8681 rsurface.batchvertex3f_vertexbuffer = NULL;
8682 rsurface.batchvertex3f_bufferoffset = 0;
8683 rsurface.batchsvector3f = NULL;
8684 rsurface.batchsvector3f_vertexbuffer = NULL;
8685 rsurface.batchsvector3f_bufferoffset = 0;
8686 rsurface.batchtvector3f = NULL;
8687 rsurface.batchtvector3f_vertexbuffer = NULL;
8688 rsurface.batchtvector3f_bufferoffset = 0;
8689 rsurface.batchnormal3f = NULL;
8690 rsurface.batchnormal3f_vertexbuffer = NULL;
8691 rsurface.batchnormal3f_bufferoffset = 0;
8692 rsurface.batchlightmapcolor4f = NULL;
8693 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8694 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8695 rsurface.batchtexcoordtexture2f = NULL;
8696 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8697 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8698 rsurface.batchtexcoordlightmap2f = NULL;
8699 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8700 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8701 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8702 rsurface.batchelement3i_indexbuffer = NULL;
8703 rsurface.batchelement3i_bufferoffset = 0;
8704 rsurface.batchelement3s = NULL;
8705 rsurface.batchelement3s_indexbuffer = NULL;
8706 rsurface.batchelement3s_bufferoffset = 0;
8707 // we'll only be setting up certain arrays as needed
8708 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8709 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8710 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8711 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8712 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8713 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8714 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8716 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8717 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8719 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8720 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8721 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8722 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8723 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8724 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8727 for (i = 0;i < texturenumsurfaces;i++)
8729 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8730 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8731 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8732 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8733 // copy only the data requested
8734 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8735 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8736 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8738 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8740 if (rsurface.batchvertex3f)
8741 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8743 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8745 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8747 if (rsurface.modelnormal3f)
8748 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8750 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8752 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8754 if (rsurface.modelsvector3f)
8756 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8757 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8761 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8762 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8765 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8767 if (rsurface.modellightmapcolor4f)
8768 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8770 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8772 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8774 if (rsurface.modeltexcoordtexture2f)
8775 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8777 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8779 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8781 if (rsurface.modeltexcoordlightmap2f)
8782 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8784 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8787 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8788 numvertices += surfacenumvertices;
8789 numtriangles += surfacenumtriangles;
8792 // generate a 16bit index array as well if possible
8793 // (in general, dynamic batches fit)
8794 if (numvertices <= 65536)
8796 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8797 for (i = 0;i < numtriangles*3;i++)
8798 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8801 // since we've copied everything, the batch now starts at 0
8802 rsurface.batchfirstvertex = 0;
8803 rsurface.batchnumvertices = batchnumvertices;
8804 rsurface.batchfirsttriangle = 0;
8805 rsurface.batchnumtriangles = batchnumtriangles;
8808 // q1bsp surfaces rendered in vertex color mode have to have colors
8809 // calculated based on lightstyles
8810 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8812 // generate color arrays for the surfaces in this list
8817 const unsigned char *lm;
8818 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8819 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8820 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8822 for (i = 0;i < texturenumsurfaces;i++)
8824 surface = texturesurfacelist[i];
8825 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8826 surfacenumvertices = surface->num_vertices;
8827 if (surface->lightmapinfo->samples)
8829 for (j = 0;j < surfacenumvertices;j++)
8831 lm = surface->lightmapinfo->samples + offsets[j];
8832 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8833 VectorScale(lm, scale, c);
8834 if (surface->lightmapinfo->styles[1] != 255)
8836 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8838 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8839 VectorMA(c, scale, lm, c);
8840 if (surface->lightmapinfo->styles[2] != 255)
8843 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8844 VectorMA(c, scale, lm, c);
8845 if (surface->lightmapinfo->styles[3] != 255)
8848 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8849 VectorMA(c, scale, lm, c);
8856 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);
8862 for (j = 0;j < surfacenumvertices;j++)
8864 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8871 // if vertices are deformed (sprite flares and things in maps, possibly
8872 // water waves, bulges and other deformations), modify the copied vertices
8874 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8876 switch (deform->deform)
8879 case Q3DEFORM_PROJECTIONSHADOW:
8880 case Q3DEFORM_TEXT0:
8881 case Q3DEFORM_TEXT1:
8882 case Q3DEFORM_TEXT2:
8883 case Q3DEFORM_TEXT3:
8884 case Q3DEFORM_TEXT4:
8885 case Q3DEFORM_TEXT5:
8886 case Q3DEFORM_TEXT6:
8887 case Q3DEFORM_TEXT7:
8890 case Q3DEFORM_AUTOSPRITE:
8891 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8892 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8893 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8894 VectorNormalize(newforward);
8895 VectorNormalize(newright);
8896 VectorNormalize(newup);
8897 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8898 // rsurface.batchvertex3f_vertexbuffer = NULL;
8899 // rsurface.batchvertex3f_bufferoffset = 0;
8900 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8901 // rsurface.batchsvector3f_vertexbuffer = NULL;
8902 // rsurface.batchsvector3f_bufferoffset = 0;
8903 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8904 // rsurface.batchtvector3f_vertexbuffer = NULL;
8905 // rsurface.batchtvector3f_bufferoffset = 0;
8906 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8907 // rsurface.batchnormal3f_vertexbuffer = NULL;
8908 // rsurface.batchnormal3f_bufferoffset = 0;
8909 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8910 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8911 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8912 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8913 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);
8914 // a single autosprite surface can contain multiple sprites...
8915 for (j = 0;j < batchnumvertices - 3;j += 4)
8917 VectorClear(center);
8918 for (i = 0;i < 4;i++)
8919 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8920 VectorScale(center, 0.25f, center);
8921 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8922 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8923 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8924 for (i = 0;i < 4;i++)
8926 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8927 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8930 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8931 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8932 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);
8934 case Q3DEFORM_AUTOSPRITE2:
8935 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8936 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8937 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8938 VectorNormalize(newforward);
8939 VectorNormalize(newright);
8940 VectorNormalize(newup);
8941 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8942 // rsurface.batchvertex3f_vertexbuffer = NULL;
8943 // rsurface.batchvertex3f_bufferoffset = 0;
8945 const float *v1, *v2;
8955 memset(shortest, 0, sizeof(shortest));
8956 // a single autosprite surface can contain multiple sprites...
