2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "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"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 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 DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
892 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1719 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1720 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1740 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1741 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // 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]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1910 // FIXME: it should be possible to disable loading various layers using
1911 // cvars, to prevent wasted loading time and memory usage if the user does
1913 qboolean loadnormalmap = true;
1914 qboolean loadgloss = true;
1915 qboolean loadpantsandshirt = true;
1916 qboolean loadglow = true;
1918 unsigned char *pixels;
1919 unsigned char *bumppixels;
1920 unsigned char *basepixels = NULL;
1921 int basepixels_width;
1922 int basepixels_height;
1923 skinframe_t *skinframe;
1924 double avgcolor[5], w, wsum;
1928 if (cls.state == ca_dedicated)
1931 // return an existing skinframe if already loaded
1932 // if loading of the first image fails, don't make a new skinframe as it
1933 // would cause all future lookups of this to be missing
1934 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1935 if (skinframe && skinframe->base)
1938 basepixels = loadimagepixelsbgra(name, complain, true);
1939 if (basepixels == NULL)
1942 if (developer_loading.integer)
1943 Con_Printf("loading skin \"%s\"\n", name);
1945 // we've got some pixels to store, so really allocate this new texture now
1947 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1948 skinframe->stain = NULL;
1949 skinframe->merged = NULL;
1950 skinframe->base = r_texture_notexture;
1951 skinframe->pants = NULL;
1952 skinframe->shirt = NULL;
1953 skinframe->nmap = r_texture_blanknormalmap;
1954 skinframe->gloss = NULL;
1955 skinframe->glow = NULL;
1956 skinframe->fog = NULL;
1958 basepixels_width = image_width;
1959 basepixels_height = image_height;
1960 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962 if (textureflags & TEXF_ALPHA)
1964 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1965 if (basepixels[j] < 255)
1967 if (j < basepixels_width * basepixels_height * 4)
1969 // has transparent pixels
1971 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1972 for (j = 0;j < image_width * image_height * 4;j += 4)
1977 pixels[j+3] = basepixels[j+3];
1979 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1990 for(j = 0; j < basepixels_width * basepixels_height * 4; j += 4)
1992 w = (int)basepixels[j + 0] + (int)basepixels[j + 1] + (int)basepixels[j + 2]; // use this weight, so black pixels don't contribute (needed for model skins)
1993 avgcolor[2] += basepixels[j + 0] * w;
1994 avgcolor[1] += basepixels[j + 1] * w;
1995 avgcolor[0] += basepixels[j + 2] * w;
1996 avgcolor[3] += basepixels[j + 3] * w;
1997 avgcolor[4] += basepixels[j + 3];
2000 if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
2001 avgcolor[3] = 255.0 * wsum;
2002 if(avgcolor[3] == 0) // no pixels seen? even worse
2004 avgcolor[0] /= avgcolor[3];
2005 avgcolor[1] /= avgcolor[3];
2006 avgcolor[2] /= avgcolor[3];
2007 avgcolor[3] /= 255.0 * wsum; // to 0..1 range
2008 skinframe->avgcolor[0] = avgcolor[0];
2009 skinframe->avgcolor[1] = avgcolor[1];
2010 skinframe->avgcolor[2] = avgcolor[2];
2011 skinframe->avgcolor[3] = avgcolor[4] / (basepixels_width * 255.0 * basepixels_height);
2013 // _norm is the name used by tenebrae and has been adopted as standard
2016 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2018 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2022 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2024 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2025 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2026 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2028 Mem_Free(bumppixels);
2030 else if (r_shadow_bumpscale_basetexture.value > 0)
2032 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2033 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2034 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2038 // _luma is supported for tenebrae compatibility
2039 // (I think it's a very stupid name, but oh well)
2040 // _glow is the preferred name
2041 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2042 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2043 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2044 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2047 Mem_Free(basepixels);
2052 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2055 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2058 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2063 for (i = 0;i < width*height;i++)
2064 if (((unsigned char *)&palette[in[i]])[3] > 0)
2066 if (i == width*height)
2069 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2072 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2073 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2076 unsigned char *temp1, *temp2;
2077 skinframe_t *skinframe;
2078 double avgcolor[5], w, wsum;
2081 if (cls.state == ca_dedicated)
2084 // if already loaded just return it, otherwise make a new skinframe
2085 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2086 if (skinframe && skinframe->base)
2089 skinframe->stain = NULL;
2090 skinframe->merged = NULL;
2091 skinframe->base = r_texture_notexture;
2092 skinframe->pants = NULL;
2093 skinframe->shirt = NULL;
2094 skinframe->nmap = r_texture_blanknormalmap;
2095 skinframe->gloss = NULL;
2096 skinframe->glow = NULL;
2097 skinframe->fog = NULL;
2099 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2103 if (developer_loading.integer)
2104 Con_Printf("loading 32bit skin \"%s\"\n", name);
2106 if (r_shadow_bumpscale_basetexture.value > 0)
2108 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2109 temp2 = temp1 + width * height * 4;
2110 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2111 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2114 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2115 if (textureflags & TEXF_ALPHA)
2117 for (i = 3;i < width * height * 4;i += 4)
2118 if (skindata[i] < 255)
2120 if (i < width * height * 4)
2122 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2123 memcpy(fogpixels, skindata, width * height * 4);
2124 for (i = 0;i < width * height * 4;i += 4)
2125 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2126 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2127 Mem_Free(fogpixels);
2137 for(j = 0; j < width * height * 4; j += 4)
2139 w = (int)skindata[j + 0] + (int)skindata[j + 1] + (int)skindata[j + 2];
2140 avgcolor[2] += skindata[j + 0] * w;
2141 avgcolor[1] += skindata[j + 1] * w;
2142 avgcolor[0] += skindata[j + 2] * w;
2143 avgcolor[3] += skindata[j + 3] * w;
2144 avgcolor[4] += skindata[j + 3];
2147 if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
2148 avgcolor[3] = 255.0 * wsum;