8957 for (j = 0;j < batchnumvertices - 3;j += 4)
8959 VectorClear(center);
8960 for (i = 0;i < 4;i++)
8961 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8962 VectorScale(center, 0.25f, center);
8963 // find the two shortest edges, then use them to define the
8964 // axis vectors for rotating around the central axis
8965 for (i = 0;i < 6;i++)
8967 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8968 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8969 l = VectorDistance2(v1, v2);
8970 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8972 l += (1.0f / 1024.0f);
8973 if (shortest[0].length2 > l || i == 0)
8975 shortest[1] = shortest[0];
8976 shortest[0].length2 = l;
8977 shortest[0].v1 = v1;
8978 shortest[0].v2 = v2;
8980 else if (shortest[1].length2 > l || i == 1)
8982 shortest[1].length2 = l;
8983 shortest[1].v1 = v1;
8984 shortest[1].v2 = v2;
8987 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8988 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8989 // this calculates the right vector from the shortest edge
8990 // and the up vector from the edge midpoints
8991 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8992 VectorNormalize(right);
8993 VectorSubtract(end, start, up);
8994 VectorNormalize(up);
8995 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8996 VectorSubtract(rsurface.localvieworigin, center, forward);
8997 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8998 VectorNegate(forward, forward);
8999 VectorReflect(forward, 0, up, forward);
9000 VectorNormalize(forward);
9001 CrossProduct(up, forward, newright);
9002 VectorNormalize(newright);
9003 // rotate the quad around the up axis vector, this is made
9004 // especially easy by the fact we know the quad is flat,
9005 // so we only have to subtract the center position and
9006 // measure distance along the right vector, and then
9007 // multiply that by the newright vector and add back the
9009 // we also need to subtract the old position to undo the
9010 // displacement from the center, which we do with a
9011 // DotProduct, the subtraction/addition of center is also
9012 // optimized into DotProducts here
9013 l = DotProduct(right, center);
9014 for (i = 0;i < 4;i++)
9016 v1 = rsurface.batchvertex3f + 3*(j+i);
9017 f = DotProduct(right, v1) - l;
9018 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9022 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9024 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9025 // rsurface.batchnormal3f_vertexbuffer = NULL;
9026 // rsurface.batchnormal3f_bufferoffset = 0;
9027 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9029 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9031 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9032 // rsurface.batchsvector3f_vertexbuffer = NULL;
9033 // rsurface.batchsvector3f_bufferoffset = 0;
9034 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9035 // rsurface.batchtvector3f_vertexbuffer = NULL;
9036 // rsurface.batchtvector3f_bufferoffset = 0;
9037 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);
9040 case Q3DEFORM_NORMAL:
9041 // deform the normals to make reflections wavey
9042 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9043 rsurface.batchnormal3f_vertexbuffer = NULL;
9044 rsurface.batchnormal3f_bufferoffset = 0;
9045 for (j = 0;j < batchnumvertices;j++)
9048 float *normal = rsurface.batchnormal3f + 3*j;
9049 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9050 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9051 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9052 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9053 VectorNormalize(normal);
9055 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9057 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9058 // rsurface.batchsvector3f_vertexbuffer = NULL;
9059 // rsurface.batchsvector3f_bufferoffset = 0;
9060 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9061 // rsurface.batchtvector3f_vertexbuffer = NULL;
9062 // rsurface.batchtvector3f_bufferoffset = 0;
9063 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);
9067 // deform vertex array to make wavey water and flags and such
9068 waveparms[0] = deform->waveparms[0];
9069 waveparms[1] = deform->waveparms[1];
9070 waveparms[2] = deform->waveparms[2];
9071 waveparms[3] = deform->waveparms[3];
9072 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9073 break; // if wavefunc is a nop, don't make a dynamic vertex array
9074 // this is how a divisor of vertex influence on deformation
9075 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9076 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9077 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9078 // rsurface.batchvertex3f_vertexbuffer = NULL;
9079 // rsurface.batchvertex3f_bufferoffset = 0;
9080 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9081 // rsurface.batchnormal3f_vertexbuffer = NULL;
9082 // rsurface.batchnormal3f_bufferoffset = 0;
9083 for (j = 0;j < batchnumvertices;j++)
9085 // if the wavefunc depends on time, evaluate it per-vertex
9088 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9089 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9091 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9093 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9094 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9095 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9097 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9098 // rsurface.batchsvector3f_vertexbuffer = NULL;
9099 // rsurface.batchsvector3f_bufferoffset = 0;
9100 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9101 // rsurface.batchtvector3f_vertexbuffer = NULL;
9102 // rsurface.batchtvector3f_bufferoffset = 0;
9103 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);
9106 case Q3DEFORM_BULGE:
9107 // deform vertex array to make the surface have moving bulges
9108 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9109 // rsurface.batchvertex3f_vertexbuffer = NULL;
9110 // rsurface.batchvertex3f_bufferoffset = 0;
9111 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9112 // rsurface.batchnormal3f_vertexbuffer = NULL;
9113 // rsurface.batchnormal3f_bufferoffset = 0;
9114 for (j = 0;j < batchnumvertices;j++)
9116 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9117 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9119 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9120 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9121 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9123 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9124 // rsurface.batchsvector3f_vertexbuffer = NULL;
9125 // rsurface.batchsvector3f_bufferoffset = 0;
9126 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9127 // rsurface.batchtvector3f_vertexbuffer = NULL;
9128 // rsurface.batchtvector3f_bufferoffset = 0;
9129 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);
9133 // deform vertex array
9134 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9135 break; // if wavefunc is a nop, don't make a dynamic vertex array
9136 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9137 VectorScale(deform->parms, scale, waveparms);
9138 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9139 // rsurface.batchvertex3f_vertexbuffer = NULL;
9140 // rsurface.batchvertex3f_bufferoffset = 0;
9141 for (j = 0;j < batchnumvertices;j++)
9142 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9147 // generate texcoords based on the chosen texcoord source
9148 switch(rsurface.texture->tcgen.tcgen)
9151 case Q3TCGEN_TEXTURE:
9153 case Q3TCGEN_LIGHTMAP:
9154 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9155 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9156 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9157 if (rsurface.batchtexcoordlightmap2f)
9158 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9160 case Q3TCGEN_VECTOR:
9161 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9162 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9163 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9164 for (j = 0;j < batchnumvertices;j++)
9166 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9167 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9170 case Q3TCGEN_ENVIRONMENT:
9171 // make environment reflections using a spheremap
9172 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9173 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9174 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9175 for (j = 0;j < batchnumvertices;j++)
9177 // identical to Q3A's method, but executed in worldspace so
9178 // carried models can be shiny too
9180 float viewer[3], d, reflected[3], worldreflected[3];
9182 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9183 // VectorNormalize(viewer);
9185 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9187 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9188 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9189 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9190 // note: this is proportinal to viewer, so we can normalize later
9192 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9193 VectorNormalize(worldreflected);
9195 // note: this sphere map only uses world x and z!
9196 // so positive and negative y will LOOK THE SAME.
9197 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9198 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9202 // the only tcmod that needs software vertex processing is turbulent, so
9203 // check for it here and apply the changes if needed
9204 // and we only support that as the first one
9205 // (handling a mixture of turbulent and other tcmods would be problematic
9206 // without punting it entirely to a software path)
9207 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9209 amplitude = rsurface.texture->tcmods[0].parms[1];
9210 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9211 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9212 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9213 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9214 for (j = 0;j < batchnumvertices;j++)
9216 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);
9217 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9221 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9223 // convert the modified arrays to vertex structs
9224 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9225 // rsurface.batchvertexmeshbuffer = NULL;
9226 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9227 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9228 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9229 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9230 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9231 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9232 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9234 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9236 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9237 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9240 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9241 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9242 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9243 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9244 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9245 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9246 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9247 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9248 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9252 void RSurf_DrawBatch(void)
9254 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9255 // through the pipeline, killing it earlier in the pipeline would have
9256 // per-surface overhead rather than per-batch overhead, so it's best to
9257 // reject it here, before it hits glDraw.