2149 if(avgcolor[3] == 0) // no pixels seen? even worse
2151 avgcolor[0] /= avgcolor[3];
2152 avgcolor[1] /= avgcolor[3];
2153 avgcolor[2] /= avgcolor[3];
2154 avgcolor[3] /= 255.0 * wsum; // to 0..1 range
2155 skinframe->avgcolor[0] = avgcolor[0];
2156 skinframe->avgcolor[1] = avgcolor[1];
2157 skinframe->avgcolor[2] = avgcolor[2];
2158 skinframe->avgcolor[3] = avgcolor[4] / (width * 255.0 * height);
2163 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2166 unsigned char *temp1, *temp2;
2167 skinframe_t *skinframe;
2168 double avgcolor[5], w, wsum;
2171 if (cls.state == ca_dedicated)
2174 // if already loaded just return it, otherwise make a new skinframe
2175 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2176 if (skinframe && skinframe->base)
2179 skinframe->stain = NULL;
2180 skinframe->merged = NULL;
2181 skinframe->base = r_texture_notexture;
2182 skinframe->pants = NULL;
2183 skinframe->shirt = NULL;
2184 skinframe->nmap = r_texture_blanknormalmap;
2185 skinframe->gloss = NULL;
2186 skinframe->glow = NULL;
2187 skinframe->fog = NULL;
2189 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2193 if (developer_loading.integer)
2194 Con_Printf("loading quake skin \"%s\"\n", name);
2196 if (r_shadow_bumpscale_basetexture.value > 0)
2198 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2199 temp2 = temp1 + width * height * 4;
2200 // use either a custom palette or the quake palette
2201 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2202 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2203 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2206 // use either a custom palette, or the quake palette
2207 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2208 if (loadglowtexture)
2209 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2210 if (loadpantsandshirt)
2212 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2213 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2215 if (skinframe->pants || skinframe->shirt)
2216 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2217 if (textureflags & TEXF_ALPHA)
2219 for (i = 0;i < width * height;i++)
2220 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2222 if (i < width * height)
2223 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2232 for(j = 0; j < width * height; ++j)
2234 temp1 = ((unsigned char *)palette_bgra_alpha) + (skindata[j]*4);
2235 w = (int)temp1[0] + (int)temp1[1] + (int)temp1[2];
2236 avgcolor[2] += temp1[0] * w;
2237 avgcolor[1] += temp1[1] * w;
2238 avgcolor[0] += temp1[2] * w;
2239 avgcolor[3] += temp1[3] * w;
2240 avgcolor[4] += temp1[3];
2243 if(avgcolor[3] == 0) // just fully transparent pixels seen? bad luck...
2244 avgcolor[3] = 255.0 * wsum;
2245 if(avgcolor[3] == 0) // no pixels seen? even worse
2247 avgcolor[0] /= avgcolor[3];
2248 avgcolor[1] /= avgcolor[3];
2249 avgcolor[2] /= avgcolor[3];
2250 avgcolor[3] /= 255.0 * wsum; // to 0..1 range
2251 skinframe->avgcolor[0] = avgcolor[0];
2252 skinframe->avgcolor[1] = avgcolor[1];
2253 skinframe->avgcolor[2] = avgcolor[2];
2254 skinframe->avgcolor[3] = avgcolor[4] / (width * 255.0 * height);
2259 skinframe_t *R_SkinFrame_LoadMissing(void)
2261 skinframe_t *skinframe;
2263 if (cls.state == ca_dedicated)
2266 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2267 skinframe->stain = NULL;
2268 skinframe->merged = NULL;
2269 skinframe->base = r_texture_notexture;
2270 skinframe->pants = NULL;
2271 skinframe->shirt = NULL;
2272 skinframe->nmap = r_texture_blanknormalmap;
2273 skinframe->gloss = NULL;
2274 skinframe->glow = NULL;
2275 skinframe->fog = NULL;
2277 skinframe->avgcolor[0] = rand() / RAND_MAX;
2278 skinframe->avgcolor[1] = rand() / RAND_MAX;
2279 skinframe->avgcolor[2] = rand() / RAND_MAX;
2280 skinframe->avgcolor[3] = 1;
2285 void gl_main_start(void)
2287 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2288 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2290 // set up r_skinframe loading system for textures
2291 memset(&r_skinframe, 0, sizeof(r_skinframe));
2292 r_skinframe.loadsequence = 1;
2293 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2295 r_main_texturepool = R_AllocTexturePool();
2296 R_BuildBlankTextures();
2298 if (gl_texturecubemap)
2301 R_BuildNormalizationCube();
2303 r_texture_fogattenuation = NULL;
2304 r_texture_gammaramps = NULL;
2305 //r_texture_fogintensity = NULL;
2306 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2307 memset(&r_waterstate, 0, sizeof(r_waterstate));
2308 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2309 memset(&r_svbsp, 0, sizeof (r_svbsp));
2311 r_refdef.fogmasktable_density = 0;
2314 void gl_main_shutdown(void)
2316 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2317 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2319 // clear out the r_skinframe state
2320 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2321 memset(&r_skinframe, 0, sizeof(r_skinframe));
2324 Mem_Free(r_svbsp.nodes);
2325 memset(&r_svbsp, 0, sizeof (r_svbsp));
2326 R_FreeTexturePool(&r_main_texturepool);
2327 r_texture_blanknormalmap = NULL;
2328 r_texture_white = NULL;
2329 r_texture_grey128 = NULL;
2330 r_texture_black = NULL;
2331 r_texture_whitecube = NULL;
2332 r_texture_normalizationcube = NULL;
2333 r_texture_fogattenuation = NULL;
2334 r_texture_gammaramps = NULL;
2335 //r_texture_fogintensity = NULL;
2336 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2337 memset(&r_waterstate, 0, sizeof(r_waterstate));
2341 extern void CL_ParseEntityLump(char *entitystring);
2342 void gl_main_newmap(void)
2344 // FIXME: move this code to client
2346 char *entities, entname[MAX_QPATH];
2349 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2350 l = (int)strlen(entname) - 4;
2351 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2353 memcpy(entname + l, ".ent", 5);
2354 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2356 CL_ParseEntityLump(entities);
2361 if (cl.worldmodel->brush.entities)
2362 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2366 void GL_Main_Init(void)
2368 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2370 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2371 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2372 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2373 if (gamemode == GAME_NEHAHRA)
2375 Cvar_RegisterVariable (&gl_fogenable);
2376 Cvar_RegisterVariable (&gl_fogdensity);
2377 Cvar_RegisterVariable (&gl_fogred);
2378 Cvar_RegisterVariable (&gl_foggreen);
2379 Cvar_RegisterVariable (&gl_fogblue);
2380 Cvar_RegisterVariable (&gl_fogstart);
2381 Cvar_RegisterVariable (&gl_fogend);
2382 Cvar_RegisterVariable (&gl_skyclip);
2384 Cvar_RegisterVariable(&r_depthfirst);
2385 Cvar_RegisterVariable(&r_useinfinitefarclip);
2386 Cvar_RegisterVariable(&r_nearclip);
2387 Cvar_RegisterVariable(&r_showbboxes);
2388 Cvar_RegisterVariable(&r_showsurfaces);
2389 Cvar_RegisterVariable(&r_showtris);
2390 Cvar_RegisterVariable(&r_shownormals);
2391 Cvar_RegisterVariable(&r_showlighting);
2392 Cvar_RegisterVariable(&r_showshadowvolumes);
2393 Cvar_RegisterVariable(&r_showcollisionbrushes);
2394 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2395 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2396 Cvar_RegisterVariable(&r_showdisabledepthtest);