9258 if (rsurface.batchnumtriangles == 0)
9261 // batch debugging code
9262 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9268 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9269 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9272 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9274 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9276 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9277 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);
9284 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);
9287 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9289 // pick the closest matching water plane
9290 int planeindex, vertexindex, bestplaneindex = -1;
9294 r_waterstate_waterplane_t *p;
9295 qboolean prepared = false;
9297 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9299 if(p->camera_entity != rsurface.texture->camera_entity)
9304 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9306 if(rsurface.batchnumvertices == 0)
9309 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9311 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9312 d += fabs(PlaneDiff(vert, &p->plane));
9314 if (bestd > d || bestplaneindex < 0)
9317 bestplaneindex = planeindex;
9320 return bestplaneindex;
9321 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9322 // this situation though, as it might be better to render single larger
9323 // batches with useless stuff (backface culled for example) than to
9324 // render multiple smaller batches
9327 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9330 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9331 rsurface.passcolor4f_vertexbuffer = 0;
9332 rsurface.passcolor4f_bufferoffset = 0;
9333 for (i = 0;i < rsurface.batchnumvertices;i++)
9334 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9337 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9344 if (rsurface.passcolor4f)
9346 // generate color arrays
9347 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9348 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9349 rsurface.passcolor4f_vertexbuffer = 0;
9350 rsurface.passcolor4f_bufferoffset = 0;
9351 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9353 f = RSurf_FogVertex(v);
9362 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9363 rsurface.passcolor4f_vertexbuffer = 0;
9364 rsurface.passcolor4f_bufferoffset = 0;
9365 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9367 f = RSurf_FogVertex(v);
9376 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9383 if (!rsurface.passcolor4f)
9385 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9386 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9387 rsurface.passcolor4f_vertexbuffer = 0;
9388 rsurface.passcolor4f_bufferoffset = 0;
9389 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9391 f = RSurf_FogVertex(v);
9392 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9393 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9394 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9399 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9404 if (!rsurface.passcolor4f)
9406 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9407 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9408 rsurface.passcolor4f_vertexbuffer = 0;
9409 rsurface.passcolor4f_bufferoffset = 0;
9410 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9419 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9424 if (!rsurface.passcolor4f)
9426 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9427 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9428 rsurface.passcolor4f_vertexbuffer = 0;
9429 rsurface.passcolor4f_bufferoffset = 0;
9430 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9432 c2[0] = c[0] + r_refdef.scene.ambient;
9433 c2[1] = c[1] + r_refdef.scene.ambient;
9434 c2[2] = c[2] + r_refdef.scene.ambient;
9439 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9442 rsurface.passcolor4f = NULL;
9443 rsurface.passcolor4f_vertexbuffer = 0;
9444 rsurface.passcolor4f_bufferoffset = 0;
9445 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9446 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9447 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9448 GL_Color(r, g, b, a);
9449 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9453 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9455 // TODO: optimize applyfog && applycolor case
9456 // just apply fog if necessary, and tint the fog color array if necessary
9457 rsurface.passcolor4f = NULL;
9458 rsurface.passcolor4f_vertexbuffer = 0;
9459 rsurface.passcolor4f_bufferoffset = 0;
9460 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9461 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9462 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9463 GL_Color(r, g, b, a);
9467 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9470 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9471 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9472 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9473 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9474 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9475 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9476 GL_Color(r, g, b, a);
9480 static void RSurf_DrawBatch_GL11_ClampColor(void)
9485 if (!rsurface.passcolor4f)
9487 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9489 c2[0] = bound(0.0f, c1[0], 1.0f);
9490 c2[1] = bound(0.0f, c1[1], 1.0f);
9491 c2[2] = bound(0.0f, c1[2], 1.0f);
9492 c2[3] = bound(0.0f, c1[3], 1.0f);
9496 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9506 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9507 rsurface.passcolor4f_vertexbuffer = 0;
9508 rsurface.passcolor4f_bufferoffset = 0;
9509 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9511 f = -DotProduct(r_refdef.view.forward, n);
9513 f = f * 0.85 + 0.15; // work around so stuff won't get black
9514 f *= r_refdef.lightmapintensity;
9515 Vector4Set(c, f, f, f, 1);
9519 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9521 RSurf_DrawBatch_GL11_ApplyFakeLight();
9522 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9523 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9524 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9525 GL_Color(r, g, b, a);
9529 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9537 vec3_t ambientcolor;
9538 vec3_t diffusecolor;
9542 VectorCopy(rsurface.modellight_lightdir, lightdir);
9543 f = 0.5f * r_refdef.lightmapintensity;
9544 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9545 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9546 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9547 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9548 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9549 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9551 if (VectorLength2(diffusecolor) > 0)
9553 // q3-style directional shading
9554 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9555 rsurface.passcolor4f_vertexbuffer = 0;
9556 rsurface.passcolor4f_bufferoffset = 0;
9557 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9559 if ((f = DotProduct(n, lightdir)) > 0)
9560 VectorMA(ambientcolor, f, diffusecolor, c);
9562 VectorCopy(ambientcolor, c);
9569 *applycolor = false;
9573 *r = ambientcolor[0];
9574 *g = ambientcolor[1];
9575 *b = ambientcolor[2];
9576 rsurface.passcolor4f = NULL;
9577 rsurface.passcolor4f_vertexbuffer = 0;
9578 rsurface.passcolor4f_bufferoffset = 0;
9582 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9584 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9585 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9586 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9587 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9588 GL_Color(r, g, b, a);
9592 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9600 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9601 rsurface.passcolor4f_vertexbuffer = 0;
9602 rsurface.passcolor4f_bufferoffset = 0;
9604 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9606 f = 1 - RSurf_FogVertex(v);
9614 void RSurf_SetupDepthAndCulling(void)
9616 // submodels are biased to avoid z-fighting with world surfaces that they
9617 // may be exactly overlapping (avoids z-fighting artifacts on certain
9618 // doors and things in Quake maps)
9619 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9620 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9621 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9622 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9625 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9627 // transparent sky would be ridiculous
9628 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9630 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9631 skyrenderlater = true;
9632 RSurf_SetupDepthAndCulling();
9634 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9635 // skymasking on them, and Quake3 never did sky masking (unlike
9636 // software Quake and software Quake2), so disable the sky masking
9637 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9638 // and skymasking also looks very bad when noclipping outside the
9639 // level, so don't use it then either.
9640 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9642 R_Mesh_ResetTextureState();
9643 if (skyrendermasked)
9645 R_SetupShader_DepthOrShadow(false);
9646 // depth-only (masking)
9647 GL_ColorMask(0,0,0,0);
9648 // just to make sure that braindead drivers don't draw
9649 // anything despite that colormask...
9650 GL_BlendFunc(GL_ZERO, GL_ONE);
9651 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9652 if (rsurface.batchvertex3fbuffer)
9653 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9655 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9659 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9661 GL_BlendFunc(GL_ONE, GL_ZERO);
9662 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9663 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9664 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9667 if (skyrendermasked)
9668 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9670 R_Mesh_ResetTextureState();
9671 GL_Color(1, 1, 1, 1);
9674 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9675 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9676 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9678 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9682 // render screenspace normalmap to texture
9684 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9688 // bind lightmap texture
9690 // water/refraction/reflection/camera surfaces have to be handled specially
9691 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9693 int start, end, startplaneindex;
9694 for (start = 0;start < texturenumsurfaces;start = end)
9696 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9697 if(startplaneindex < 0)
9699 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9700 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9704 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9706 // now that we have a batch using the same planeindex, render it
9707 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9709 // render water or distortion background
9711 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9713 // blend surface on top
9714 GL_DepthMask(false);
9715 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9718 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9720 // render surface with reflection texture as input
9721 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9722 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9729 // render surface batch normally
9730 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9731 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9735 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9737 // OpenGL 1.3 path - anything not completely ancient
9738 qboolean applycolor;
9741 const texturelayer_t *layer;
9742 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9743 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9745 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9748 int layertexrgbscale;
9749 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9751 if (layerindex == 0)
9755 GL_AlphaTest(false);
9756 GL_DepthFunc(GL_EQUAL);
9759 GL_DepthMask(layer->depthmask && writedepth);
9760 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9761 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9763 layertexrgbscale = 4;
9764 VectorScale(layer->color, 0.25f, layercolor);
9766 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9768 layertexrgbscale = 2;
9769 VectorScale(layer->color, 0.5f, layercolor);
9773 layertexrgbscale = 1;
9774 VectorScale(layer->color, 1.0f, layercolor);
9776 layercolor[3] = layer->color[3];
9777 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9778 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9779 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9780 switch (layer->type)
9782 case TEXTURELAYERTYPE_LITTEXTURE:
9783 // single-pass lightmapped texture with 2x rgbscale
9784 R_Mesh_TexBind(0, r_texture_white);
9785 R_Mesh_TexMatrix(0, NULL);
9786 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9787 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9788 R_Mesh_TexBind(1, layer->texture);
9789 R_Mesh_TexMatrix(1, &layer->texmatrix);
9790 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9791 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9792 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9793 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9794 else if (FAKELIGHT_ENABLED)
9795 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9796 else if (rsurface.uselightmaptexture)
9797 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9799 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9801 case TEXTURELAYERTYPE_TEXTURE:
9802 // singletexture unlit texture with transparency support
9803 R_Mesh_TexBind(0, layer->texture);
9804 R_Mesh_TexMatrix(0, &layer->texmatrix);
9805 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9806 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9807 R_Mesh_TexBind(1, 0);
9808 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9809 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9811 case TEXTURELAYERTYPE_FOG:
9812 // singletexture fogging
9815 R_Mesh_TexBind(0, layer->texture);
9816 R_Mesh_TexMatrix(0, &layer->texmatrix);
9817 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9818 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9822 R_Mesh_TexBind(0, 0);
9823 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9825 R_Mesh_TexBind(1, 0);
9826 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9827 // generate a color array for the fog pass
9828 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9829 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9833 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9836 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9838 GL_DepthFunc(GL_LEQUAL);
9839 GL_AlphaTest(false);
9843 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9845 // OpenGL 1.1 - crusty old voodoo path
9848 const texturelayer_t *layer;
9849 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9850 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9852 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9854 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9856 if (layerindex == 0)
9860 GL_AlphaTest(false);
9861 GL_DepthFunc(GL_EQUAL);
9864 GL_DepthMask(layer->depthmask && writedepth);
9865 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9866 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9867 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9868 switch (layer->type)
9870 case TEXTURELAYERTYPE_LITTEXTURE:
9871 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9873 // two-pass lit texture with 2x rgbscale
9874 // first the lightmap pass
9875 R_Mesh_TexBind(0, r_texture_white);
9876 R_Mesh_TexMatrix(0, NULL);
9877 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9878 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9879 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9880 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9881 else if (FAKELIGHT_ENABLED)
9882 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9883 else if (rsurface.uselightmaptexture)
9884 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9886 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9887 // then apply the texture to it
9888 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9889 R_Mesh_TexBind(0, layer->texture);
9890 R_Mesh_TexMatrix(0, &layer->texmatrix);
9891 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9892 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9893 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9897 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9898 R_Mesh_TexBind(0, layer->texture);
9899 R_Mesh_TexMatrix(0, &layer->texmatrix);
9900 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9901 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9902 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9903 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9905 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9908 case TEXTURELAYERTYPE_TEXTURE:
9909 // singletexture unlit texture with transparency support
9910 R_Mesh_TexBind(0, layer->texture);
9911 R_Mesh_TexMatrix(0, &layer->texmatrix);
9912 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9913 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9914 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9916 case TEXTURELAYERTYPE_FOG:
9917 // singletexture fogging
9920 R_Mesh_TexBind(0, layer->texture);
9921 R_Mesh_TexMatrix(0, &layer->texmatrix);
9922 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9923 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9927 R_Mesh_TexBind(0, 0);
9928 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9930 // generate a color array for the fog pass
9931 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9932 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9936 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9939 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9941 GL_DepthFunc(GL_LEQUAL);
9942 GL_AlphaTest(false);
9946 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9950 r_vertexgeneric_t *batchvertex;
9953 // R_Mesh_ResetTextureState();
9954 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9956 if(rsurface.texture && rsurface.texture->currentskinframe)
9958 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9959 c[3] *= rsurface.texture->currentalpha;
9969 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9971 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
9972 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
9973 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
9976 // brighten it up (as texture value 127 means "unlit")
9977 c[0] *= 2 * r_refdef.view.colorscale;
9978 c[1] *= 2 * r_refdef.view.colorscale;
9979 c[2] *= 2 * r_refdef.view.colorscale;
9981 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9982 c[3] *= r_wateralpha.value;
9984 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9986 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9987 GL_DepthMask(false);
9989 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
9991 GL_BlendFunc(GL_ONE, GL_ONE);
9992 GL_DepthMask(false);
9994 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9996 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9997 GL_DepthMask(false);
9999 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10001 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10002 GL_DepthMask(false);
10006 GL_BlendFunc(GL_ONE, GL_ZERO);
10007 GL_DepthMask(writedepth);
10010 if (r_showsurfaces.integer == 3)
10012 rsurface.passcolor4f = NULL;
10014 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10016 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10018 rsurface.passcolor4f = NULL;
10019 rsurface.passcolor4f_vertexbuffer = 0;
10020 rsurface.passcolor4f_bufferoffset = 0;
10022 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10024 qboolean applycolor = true;
10027 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10029 r_refdef.lightmapintensity = 1;
10030 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10031 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10033 else if (FAKELIGHT_ENABLED)
10035 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10037 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10038 RSurf_DrawBatch_GL11_ApplyFakeLight();
10039 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10043 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10045 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10046 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10047 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10050 if(!rsurface.passcolor4f)
10051 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10053 RSurf_DrawBatch_GL11_ApplyAmbient();
10054 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10055 if(r_refdef.fogenabled)
10056 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10057 RSurf_DrawBatch_GL11_ClampColor();
10059 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10060 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10063 else if (!r_refdef.view.showdebug)
10065 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10066 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10067 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10069 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10070 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10072 R_Mesh_PrepareVertices_Generic_Unlock();
10075 else if (r_showsurfaces.integer == 4)
10077 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10078 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10079 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10081 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10082 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10083 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10085 R_Mesh_PrepareVertices_Generic_Unlock();
10088 else if (r_showsurfaces.integer == 2)
10091 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10092 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10093 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10095 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10096 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10097 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10098 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10099 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10100 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10101 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10103 R_Mesh_PrepareVertices_Generic_Unlock();
10104 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10108 int texturesurfaceindex;
10110 const msurface_t *surface;
10111 float surfacecolor4f[4];
10112 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10113 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10115 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10117 surface = texturesurfacelist[texturesurfaceindex];
10118 k = (int)(((size_t)surface) / sizeof(msurface_t));
10119 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10120 for (j = 0;j < surface->num_vertices;j++)
10122 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10123 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10127 R_Mesh_PrepareVertices_Generic_Unlock();
10132 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10135 RSurf_SetupDepthAndCulling();
10136 if (r_showsurfaces.integer)
10138 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10141 switch (vid.renderpath)
10143 case RENDERPATH_GL20:
10144 case RENDERPATH_D3D9:
10145 case RENDERPATH_D3D10:
10146 case RENDERPATH_D3D11:
10147 case RENDERPATH_SOFT:
10148 case RENDERPATH_GLES2:
10149 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10151 case RENDERPATH_GL13:
10152 case RENDERPATH_GLES1:
10153 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10155 case RENDERPATH_GL11:
10156 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10162 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10165 RSurf_SetupDepthAndCulling();
10166 if (r_showsurfaces.integer)
10168 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10171 switch (vid.renderpath)
10173 case RENDERPATH_GL20:
10174 case RENDERPATH_D3D9:
10175 case RENDERPATH_D3D10:
10176 case RENDERPATH_D3D11:
10177 case RENDERPATH_SOFT:
10178 case RENDERPATH_GLES2:
10179 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10181 case RENDERPATH_GL13:
10182 case RENDERPATH_GLES1:
10183 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10185 case RENDERPATH_GL11:
10186 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10192 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10195 int texturenumsurfaces, endsurface;
10196 texture_t *texture;
10197 const msurface_t *surface;
10198 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10200 // if the model is static it doesn't matter what value we give for
10201 // wantnormals and wanttangents, so this logic uses only rules applicable
10202 // to a model, knowing that they are meaningless otherwise
10203 if (ent == r_refdef.scene.worldentity)
10204 RSurf_ActiveWorldEntity();
10205 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10206 RSurf_ActiveModelEntity(ent, false, false, false);
10209 switch (vid.renderpath)
10211 case RENDERPATH_GL20:
10212 case RENDERPATH_D3D9:
10213 case RENDERPATH_D3D10:
10214 case RENDERPATH_D3D11:
10215 case RENDERPATH_SOFT:
10216 case RENDERPATH_GLES2:
10217 RSurf_ActiveModelEntity(ent, true, true, false);
10219 case RENDERPATH_GL11:
10220 case RENDERPATH_GL13:
10221 case RENDERPATH_GLES1:
10222 RSurf_ActiveModelEntity(ent, true, false, false);
10227 if (r_transparentdepthmasking.integer)
10229 qboolean setup = false;
10230 for (i = 0;i < numsurfaces;i = j)
10233 surface = rsurface.modelsurfaces + surfacelist[i];
10234 texture = surface->texture;
10235 rsurface.texture = R_GetCurrentTexture(texture);
10236 rsurface.lightmaptexture = NULL;
10237 rsurface.deluxemaptexture = NULL;
10238 rsurface.uselightmaptexture = false;
10239 // scan ahead until we find a different texture
10240 endsurface = min(i + 1024, numsurfaces);
10241 texturenumsurfaces = 0;
10242 texturesurfacelist[texturenumsurfaces++] = surface;
10243 for (;j < endsurface;j++)
10245 surface = rsurface.modelsurfaces + surfacelist[j];
10246 if (texture != surface->texture)
10248 texturesurfacelist[texturenumsurfaces++] = surface;
10250 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10252 // render the range of surfaces as depth
10256 GL_ColorMask(0,0,0,0);
10258 GL_DepthTest(true);
10259 GL_BlendFunc(GL_ONE, GL_ZERO);
10260 GL_DepthMask(true);
10261 // R_Mesh_ResetTextureState();
10262 R_SetupShader_DepthOrShadow(false);
10264 RSurf_SetupDepthAndCulling();
10265 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10266 if (rsurface.batchvertex3fbuffer)
10267 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10269 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10273 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10276 for (i = 0;i < numsurfaces;i = j)
10279 surface = rsurface.modelsurfaces + surfacelist[i];