2397 Cvar_RegisterVariable(&r_drawportals);
2398 Cvar_RegisterVariable(&r_drawentities);
2399 Cvar_RegisterVariable(&r_cullentities_trace);
2400 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2401 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2402 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2403 Cvar_RegisterVariable(&r_drawviewmodel);
2404 Cvar_RegisterVariable(&r_speeds);
2405 Cvar_RegisterVariable(&r_fullbrights);
2406 Cvar_RegisterVariable(&r_wateralpha);
2407 Cvar_RegisterVariable(&r_dynamic);
2408 Cvar_RegisterVariable(&r_fullbright);
2409 Cvar_RegisterVariable(&r_shadows);
2410 Cvar_RegisterVariable(&r_shadows_throwdistance);
2411 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2412 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2413 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2414 Cvar_RegisterVariable(&r_fog_exp2);
2415 Cvar_RegisterVariable(&r_drawfog);
2416 Cvar_RegisterVariable(&r_textureunits);
2417 Cvar_RegisterVariable(&r_glsl);
2418 Cvar_RegisterVariable(&r_glsl_contrastboost);
2419 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2420 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2421 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2422 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2423 Cvar_RegisterVariable(&r_glsl_postprocess);
2424 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2425 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2426 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2427 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2428 Cvar_RegisterVariable(&r_glsl_usegeneric);
2429 Cvar_RegisterVariable(&r_water);
2430 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2431 Cvar_RegisterVariable(&r_water_clippingplanebias);
2432 Cvar_RegisterVariable(&r_water_refractdistort);
2433 Cvar_RegisterVariable(&r_water_reflectdistort);
2434 Cvar_RegisterVariable(&r_lerpsprites);
2435 Cvar_RegisterVariable(&r_lerpmodels);
2436 Cvar_RegisterVariable(&r_lerplightstyles);
2437 Cvar_RegisterVariable(&r_waterscroll);
2438 Cvar_RegisterVariable(&r_bloom);
2439 Cvar_RegisterVariable(&r_bloom_colorscale);
2440 Cvar_RegisterVariable(&r_bloom_brighten);
2441 Cvar_RegisterVariable(&r_bloom_blur);
2442 Cvar_RegisterVariable(&r_bloom_resolution);
2443 Cvar_RegisterVariable(&r_bloom_colorexponent);
2444 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2445 Cvar_RegisterVariable(&r_hdr);
2446 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2447 Cvar_RegisterVariable(&r_hdr_glowintensity);
2448 Cvar_RegisterVariable(&r_hdr_range);
2449 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2450 Cvar_RegisterVariable(&developer_texturelogging);
2451 Cvar_RegisterVariable(&gl_lightmaps);
2452 Cvar_RegisterVariable(&r_test);
2453 Cvar_RegisterVariable(&r_batchmode);
2454 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2455 Cvar_SetValue("r_fullbrights", 0);
2456 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2458 Cvar_RegisterVariable(&r_track_sprites);
2459 Cvar_RegisterVariable(&r_track_sprites_flags);
2460 Cvar_RegisterVariable(&r_track_sprites_scalew);
2461 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2464 extern void R_Textures_Init(void);
2465 extern void GL_Draw_Init(void);
2466 extern void GL_Main_Init(void);
2467 extern void R_Shadow_Init(void);
2468 extern void R_Sky_Init(void);
2469 extern void GL_Surf_Init(void);
2470 extern void R_Particles_Init(void);
2471 extern void R_Explosion_Init(void);
2472 extern void gl_backend_init(void);
2473 extern void Sbar_Init(void);
2474 extern void R_LightningBeams_Init(void);
2475 extern void Mod_RenderInit(void);
2477 void Render_Init(void)
2489 R_LightningBeams_Init();
2498 extern char *ENGINE_EXTENSIONS;
2501 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2502 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2503 gl_version = (const char *)qglGetString(GL_VERSION);
2504 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2508 if (!gl_platformextensions)
2509 gl_platformextensions = "";
2511 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2512 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2513 Con_Printf("GL_VERSION: %s\n", gl_version);
2514 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2515 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2517 VID_CheckExtensions();
2519 // LordHavoc: report supported extensions
2520 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2522 // clear to black (loading plaque will be seen over this)
2524 qglClearColor(0,0,0,1);CHECKGLERROR
2525 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2528 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2532 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2534 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2537 p = r_refdef.view.frustum + i;
2542 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2546 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2550 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2554 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2558 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2562 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2566 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2570 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2578 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2582 for (i = 0;i < numplanes;i++)
2589 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2593 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2597 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2601 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2605 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2609 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2613 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2617 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2625 //==================================================================================
2627 static void R_View_UpdateEntityVisible (void)
2630 entity_render_t *ent;
2632 if (!r_drawentities.integer)
2635 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2636 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2638 // worldmodel can check visibility
2639 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2640 for (i = 0;i < r_refdef.scene.numentities;i++)
2642 ent = r_refdef.scene.entities[i];
2643 if (!(ent->flags & renderimask))
2644 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2645 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2646 r_refdef.viewcache.entityvisible[i] = true;
2648 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2650 for (i = 0;i < r_refdef.scene.numentities;i++)
2652 ent = r_refdef.scene.entities[i];
2653 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2655 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2656 ent->last_trace_visibility = realtime;
2657 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2658 r_refdef.viewcache.entityvisible[i] = 0;
2665 // no worldmodel or it can't check visibility
2666 for (i = 0;i < r_refdef.scene.numentities;i++)
2668 ent = r_refdef.scene.entities[i];
2669 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));
2674 // only used if skyrendermasked, and normally returns false
2675 int R_DrawBrushModelsSky (void)
2678 entity_render_t *ent;
2680 if (!r_drawentities.integer)
2684 for (i = 0;i < r_refdef.scene.numentities;i++)
2686 if (!r_refdef.viewcache.entityvisible[i])
2688 ent = r_refdef.scene.entities[i];
2689 if (!ent->model || !ent->model->DrawSky)
2691 ent->model->DrawSky(ent);
2697 static void R_DrawNoModel(entity_render_t *ent);
2698 static void R_DrawModels(void)
2701 entity_render_t *ent;
2703 if (!r_drawentities.integer)
2706 for (i = 0;i < r_refdef.scene.numentities;i++)
2708 if (!r_refdef.viewcache.entityvisible[i])
2710 ent = r_refdef.scene.entities[i];
2711 r_refdef.stats.entities++;
2712 if (ent->model && ent->model->Draw != NULL)
2713 ent->model->Draw(ent);
2719 static void R_DrawModelsDepth(void)
2722 entity_render_t *ent;
2724 if (!r_drawentities.integer)
2727 for (i = 0;i < r_refdef.scene.numentities;i++)
2729 if (!r_refdef.viewcache.entityvisible[i])
2731 ent = r_refdef.scene.entities[i];
2732 if (ent->model && ent->model->DrawDepth != NULL)
2733 ent->model->DrawDepth(ent);
2737 static void R_DrawModelsDebug(void)
2740 entity_render_t *ent;
2742 if (!r_drawentities.integer)
2745 for (i = 0;i < r_refdef.scene.numentities;i++)
2747 if (!r_refdef.viewcache.entityvisible[i])
2749 ent = r_refdef.scene.entities[i];
2750 if (ent->model && ent->model->DrawDebug != NULL)
2751 ent->model->DrawDebug(ent);
2755 static void R_DrawModelsAddWaterPlanes(void)
2758 entity_render_t *ent;
2760 if (!r_drawentities.integer)
2763 for (i = 0;i < r_refdef.scene.numentities;i++)
2765 if (!r_refdef.viewcache.entityvisible[i])
2767 ent = r_refdef.scene.entities[i];
2768 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2769 ent->model->DrawAddWaterPlanes(ent);
2773 static void R_View_SetFrustum(void)
2776 double slopex, slopey;
2777 vec3_t forward, left, up, origin;
2779 // we can't trust r_refdef.view.forward and friends in reflected scenes
2780 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2783 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2784 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2785 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2786 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2787 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2788 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2789 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2790 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2791 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2792 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2793 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2794 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2798 zNear = r_refdef.nearclip;
2799 nudge = 1.0 - 1.0 / (1<<23);
2800 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2801 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2802 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2803 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2804 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2805 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2806 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2807 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2813 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2814 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2815 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2816 r_refdef.view.frustum[0].dist = m[15] - m[12];
2818 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2819 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2820 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2821 r_refdef.view.frustum[1].dist = m[15] + m[12];
2823 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2824 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2825 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2826 r_refdef.view.frustum[2].dist = m[15] - m[13];
2828 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2829 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2830 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2831 r_refdef.view.frustum[3].dist = m[15] + m[13];
2833 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2834 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2835 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2836 r_refdef.view.frustum[4].dist = m[15] - m[14];
2838 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2839 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2840 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2841 r_refdef.view.frustum[5].dist = m[15] + m[14];
2844 if (r_refdef.view.useperspective)
2846 slopex = 1.0 / r_refdef.view.frustum_x;
2847 slopey = 1.0 / r_refdef.view.frustum_y;
2848 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2849 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2850 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2851 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2852 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2854 // Leaving those out was a mistake, those were in the old code, and they
2855 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2856 // I couldn't reproduce it after adding those normalizations. --blub
2857 VectorNormalize(r_refdef.view.frustum[0].normal);
2858 VectorNormalize(r_refdef.view.frustum[1].normal);
2859 VectorNormalize(r_refdef.view.frustum[2].normal);
2860 VectorNormalize(r_refdef.view.frustum[3].normal);
2862 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2863 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2864 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2865 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2866 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2868 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2869 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2870 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2871 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2872 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2876 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2877 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2878 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2879 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2880 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2881 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2882 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2883 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2884 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2885 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2887 r_refdef.view.numfrustumplanes = 5;
2889 if (r_refdef.view.useclipplane)
2891 r_refdef.view.numfrustumplanes = 6;
2892 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2895 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2896 PlaneClassify(r_refdef.view.frustum + i);
2898 // LordHavoc: note to all quake engine coders, Quake had a special case
2899 // for 90 degrees which assumed a square view (wrong), so I removed it,
2900 // Quake2 has it disabled as well.