10280 texture = surface->texture;
10281 rsurface.texture = R_GetCurrentTexture(texture);
10282 // scan ahead until we find a different texture
10283 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10284 texturenumsurfaces = 0;
10285 texturesurfacelist[texturenumsurfaces++] = surface;
10286 if(FAKELIGHT_ENABLED)
10288 rsurface.lightmaptexture = NULL;
10289 rsurface.deluxemaptexture = NULL;
10290 rsurface.uselightmaptexture = false;
10291 for (;j < endsurface;j++)
10293 surface = rsurface.modelsurfaces + surfacelist[j];
10294 if (texture != surface->texture)
10296 texturesurfacelist[texturenumsurfaces++] = surface;
10301 rsurface.lightmaptexture = surface->lightmaptexture;
10302 rsurface.deluxemaptexture = surface->deluxemaptexture;
10303 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10304 for (;j < endsurface;j++)
10306 surface = rsurface.modelsurfaces + surfacelist[j];
10307 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10309 texturesurfacelist[texturenumsurfaces++] = surface;
10312 // render the range of surfaces
10313 if (ent == r_refdef.scene.worldentity)
10314 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10316 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10318 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10321 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10323 // transparent surfaces get pushed off into the transparent queue
10324 int surfacelistindex;
10325 const msurface_t *surface;
10326 vec3_t tempcenter, center;
10327 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10329 surface = texturesurfacelist[surfacelistindex];
10330 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10331 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10332 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10333 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10334 if (queueentity->transparent_offset) // transparent offset
10336 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10337 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10338 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10340 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10344 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10346 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10348 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10350 RSurf_SetupDepthAndCulling();
10351 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10352 if (rsurface.batchvertex3fbuffer)
10353 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10355 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10359 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10361 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10364 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10367 if (!rsurface.texture->currentnumlayers)
10369 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10370 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10372 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10374 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10375 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10376 else if (!rsurface.texture->currentnumlayers)
10378 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10380 // in the deferred case, transparent surfaces were queued during prepass
10381 if (!r_shadow_usingdeferredprepass)
10382 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10386 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10387 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10392 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10395 texture_t *texture;
10396 R_FrameData_SetMark();
10397 // break the surface list down into batches by texture and use of lightmapping
10398 for (i = 0;i < numsurfaces;i = j)
10401 // texture is the base texture pointer, rsurface.texture is the
10402 // current frame/skin the texture is directing us to use (for example
10403 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10404 // use skin 1 instead)
10405 texture = surfacelist[i]->texture;
10406 rsurface.texture = R_GetCurrentTexture(texture);
10407 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10409 // if this texture is not the kind we want, skip ahead to the next one
10410 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10414 if(FAKELIGHT_ENABLED || depthonly || prepass)
10416 rsurface.lightmaptexture = NULL;
10417 rsurface.deluxemaptexture = NULL;
10418 rsurface.uselightmaptexture = false;
10419 // simply scan ahead until we find a different texture or lightmap state
10420 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10425 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10426 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10427 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10428 // simply scan ahead until we find a different texture or lightmap state
10429 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10432 // render the range of surfaces
10433 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10435 R_FrameData_ReturnToMark();
10438 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10442 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10445 if (!rsurface.texture->currentnumlayers)
10447 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10448 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10450 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10452 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10453 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10454 else if (!rsurface.texture->currentnumlayers)
10456 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10458 // in the deferred case, transparent surfaces were queued during prepass
10459 if (!r_shadow_usingdeferredprepass)
10460 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10464 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10465 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10470 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10473 texture_t *texture;
10474 R_FrameData_SetMark();
10475 // break the surface list down into batches by texture and use of lightmapping
10476 for (i = 0;i < numsurfaces;i = j)
10479 // texture is the base texture pointer, rsurface.texture is the
10480 // current frame/skin the texture is directing us to use (for example
10481 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10482 // use skin 1 instead)
10483 texture = surfacelist[i]->texture;
10484 rsurface.texture = R_GetCurrentTexture(texture);
10485 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10487 // if this texture is not the kind we want, skip ahead to the next one
10488 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10492 if(FAKELIGHT_ENABLED || depthonly || prepass)
10494 rsurface.lightmaptexture = NULL;
10495 rsurface.deluxemaptexture = NULL;
10496 rsurface.uselightmaptexture = false;
10497 // simply scan ahead until we find a different texture or lightmap state
10498 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10503 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10504 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10505 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10506 // simply scan ahead until we find a different texture or lightmap state
10507 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10510 // render the range of surfaces
10511 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10513 R_FrameData_ReturnToMark();
10516 float locboxvertex3f[6*4*3] =
10518 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10519 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10520 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10521 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10522 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10523 1,0,0, 0,0,0, 0,1,0, 1,1,0
10526 unsigned short locboxelements[6*2*3] =
10531 12,13,14, 12,14,15,
10532 16,17,18, 16,18,19,
10536 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10539 cl_locnode_t *loc = (cl_locnode_t *)ent;
10541 float vertex3f[6*4*3];
10543 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10544 GL_DepthMask(false);
10545 GL_DepthRange(0, 1);
10546 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10547 GL_DepthTest(true);
10548 GL_CullFace(GL_NONE);
10549 R_EntityMatrix(&identitymatrix);
10551 // R_Mesh_ResetTextureState();
10553 i = surfacelist[0];
10554 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10555 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10556 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10557 surfacelist[0] < 0 ? 0.5f : 0.125f);
10559 if (VectorCompare(loc->mins, loc->maxs))
10561 VectorSet(size, 2, 2, 2);
10562 VectorMA(loc->mins, -0.5f, size, mins);
10566 VectorCopy(loc->mins, mins);
10567 VectorSubtract(loc->maxs, loc->mins, size);
10570 for (i = 0;i < 6*4*3;)
10571 for (j = 0;j < 3;j++, i++)
10572 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10574 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10575 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10576 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10579 void R_DrawLocs(void)
10582 cl_locnode_t *loc, *nearestloc;
10584 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10585 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10587 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10588 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10592 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10594 if (decalsystem->decals)
10595 Mem_Free(decalsystem->decals);
10596 memset(decalsystem, 0, sizeof(*decalsystem));
10599 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, int decalsequence)
10602 tridecal_t *decals;
10605 // expand or initialize the system
10606 if (decalsystem->maxdecals <= decalsystem->numdecals)
10608 decalsystem_t old = *decalsystem;
10609 qboolean useshortelements;
10610 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10611 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10612 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)));
10613 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10614 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10615 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10616 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10617 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10618 if (decalsystem->numdecals)
10619 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10621 Mem_Free(old.decals);
10622 for (i = 0;i < decalsystem->maxdecals*3;i++)
10623 decalsystem->element3i[i] = i;
10624 if (useshortelements)
10625 for (i = 0;i < decalsystem->maxdecals*3;i++)
10626 decalsystem->element3s[i] = i;
10629 // grab a decal and search for another free slot for the next one
10630 decals = decalsystem->decals;
10631 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10632 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10634 decalsystem->freedecal = i;
10635 if (decalsystem->numdecals <= i)
10636 decalsystem->numdecals = i + 1;
10638 // initialize the decal
10640 decal->triangleindex = triangleindex;
10641 decal->surfaceindex = surfaceindex;
10642 decal->decalsequence = decalsequence;
10643 decal->color4f[0][0] = c0[0];
10644 decal->color4f[0][1] = c0[1];
10645 decal->color4f[0][2] = c0[2];
10646 decal->color4f[0][3] = 1;
10647 decal->color4f[1][0] = c1[0];
10648 decal->color4f[1][1] = c1[1];
10649 decal->color4f[1][2] = c1[2];
10650 decal->color4f[1][3] = 1;
10651 decal->color4f[2][0] = c2[0];
10652 decal->color4f[2][1] = c2[1];
10653 decal->color4f[2][2] = c2[2];
10654 decal->color4f[2][3] = 1;
10655 decal->vertex3f[0][0] = v0[0];
10656 decal->vertex3f[0][1] = v0[1];
10657 decal->vertex3f[0][2] = v0[2];
10658 decal->vertex3f[1][0] = v1[0];
10659 decal->vertex3f[1][1] = v1[1];
10660 decal->vertex3f[1][2] = v1[2];
10661 decal->vertex3f[2][0] = v2[0];
10662 decal->vertex3f[2][1] = v2[1];
10663 decal->vertex3f[2][2] = v2[2];
10664 decal->texcoord2f[0][0] = t0[0];
10665 decal->texcoord2f[0][1] = t0[1];
10666 decal->texcoord2f[1][0] = t1[0];
10667 decal->texcoord2f[1][1] = t1[1];
10668 decal->texcoord2f[2][0] = t2[0];
10669 decal->texcoord2f[2][1] = t2[1];
10670 TriangleNormal(v0, v1, v2, decal->plane);
10671 VectorNormalize(decal->plane);
10672 decal->plane[3] = DotProduct(v0, decal->plane);
10675 extern cvar_t cl_decals_bias;
10676 extern cvar_t cl_decals_models;
10677 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10678 // baseparms, parms, temps
10679 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10684 const float *vertex3f;
10685 const float *normal3f;
10687 float points[2][9][3];
10694 e = rsurface.modelelement3i + 3*triangleindex;
10696 vertex3f = rsurface.modelvertex3f;
10697 normal3f = rsurface.modelnormal3f;
10701 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10703 index = 3*e[cornerindex];
10704 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10709 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10711 index = 3*e[cornerindex];
10712 VectorCopy(vertex3f + index, v[cornerindex]);
10717 //TriangleNormal(v[0], v[1], v[2], normal);
10718 //if (DotProduct(normal, localnormal) < 0.0f)
10720 // clip by each of the box planes formed from the projection matrix
10721 // if anything survives, we emit the decal
10722 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]);
10725 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]);
10728 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]);
10731 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]);
10734 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]);
10737 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]);
10740 // some part of the triangle survived, so we have to accept it...