2902 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2903 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2904 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2905 //PlaneClassify(&frustum[0]);
2907 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2908 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2909 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2910 //PlaneClassify(&frustum[1]);
2912 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2913 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2914 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2915 //PlaneClassify(&frustum[2]);
2917 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2918 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2919 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2920 //PlaneClassify(&frustum[3]);
2923 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2924 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2925 //PlaneClassify(&frustum[4]);
2928 void R_View_Update(void)
2930 R_View_SetFrustum();
2931 R_View_WorldVisibility(r_refdef.view.useclipplane);
2932 R_View_UpdateEntityVisible();
2935 void R_SetupView(qboolean allowwaterclippingplane)
2937 if (!r_refdef.view.useperspective)
2938 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2939 else if (gl_stencil && r_useinfinitefarclip.integer)
2940 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2942 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2944 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2946 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2948 // LordHavoc: couldn't figure out how to make this approach the
2949 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2950 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2951 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2952 dist = r_refdef.view.clipplane.dist;
2953 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2957 void R_ResetViewRendering2D(void)
2961 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2962 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2963 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2964 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2965 GL_Color(1, 1, 1, 1);
2966 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2967 GL_BlendFunc(GL_ONE, GL_ZERO);
2968 GL_AlphaTest(false);
2969 GL_ScissorTest(false);
2970 GL_DepthMask(false);
2971 GL_DepthRange(0, 1);
2972 GL_DepthTest(false);
2973 R_Mesh_Matrix(&identitymatrix);
2974 R_Mesh_ResetTextureState();
2975 GL_PolygonOffset(0, 0);
2976 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2977 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2978 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2979 qglStencilMask(~0);CHECKGLERROR
2980 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2981 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2982 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2983 R_SetupGenericShader(true);
2986 void R_ResetViewRendering3D(void)
2990 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2991 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2993 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2994 GL_Color(1, 1, 1, 1);
2995 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2996 GL_BlendFunc(GL_ONE, GL_ZERO);
2997 GL_AlphaTest(false);
2998 GL_ScissorTest(true);
3000 GL_DepthRange(0, 1);
3002 R_Mesh_Matrix(&identitymatrix);
3003 R_Mesh_ResetTextureState();
3004 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3005 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3006 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3007 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3008 qglStencilMask(~0);CHECKGLERROR
3009 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3010 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3011 GL_CullFace(r_refdef.view.cullface_back);
3012 R_SetupGenericShader(true);
3015 void R_RenderScene(qboolean addwaterplanes);
3017 static void R_Water_StartFrame(void)
3020 int waterwidth, waterheight, texturewidth, textureheight;
3021 r_waterstate_waterplane_t *p;
3023 // set waterwidth and waterheight to the water resolution that will be
3024 // used (often less than the screen resolution for faster rendering)
3025 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3026 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3028 // calculate desired texture sizes
3029 // can't use water if the card does not support the texture size
3030 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3031 texturewidth = textureheight = waterwidth = waterheight = 0;
3032 else if (gl_support_arb_texture_non_power_of_two)
3034 texturewidth = waterwidth;
3035 textureheight = waterheight;
3039 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3040 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3043 // allocate textures as needed
3044 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3046 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3047 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3049 if (p->texture_refraction)
3050 R_FreeTexture(p->texture_refraction);
3051 p->texture_refraction = NULL;
3052 if (p->texture_reflection)
3053 R_FreeTexture(p->texture_reflection);
3054 p->texture_reflection = NULL;
3056 memset(&r_waterstate, 0, sizeof(r_waterstate));
3057 r_waterstate.waterwidth = waterwidth;
3058 r_waterstate.waterheight = waterheight;
3059 r_waterstate.texturewidth = texturewidth;
3060 r_waterstate.textureheight = textureheight;
3063 if (r_waterstate.waterwidth)
3065 r_waterstate.enabled = true;
3067 // set up variables that will be used in shader setup
3068 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3069 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3070 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3071 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3074 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3075 r_waterstate.numwaterplanes = 0;
3078 static void R_Water_AddWaterPlane(msurface_t *surface)
3080 int triangleindex, planeindex;
3086 r_waterstate_waterplane_t *p;
3087 // just use the first triangle with a valid normal for any decisions
3088 VectorClear(normal);
3089 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3091 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3092 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3093 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3094 TriangleNormal(vert[0], vert[1], vert[2], normal);
3095 if (VectorLength2(normal) >= 0.001)
3099 VectorCopy(normal, plane.normal);
3100 VectorNormalize(plane.normal);
3101 plane.dist = DotProduct(vert[0], plane.normal);
3102 PlaneClassify(&plane);
3103 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3105 // skip backfaces (except if nocullface is set)
3106 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3108 VectorNegate(plane.normal, plane.normal);
3110 PlaneClassify(&plane);
3114 // find a matching plane if there is one
3115 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3116 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3118 if (planeindex >= r_waterstate.maxwaterplanes)
3119 return; // nothing we can do, out of planes
3121 // if this triangle does not fit any known plane rendered this frame, add one
3122 if (planeindex >= r_waterstate.numwaterplanes)
3124 // store the new plane
3125 r_waterstate.numwaterplanes++;
3127 // clear materialflags and pvs
3128 p->materialflags = 0;
3129 p->pvsvalid = false;
3131 // merge this surface's materialflags into the waterplane
3132 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3133 // merge this surface's PVS into the waterplane
3134 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3135 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3136 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3138 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3143 static void R_Water_ProcessPlanes(void)
3145 r_refdef_view_t originalview;
3147 r_waterstate_waterplane_t *p;
3149 originalview = r_refdef.view;
3151 // make sure enough textures are allocated
3152 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3154 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3156 if (!p->texture_refraction)
3157 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3158 if (!p->texture_refraction)
3162 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3164 if (!p->texture_reflection)
3165 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3166 if (!p->texture_reflection)
3172 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3174 r_refdef.view.showdebug = false;
3175 r_refdef.view.width = r_waterstate.waterwidth;
3176 r_refdef.view.height = r_waterstate.waterheight;
3177 r_refdef.view.useclipplane = true;
3178 r_waterstate.renderingscene = true;
3180 // render the normal view scene and copy into texture
3181 // (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)
3182 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3184 r_refdef.view.clipplane = p->plane;
3185 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3186 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3187 PlaneClassify(&r_refdef.view.clipplane);
3189 R_RenderScene(false);
3191 // copy view into the screen texture
3192 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3193 GL_ActiveTexture(0);
3195 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3198 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3200 // render reflected scene and copy into texture
3201 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3202 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3203 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3204 r_refdef.view.clipplane = p->plane;
3205 // reverse the cullface settings for this render
3206 r_refdef.view.cullface_front = GL_FRONT;
3207 r_refdef.view.cullface_back = GL_BACK;
3208 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3210 r_refdef.view.usecustompvs = true;
3212 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3214 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3217 R_ResetViewRendering3D();
3218 R_ClearScreen(r_refdef.fogenabled);
3219 if (r_timereport_active)
3220 R_TimeReport("viewclear");
3222 R_RenderScene(false);
3224 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3225 GL_ActiveTexture(0);
3227 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3229 R_ResetViewRendering3D();
3230 R_ClearScreen(r_refdef.fogenabled);
3231 if (r_timereport_active)
3232 R_TimeReport("viewclear");
3235 r_refdef.view = originalview;
3236 r_refdef.view.clear = true;
3237 r_waterstate.renderingscene = false;
3241 r_refdef.view = originalview;
3242 r_waterstate.renderingscene = false;
3243 Cvar_SetValueQuick(&r_water, 0);
3244 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3248 void R_Bloom_StartFrame(void)
3250 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3252 // set bloomwidth and bloomheight to the bloom resolution that will be
3253 // used (often less than the screen resolution for faster rendering)
3254 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3255 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3256 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3257 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3258 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3260 // calculate desired texture sizes
3261 if (gl_support_arb_texture_non_power_of_two)
3263 screentexturewidth = r_refdef.view.width;
3264 screentextureheight = r_refdef.view.height;
3265 bloomtexturewidth = r_bloomstate.bloomwidth;
3266 bloomtextureheight = r_bloomstate.bloomheight;
3270 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3271 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3272 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3273 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3276 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3278 Cvar_SetValueQuick(&r_hdr, 0);
3279 Cvar_SetValueQuick(&r_bloom, 0);
3282 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3283 screentexturewidth = screentextureheight = 0;
3284 if (!r_hdr.integer && !r_bloom.integer)
3285 bloomtexturewidth = bloomtextureheight = 0;
3287 // allocate textures as needed
3288 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3290 if (r_bloomstate.texture_screen)
3291 R_FreeTexture(r_bloomstate.texture_screen);
3292 r_bloomstate.texture_screen = NULL;
3293 r_bloomstate.screentexturewidth = screentexturewidth;
3294 r_bloomstate.screentextureheight = screentextureheight;
3295 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3296 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3298 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3300 if (r_bloomstate.texture_bloom)
3301 R_FreeTexture(r_bloomstate.texture_bloom);
3302 r_bloomstate.texture_bloom = NULL;
3303 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3304 r_bloomstate.bloomtextureheight = bloomtextureheight;
3305 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3306 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3309 // set up a texcoord array for the full resolution screen image
3310 // (we have to keep this around to copy back during final render)
3311 r_bloomstate.screentexcoord2f[0] = 0;
3312 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3313 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3314 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3315 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3316 r_bloomstate.screentexcoord2f[5] = 0;
3317 r_bloomstate.screentexcoord2f[6] = 0;
3318 r_bloomstate.screentexcoord2f[7] = 0;
3320 // set up a texcoord array for the reduced resolution bloom image
3321 // (which will be additive blended over the screen image)
3322 r_bloomstate.bloomtexcoord2f[0] = 0;
3323 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3324 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3325 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3326 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3327 r_bloomstate.bloomtexcoord2f[5] = 0;
3328 r_bloomstate.bloomtexcoord2f[6] = 0;
3329 r_bloomstate.bloomtexcoord2f[7] = 0;
3331 if (r_hdr.integer || r_bloom.integer)
3333 r_bloomstate.enabled = true;
3334 r_bloomstate.hdr = r_hdr.integer != 0;
3338 void R_Bloom_CopyBloomTexture(float colorscale)
3340 r_refdef.stats.bloom++;
3342 // scale down screen texture to the bloom texture size
3344 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3345 GL_BlendFunc(GL_ONE, GL_ZERO);
3346 GL_Color(colorscale, colorscale, colorscale, 1);
3347 // TODO: optimize with multitexture or GLSL
3348 R_SetupGenericShader(true);
3349 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3350 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3351 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3352 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3354 // we now have a bloom image in the framebuffer
3355 // copy it into the bloom image texture for later processing
3356 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3357 GL_ActiveTexture(0);
3359 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3360 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3363 void R_Bloom_CopyHDRTexture(void)
3365 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3366 GL_ActiveTexture(0);
3368 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3369 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3372 void R_Bloom_MakeTexture(void)
3375 float xoffset, yoffset, r, brighten;
3377 r_refdef.stats.bloom++;
3379 R_ResetViewRendering2D();
3380 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3381 R_Mesh_ColorPointer(NULL, 0, 0);
3382 R_SetupGenericShader(true);
3384 // we have a bloom image in the framebuffer
3386 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3388 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3391 r = bound(0, r_bloom_colorexponent.value / x, 1);