10743 // dynamic always uses the original triangle
10745 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10747 index = 3*e[cornerindex];
10748 VectorCopy(vertex3f + index, v[cornerindex]);
10751 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10753 // convert vertex positions to texcoords
10754 Matrix4x4_Transform(projection, v[cornerindex], temp);
10755 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10756 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10757 // calculate distance fade from the projection origin
10758 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10759 f = bound(0.0f, f, 1.0f);
10760 c[cornerindex][0] = r * f;
10761 c[cornerindex][1] = g * f;
10762 c[cornerindex][2] = b * f;
10763 c[cornerindex][3] = 1.0f;
10764 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10767 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);
10769 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10770 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);
10772 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, int decalsequence)
10774 matrix4x4_t projection;
10775 decalsystem_t *decalsystem;
10778 const msurface_t *surface;
10779 const msurface_t *surfaces;
10780 const int *surfacelist;
10781 const texture_t *texture;
10783 int numsurfacelist;
10784 int surfacelistindex;
10787 float localorigin[3];
10788 float localnormal[3];
10789 float localmins[3];
10790 float localmaxs[3];
10793 float planes[6][4];
10796 int bih_triangles_count;
10797 int bih_triangles[256];
10798 int bih_surfaces[256];
10800 decalsystem = &ent->decalsystem;
10801 model = ent->model;
10802 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10804 R_DecalSystem_Reset(&ent->decalsystem);
10808 if (!model->brush.data_leafs && !cl_decals_models.integer)
10810 if (decalsystem->model)
10811 R_DecalSystem_Reset(decalsystem);
10815 if (decalsystem->model != model)
10816 R_DecalSystem_Reset(decalsystem);
10817 decalsystem->model = model;
10819 RSurf_ActiveModelEntity(ent, true, false, false);
10821 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10822 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10823 VectorNormalize(localnormal);
10824 localsize = worldsize*rsurface.inversematrixscale;
10825 localmins[0] = localorigin[0] - localsize;
10826 localmins[1] = localorigin[1] - localsize;
10827 localmins[2] = localorigin[2] - localsize;
10828 localmaxs[0] = localorigin[0] + localsize;
10829 localmaxs[1] = localorigin[1] + localsize;
10830 localmaxs[2] = localorigin[2] + localsize;
10832 //VectorCopy(localnormal, planes[4]);
10833 //VectorVectors(planes[4], planes[2], planes[0]);
10834 AnglesFromVectors(angles, localnormal, NULL, false);
10835 AngleVectors(angles, planes[0], planes[2], planes[4]);
10836 VectorNegate(planes[0], planes[1]);
10837 VectorNegate(planes[2], planes[3]);
10838 VectorNegate(planes[4], planes[5]);
10839 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10840 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10841 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10842 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10843 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10844 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10849 matrix4x4_t forwardprojection;
10850 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10851 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10856 float projectionvector[4][3];
10857 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10858 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10859 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10860 projectionvector[0][0] = planes[0][0] * ilocalsize;
10861 projectionvector[0][1] = planes[1][0] * ilocalsize;
10862 projectionvector[0][2] = planes[2][0] * ilocalsize;
10863 projectionvector[1][0] = planes[0][1] * ilocalsize;
10864 projectionvector[1][1] = planes[1][1] * ilocalsize;
10865 projectionvector[1][2] = planes[2][1] * ilocalsize;
10866 projectionvector[2][0] = planes[0][2] * ilocalsize;
10867 projectionvector[2][1] = planes[1][2] * ilocalsize;
10868 projectionvector[2][2] = planes[2][2] * ilocalsize;
10869 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10870 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10871 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10872 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10876 dynamic = model->surfmesh.isanimated;
10877 numsurfacelist = model->nummodelsurfaces;
10878 surfacelist = model->sortedmodelsurfaces;
10879 surfaces = model->data_surfaces;
10882 bih_triangles_count = -1;
10885 if(model->render_bih.numleafs)
10886 bih = &model->render_bih;
10887 else if(model->collision_bih.numleafs)
10888 bih = &model->collision_bih;
10891 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10892 if(bih_triangles_count == 0)
10894 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10896 if(bih_triangles_count > 0)
10898 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10900 surfaceindex = bih_surfaces[triangleindex];
10901 surface = surfaces + surfaceindex;
10902 texture = surface->texture;
10903 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10905 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10907 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10912 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10914 surfaceindex = surfacelist[surfacelistindex];
10915 surface = surfaces + surfaceindex;
10916 // check cull box first because it rejects more than any other check
10917 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10919 // skip transparent surfaces
10920 texture = surface->texture;
10921 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10923 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10925 numtriangles = surface->num_triangles;
10926 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10927 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10932 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10933 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, int decalsequence)
10935 int renderentityindex;
10936 float worldmins[3];
10937 float worldmaxs[3];
10938 entity_render_t *ent;
10940 if (!cl_decals_newsystem.integer)
10943 worldmins[0] = worldorigin[0] - worldsize;
10944 worldmins[1] = worldorigin[1] - worldsize;
10945 worldmins[2] = worldorigin[2] - worldsize;
10946 worldmaxs[0] = worldorigin[0] + worldsize;
10947 worldmaxs[1] = worldorigin[1] + worldsize;
10948 worldmaxs[2] = worldorigin[2] + worldsize;
10950 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10952 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10954 ent = r_refdef.scene.entities[renderentityindex];
10955 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10958 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10962 typedef struct r_decalsystem_splatqueue_s
10964 vec3_t worldorigin;
10965 vec3_t worldnormal;
10971 r_decalsystem_splatqueue_t;
10973 int r_decalsystem_numqueued = 0;
10974 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
10976 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)
10978 r_decalsystem_splatqueue_t *queue;
10980 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
10983 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
10984 VectorCopy(worldorigin, queue->worldorigin);
10985 VectorCopy(worldnormal, queue->worldnormal);
10986 Vector4Set(queue->color, r, g, b, a);
10987 Vector4Set(queue->tcrange, s1, t1, s2, t2);
10988 queue->worldsize = worldsize;
10989 queue->decalsequence = cl.decalsequence++;
10992 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
10995 r_decalsystem_splatqueue_t *queue;
10997 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
10998 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);
10999 r_decalsystem_numqueued = 0;
11002 extern cvar_t cl_decals_max;
11003 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11006 decalsystem_t *decalsystem = &ent->decalsystem;
11013 if (!decalsystem->numdecals)
11016 if (r_showsurfaces.integer)
11019 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11021 R_DecalSystem_Reset(decalsystem);
11025 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11026 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11028 if (decalsystem->lastupdatetime)
11029 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11032 decalsystem->lastupdatetime = r_refdef.scene.time;
11033 decal = decalsystem->decals;
11034 numdecals = decalsystem->numdecals;
11036 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11038 if (decal->color4f[0][3])
11040 decal->lived += frametime;
11041 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11043 memset(decal, 0, sizeof(*decal));
11044 if (decalsystem->freedecal > i)
11045 decalsystem->freedecal = i;
11049 decal = decalsystem->decals;
11050 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11053 // collapse the array by shuffling the tail decals into the gaps
11056 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11057 decalsystem->freedecal++;
11058 if (decalsystem->freedecal == numdecals)
11060 decal[decalsystem->freedecal] = decal[--numdecals];
11063 decalsystem->numdecals = numdecals;
11065 if (numdecals <= 0)
11067 // if there are no decals left, reset decalsystem
11068 R_DecalSystem_Reset(decalsystem);
11072 extern skinframe_t *decalskinframe;
11073 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11076 decalsystem_t *decalsystem = &ent->decalsystem;