3392 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3393 GL_Color(r, r, r, 1);
3394 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3395 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3396 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3397 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3399 // copy the vertically blurred bloom view to a texture
3400 GL_ActiveTexture(0);
3402 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3403 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3406 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3407 brighten = r_bloom_brighten.value;
3409 brighten *= r_hdr_range.value;
3410 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3411 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3413 for (dir = 0;dir < 2;dir++)
3415 // blend on at multiple vertical offsets to achieve a vertical blur
3416 // TODO: do offset blends using GLSL
3417 GL_BlendFunc(GL_ONE, GL_ZERO);
3418 for (x = -range;x <= range;x++)
3420 if (!dir){xoffset = 0;yoffset = x;}
3421 else {xoffset = x;yoffset = 0;}
3422 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3423 yoffset /= (float)r_bloomstate.bloomtextureheight;
3424 // compute a texcoord array with the specified x and y offset
3425 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3426 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3427 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3428 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3429 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3430 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3431 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3432 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3433 // this r value looks like a 'dot' particle, fading sharply to
3434 // black at the edges
3435 // (probably not realistic but looks good enough)
3436 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3437 //r = (dir ? 1.0f : brighten)/(range*2+1);
3438 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3439 GL_Color(r, r, r, 1);
3440 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3441 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3442 GL_BlendFunc(GL_ONE, GL_ONE);
3445 // copy the vertically blurred bloom view to a texture
3446 GL_ActiveTexture(0);
3448 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3449 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3452 // apply subtract last
3453 // (just like it would be in a GLSL shader)
3454 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3456 GL_BlendFunc(GL_ONE, GL_ZERO);
3457 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3458 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3459 GL_Color(1, 1, 1, 1);
3460 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3461 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3463 GL_BlendFunc(GL_ONE, GL_ONE);
3464 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3465 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3466 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3467 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3468 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3469 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3470 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3472 // copy the darkened bloom view to a texture
3473 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3474 GL_ActiveTexture(0);
3476 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3477 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3481 void R_HDR_RenderBloomTexture(void)
3483 int oldwidth, oldheight;
3484 float oldcolorscale;
3486 oldcolorscale = r_refdef.view.colorscale;
3487 oldwidth = r_refdef.view.width;
3488 oldheight = r_refdef.view.height;
3489 r_refdef.view.width = r_bloomstate.bloomwidth;
3490 r_refdef.view.height = r_bloomstate.bloomheight;
3492 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3493 // TODO: add exposure compensation features
3494 // TODO: add fp16 framebuffer support
3496 r_refdef.view.showdebug = false;
3497 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3499 R_ClearScreen(r_refdef.fogenabled);
3500 if (r_timereport_active)
3501 R_TimeReport("HDRclear");
3503 r_waterstate.numwaterplanes = 0;
3504 R_RenderScene(r_waterstate.enabled);
3505 r_refdef.view.showdebug = true;
3507 R_ResetViewRendering2D();
3509 R_Bloom_CopyHDRTexture();
3510 R_Bloom_MakeTexture();
3512 // restore the view settings
3513 r_refdef.view.width = oldwidth;
3514 r_refdef.view.height = oldheight;
3515 r_refdef.view.colorscale = oldcolorscale;
3517 R_ResetViewRendering3D();
3519 R_ClearScreen(r_refdef.fogenabled);
3520 if (r_timereport_active)
3521 R_TimeReport("viewclear");
3524 static void R_BlendView(void)
3526 if (r_bloomstate.texture_screen)
3528 // copy view into the screen texture
3529 R_ResetViewRendering2D();
3530 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3531 R_Mesh_ColorPointer(NULL, 0, 0);
3532 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3533 GL_ActiveTexture(0);CHECKGLERROR
3534 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3535 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3538 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3540 unsigned int permutation =
3541 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3542 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3543 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3544 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3546 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3548 // render simple bloom effect
3549 // copy the screen and shrink it and darken it for the bloom process
3550 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3551 // make the bloom texture
3552 R_Bloom_MakeTexture();
3555 R_ResetViewRendering2D();
3556 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3557 R_Mesh_ColorPointer(NULL, 0, 0);
3558 GL_Color(1, 1, 1, 1);
3559 GL_BlendFunc(GL_ONE, GL_ZERO);
3560 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3561 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3562 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3563 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3564 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3565 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3566 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3567 if (r_glsl_permutation->loc_TintColor >= 0)
3568 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3569 if (r_glsl_permutation->loc_ClientTime >= 0)
3570 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3571 if (r_glsl_permutation->loc_PixelSize >= 0)
3572 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3573 if (r_glsl_permutation->loc_UserVec1 >= 0)
3575 float a=0, b=0, c=0, d=0;
3576 #if _MSC_VER >= 1400
3577 #define sscanf sscanf_s
3579 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3580 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3582 if (r_glsl_permutation->loc_UserVec2 >= 0)
3584 float a=0, b=0, c=0, d=0;
3585 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3586 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3588 if (r_glsl_permutation->loc_UserVec3 >= 0)
3590 float a=0, b=0, c=0, d=0;
3591 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3592 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3594 if (r_glsl_permutation->loc_UserVec4 >= 0)
3596 float a=0, b=0, c=0, d=0;
3597 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3598 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3600 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3601 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3607 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3609 // render high dynamic range bloom effect
3610 // the bloom texture was made earlier this render, so we just need to
3611 // blend it onto the screen...