11085 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11088 numdecals = decalsystem->numdecals;
11092 if (r_showsurfaces.integer)
11095 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11097 R_DecalSystem_Reset(decalsystem);
11101 // if the model is static it doesn't matter what value we give for
11102 // wantnormals and wanttangents, so this logic uses only rules applicable
11103 // to a model, knowing that they are meaningless otherwise
11104 if (ent == r_refdef.scene.worldentity)
11105 RSurf_ActiveWorldEntity();
11107 RSurf_ActiveModelEntity(ent, false, false, false);
11109 decalsystem->lastupdatetime = r_refdef.scene.time;
11110 decal = decalsystem->decals;
11112 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11114 // update vertex positions for animated models
11115 v3f = decalsystem->vertex3f;
11116 c4f = decalsystem->color4f;
11117 t2f = decalsystem->texcoord2f;
11118 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11120 if (!decal->color4f[0][3])
11123 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11127 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11130 // update color values for fading decals
11131 if (decal->lived >= cl_decals_time.value)
11132 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11136 c4f[ 0] = decal->color4f[0][0] * alpha;
11137 c4f[ 1] = decal->color4f[0][1] * alpha;
11138 c4f[ 2] = decal->color4f[0][2] * alpha;
11140 c4f[ 4] = decal->color4f[1][0] * alpha;
11141 c4f[ 5] = decal->color4f[1][1] * alpha;
11142 c4f[ 6] = decal->color4f[1][2] * alpha;
11144 c4f[ 8] = decal->color4f[2][0] * alpha;
11145 c4f[ 9] = decal->color4f[2][1] * alpha;
11146 c4f[10] = decal->color4f[2][2] * alpha;
11149 t2f[0] = decal->texcoord2f[0][0];
11150 t2f[1] = decal->texcoord2f[0][1];
11151 t2f[2] = decal->texcoord2f[1][0];
11152 t2f[3] = decal->texcoord2f[1][1];
11153 t2f[4] = decal->texcoord2f[2][0];
11154 t2f[5] = decal->texcoord2f[2][1];
11156 // update vertex positions for animated models
11157 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11159 e = rsurface.modelelement3i + 3*decal->triangleindex;
11160 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11161 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11162 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11166 VectorCopy(decal->vertex3f[0], v3f);
11167 VectorCopy(decal->vertex3f[1], v3f + 3);
11168 VectorCopy(decal->vertex3f[2], v3f + 6);
11171 if (r_refdef.fogenabled)
11173 alpha = RSurf_FogVertex(v3f);
11174 VectorScale(c4f, alpha, c4f);
11175 alpha = RSurf_FogVertex(v3f + 3);
11176 VectorScale(c4f + 4, alpha, c4f + 4);
11177 alpha = RSurf_FogVertex(v3f + 6);
11178 VectorScale(c4f + 8, alpha, c4f + 8);
11189 r_refdef.stats.drawndecals += numtris;
11191 // now render the decals all at once
11192 // (this assumes they all use one particle font texture!)
11193 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);
11194 // R_Mesh_ResetTextureState();
11195 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11196 GL_DepthMask(false);
11197 GL_DepthRange(0, 1);
11198 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11199 GL_DepthTest(true);
11200 GL_CullFace(GL_NONE);
11201 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11202 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11203 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11207 static void R_DrawModelDecals(void)
11211 // fade faster when there are too many decals
11212 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11213 for (i = 0;i < r_refdef.scene.numentities;i++)
11214 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11216 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11217 for (i = 0;i < r_refdef.scene.numentities;i++)
11218 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11219 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11221 R_DecalSystem_ApplySplatEntitiesQueue();
11223 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11224 for (i = 0;i < r_refdef.scene.numentities;i++)
11225 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11227 r_refdef.stats.totaldecals += numdecals;
11229 if (r_showsurfaces.integer)
11232 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11234 for (i = 0;i < r_refdef.scene.numentities;i++)
11236 if (!r_refdef.viewcache.entityvisible[i])
11238 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11239 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11243 extern cvar_t mod_collision_bih;
11244 void R_DrawDebugModel(void)
11246 entity_render_t *ent = rsurface.entity;
11247 int i, j, k, l, flagsmask;
11248 const msurface_t *surface;
11249 dp_model_t *model = ent->model;
11252 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11255 if (r_showoverdraw.value > 0)
11257 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11258 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11259 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11260 GL_DepthTest(false);
11261 GL_DepthMask(false);
11262 GL_DepthRange(0, 1);
11263 GL_BlendFunc(GL_ONE, GL_ONE);
11264 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11266 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11268 rsurface.texture = R_GetCurrentTexture(surface->texture);
11269 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11271 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11272 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11273 if (!rsurface.texture->currentlayers->depthmask)
11274 GL_Color(c, 0, 0, 1.0f);
11275 else if (ent == r_refdef.scene.worldentity)
11276 GL_Color(c, c, c, 1.0f);
11278 GL_Color(0, c, 0, 1.0f);
11279 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11283 rsurface.texture = NULL;
11286 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11288 // R_Mesh_ResetTextureState();
11289 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11290 GL_DepthRange(0, 1);
11291 GL_DepthTest(!r_showdisabledepthtest.integer);
11292 GL_DepthMask(false);
11293 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11295 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11299 qboolean cullbox = ent == r_refdef.scene.worldentity;
11300 const q3mbrush_t *brush;
11301 const bih_t *bih = &model->collision_bih;
11302 const bih_leaf_t *bihleaf;
11303 float vertex3f[3][3];
11304 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11306 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11308 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11310 switch (bihleaf->type)
11313 brush = model->brush.data_brushes + bihleaf->itemindex;
11314 if (brush->colbrushf && brush->colbrushf->numtriangles)
11316 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);
11317 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11318 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11321 case BIH_COLLISIONTRIANGLE:
11322 triangleindex = bihleaf->itemindex;
11323 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11324 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11325 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11326 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);
11327 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11328 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11330 case BIH_RENDERTRIANGLE:
11331 triangleindex = bihleaf->itemindex;
11332 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11333 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11334 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11335 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);
11336 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11337 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11343 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11345 if (r_showtris.integer && qglPolygonMode)
11347 if (r_showdisabledepthtest.integer)
11349 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11350 GL_DepthMask(false);
11354 GL_BlendFunc(GL_ONE, GL_ZERO);
11355 GL_DepthMask(true);
11357 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11358 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11360 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11362 rsurface.texture = R_GetCurrentTexture(surface->texture);
11363 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11365 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11366 if (!rsurface.texture->currentlayers->depthmask)
11367 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11368 else if (ent == r_refdef.scene.worldentity)
11369 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11371 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11372 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11376 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11377 rsurface.texture = NULL;
11380 if (r_shownormals.value != 0 && qglBegin)
11382 if (r_showdisabledepthtest.integer)
11384 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11385 GL_DepthMask(false);
11389 GL_BlendFunc(GL_ONE, GL_ZERO);
11390 GL_DepthMask(true);
11392 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11394 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11396 rsurface.texture = R_GetCurrentTexture(surface->texture);
11397 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11399 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11400 qglBegin(GL_LINES);
11401 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11403 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11405 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11406 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11407 qglVertex3f(v[0], v[1], v[2]);
11408 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11409 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11410 qglVertex3f(v[0], v[1], v[2]);
11413 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11415 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11417 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11418 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11419 qglVertex3f(v[0], v[1], v[2]);
11420 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11421 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11422 qglVertex3f(v[0], v[1], v[2]);
11425 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11427 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11429 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11430 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11431 qglVertex3f(v[0], v[1], v[2]);
11432 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11433 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11434 qglVertex3f(v[0], v[1], v[2]);
11437 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11439 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11441 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11442 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11443 qglVertex3f(v[0], v[1], v[2]);
11444 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11445 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11446 qglVertex3f(v[0], v[1], v[2]);
11453 rsurface.texture = NULL;
11457 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11458 int r_maxsurfacelist = 0;
11459 const msurface_t **r_surfacelist = NULL;
11460 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11462 int i, j, endj, flagsmask;
11463 dp_model_t *model = r_refdef.scene.worldmodel;
11464 msurface_t *surfaces;
11465 unsigned char *update;
11466 int numsurfacelist = 0;
11470 if (r_maxsurfacelist < model->num_surfaces)
11472 r_maxsurfacelist = model->num_surfaces;
11474 Mem_Free((msurface_t**)r_surfacelist);
11475 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11478 RSurf_ActiveWorldEntity();
11480 surfaces = model->data_surfaces;
11481 update = model->brushq1.lightmapupdateflags;
11483 // update light styles on this submodel
11484 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11486 model_brush_lightstyleinfo_t *style;
11487 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11489 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11491 int *list = style->surfacelist;
11492 style->value = r_refdef.scene.lightstylevalue[style->style];
11493 for (j = 0;j < style->numsurfaces;j++)
11494 update[list[j]] = true;
11499 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11503 R_DrawDebugModel();
11504 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11508 rsurface.lightmaptexture = NULL;
11509 rsurface.deluxemaptexture = NULL;
11510 rsurface.uselightmaptexture = false;
11511 rsurface.texture = NULL;
11512 rsurface.rtlight = NULL;
11513 numsurfacelist = 0;
11514 // add visible surfaces to draw list
11515 for (i = 0;i < model->nummodelsurfaces;i++)
11517 j = model->sortedmodelsurfaces[i];
11518 if (r_refdef.viewcache.world_surfacevisible[j])
11519 r_surfacelist[numsurfacelist++] = surfaces + j;
11521 // update lightmaps if needed
11522 if (model->brushq1.firstrender)
11524 model->brushq1.firstrender = false;
11525 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11527 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11531 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11532 if (r_refdef.viewcache.world_surfacevisible[j])
11534 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11536 // don't do anything if there were no surfaces
11537 if (!numsurfacelist)
11539 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11542 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11544 // add to stats if desired
11545 if (r_speeds.integer && !skysurfaces && !depthonly)
11547 r_refdef.stats.world_surfaces += numsurfacelist;
11548 for (j = 0;j < numsurfacelist;j++)
11549 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11552 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11555 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11557 int i, j, endj, flagsmask;
11558 dp_model_t *model = ent->model;
11559 msurface_t *surfaces;
11560 unsigned char *update;
11561 int numsurfacelist = 0;
11565 if (r_maxsurfacelist < model->num_surfaces)
11567 r_maxsurfacelist = model->num_surfaces;
11569 Mem_Free((msurface_t **)r_surfacelist);
11570 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11573 // if the model is static it doesn't matter what value we give for
11574 // wantnormals and wanttangents, so this logic uses only rules applicable
11575 // to a model, knowing that they are meaningless otherwise
11576 if (ent == r_refdef.scene.worldentity)
11577 RSurf_ActiveWorldEntity();
11578 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11579 RSurf_ActiveModelEntity(ent, false, false, false);
11581 RSurf_ActiveModelEntity(ent, true, true, true);
11582 else if (depthonly)
11584 switch (vid.renderpath)
11586 case RENDERPATH_GL20:
11587 case RENDERPATH_D3D9:
11588 case RENDERPATH_D3D10:
11589 case RENDERPATH_D3D11:
11590 case RENDERPATH_SOFT:
11591 case RENDERPATH_GLES2:
11592 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11594 case RENDERPATH_GL11:
11595 case RENDERPATH_GL13:
11596 case RENDERPATH_GLES1:
11597 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11603 switch (vid.renderpath)
11605 case RENDERPATH_GL20:
11606 case RENDERPATH_D3D9:
11607 case RENDERPATH_D3D10:
11608 case RENDERPATH_D3D11:
11609 case RENDERPATH_SOFT:
11610 case RENDERPATH_GLES2:
11611 RSurf_ActiveModelEntity(ent, true, true, false);
11613 case RENDERPATH_GL11:
11614 case RENDERPATH_GL13:
11615 case RENDERPATH_GLES1:
11616 RSurf_ActiveModelEntity(ent, true, false, false);
11621 surfaces = model->data_surfaces;
11622 update = model->brushq1.lightmapupdateflags;
11624 // update light styles
11625 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11627 model_brush_lightstyleinfo_t *style;
11628 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11630 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11632 int *list = style->surfacelist;
11633 style->value = r_refdef.scene.lightstylevalue[style->style];
11634 for (j = 0;j < style->numsurfaces;j++)
11635 update[list[j]] = true;
11640 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11644 R_DrawDebugModel();
11645 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11649 rsurface.lightmaptexture = NULL;
11650 rsurface.deluxemaptexture = NULL;
11651 rsurface.uselightmaptexture = false;
11652 rsurface.texture = NULL;
11653 rsurface.rtlight = NULL;
11654 numsurfacelist = 0;
11655 // add visible surfaces to draw list
11656 for (i = 0;i < model->nummodelsurfaces;i++)
11657 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11658 // don't do anything if there were no surfaces
11659 if (!numsurfacelist)
11661 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11664 // update lightmaps if needed
11668 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11673 R_BuildLightMap(ent, surfaces + j);
11678 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11680 R_BuildLightMap(ent, surfaces + j);
11681 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11683 // add to stats if desired
11684 if (r_speeds.integer && !skysurfaces && !depthonly)
11686 r_refdef.stats.entities_surfaces += numsurfacelist;
11687 for (j = 0;j < numsurfacelist;j++)
11688 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11691 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11694 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11696 static texture_t texture;
11697 static msurface_t surface;
11698 const msurface_t *surfacelist = &surface;
11700 // fake enough texture and surface state to render this geometry
11702 texture.update_lastrenderframe = -1; // regenerate this texture
11703 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11704 texture.currentskinframe = skinframe;
11705 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11706 texture.offsetmapping = OFFSETMAPPING_OFF;
11707 texture.offsetscale = 1;
11708 texture.specularscalemod = 1;
11709 texture.specularpowermod = 1;
11711 surface.texture = &texture;
11712 surface.num_triangles = numtriangles;
11713 surface.num_firsttriangle = firsttriangle;
11714 surface.num_vertices = numvertices;
11715 surface.num_firstvertex = firstvertex;
11718 rsurface.texture = R_GetCurrentTexture(surface.texture);
11719 rsurface.lightmaptexture = NULL;
11720 rsurface.deluxemaptexture = NULL;
11721 rsurface.uselightmaptexture = false;
11722 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11725 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11727 static msurface_t surface;
11728 const msurface_t *surfacelist = &surface;
11730 // fake enough texture and surface state to render this geometry
11731 surface.texture = texture;
11732 surface.num_triangles = numtriangles;
11733 surface.num_firsttriangle = firsttriangle;
11734 surface.num_vertices = numvertices;
11735 surface.num_firstvertex = firstvertex;
11738 rsurface.texture = R_GetCurrentTexture(surface.texture);
11739 rsurface.lightmaptexture = NULL;
11740 rsurface.deluxemaptexture = NULL;
11741 rsurface.uselightmaptexture = false;
11742 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);