3612 R_ResetViewRendering2D();
3613 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3614 R_Mesh_ColorPointer(NULL, 0, 0);
3615 R_SetupGenericShader(true);
3616 GL_Color(1, 1, 1, 1);
3617 GL_BlendFunc(GL_ONE, GL_ONE);
3618 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3619 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3620 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3621 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3623 else if (r_bloomstate.texture_bloom)
3625 // render simple bloom effect
3626 // copy the screen and shrink it and darken it for the bloom process
3627 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3628 // make the bloom texture
3629 R_Bloom_MakeTexture();
3630 // put the original screen image back in place and blend the bloom
3632 R_ResetViewRendering2D();
3633 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3634 R_Mesh_ColorPointer(NULL, 0, 0);
3635 GL_Color(1, 1, 1, 1);
3636 GL_BlendFunc(GL_ONE, GL_ZERO);
3637 // do both in one pass if possible
3638 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3639 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3640 if (r_textureunits.integer >= 2 && gl_combine.integer)
3642 R_SetupGenericTwoTextureShader(GL_ADD);
3643 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3644 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3648 R_SetupGenericShader(true);
3649 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3650 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3651 // now blend on the bloom texture
3652 GL_BlendFunc(GL_ONE, GL_ONE);
3653 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3654 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3656 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3657 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3659 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3661 // apply a color tint to the whole view
3662 R_ResetViewRendering2D();
3663 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3664 R_Mesh_ColorPointer(NULL, 0, 0);
3665 R_SetupGenericShader(false);
3666 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3667 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3668 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3672 void R_RenderScene(qboolean addwaterplanes);
3674 matrix4x4_t r_waterscrollmatrix;
3676 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3678 if (r_refdef.fog_density)
3680 r_refdef.fogcolor[0] = r_refdef.fog_red;
3681 r_refdef.fogcolor[1] = r_refdef.fog_green;
3682 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3686 VectorCopy(r_refdef.fogcolor, fogvec);
3687 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3689 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3690 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3691 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3692 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3694 // color.rgb *= ContrastBoost * SceneBrightness;
3695 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3696 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3697 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3698 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3703 void R_UpdateVariables(void)
3707 r_refdef.scene.ambient = r_ambient.value;
3709 r_refdef.farclip = 4096;
3710 if (r_refdef.scene.worldmodel)
3711 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3712 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3714 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3715 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3716 r_refdef.polygonfactor = 0;
3717 r_refdef.polygonoffset = 0;
3718 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3719 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3721 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3722 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3723 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3724 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3725 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3726 if (r_showsurfaces.integer)
3728 r_refdef.scene.rtworld = false;
3729 r_refdef.scene.rtworldshadows = false;
3730 r_refdef.scene.rtdlight = false;
3731 r_refdef.scene.rtdlightshadows = false;
3732 r_refdef.lightmapintensity = 0;
3735 if (gamemode == GAME_NEHAHRA)
3737 if (gl_fogenable.integer)
3739 r_refdef.oldgl_fogenable = true;
3740 r_refdef.fog_density = gl_fogdensity.value;
3741 r_refdef.fog_red = gl_fogred.value;
3742 r_refdef.fog_green = gl_foggreen.value;
3743 r_refdef.fog_blue = gl_fogblue.value;
3744 r_refdef.fog_alpha = 1;
3745 r_refdef.fog_start = 0;
3746 r_refdef.fog_end = gl_skyclip.value;
3748 else if (r_refdef.oldgl_fogenable)
3750 r_refdef.oldgl_fogenable = false;
3751 r_refdef.fog_density = 0;
3752 r_refdef.fog_red = 0;
3753 r_refdef.fog_green = 0;
3754 r_refdef.fog_blue = 0;
3755 r_refdef.fog_alpha = 0;
3756 r_refdef.fog_start = 0;
3757 r_refdef.fog_end = 0;
3761 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3762 r_refdef.fog_start = max(0, r_refdef.fog_start);
3763 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3765 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3767 if (r_refdef.fog_density && r_drawfog.integer)
3769 r_refdef.fogenabled = true;
3770 // this is the point where the fog reaches 0.9986 alpha, which we
3771 // consider a good enough cutoff point for the texture
3772 // (0.9986 * 256 == 255.6)
3773 if (r_fog_exp2.integer)
3774 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3776 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3777 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3778 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3779 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3780 // fog color was already set
3781 // update the fog texture
3782 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)
3783 R_BuildFogTexture();
3786 r_refdef.fogenabled = false;
3788 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3790 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3792 // build GLSL gamma texture
3793 #define RAMPWIDTH 256
3794 unsigned short ramp[RAMPWIDTH * 3];
3795 unsigned char ramprgb[RAMPWIDTH][4];
3798 r_texture_gammaramps_serial = vid_gammatables_serial;
3800 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3801 for(i = 0; i < RAMPWIDTH; ++i)
3803 ramprgb[i][0] = ramp[i] >> 8;
3804 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3805 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3808 if (r_texture_gammaramps)
3810 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3814 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3820 // remove GLSL gamma texture
3824 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3825 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3831 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3832 if( scenetype != r_currentscenetype ) {
3833 // store the old scenetype
3834 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3835 r_currentscenetype = scenetype;
3836 // move in the new scene
3837 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3846 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3848 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3849 if( scenetype == r_currentscenetype ) {
3850 return &r_refdef.scene;
3852 return &r_scenes_store[ scenetype ];
3861 void R_RenderView(void)
3863 if (r_refdef.view.isoverlay)
3865 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3866 GL_Clear( GL_DEPTH_BUFFER_BIT );
3867 R_TimeReport("depthclear");
3869 r_refdef.view.showdebug = false;
3871 r_waterstate.enabled = false;
3872 r_waterstate.numwaterplanes = 0;
3874 R_RenderScene(false);
3880 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3881 return; //Host_Error ("R_RenderView: NULL worldmodel");
3883 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3885 // break apart the view matrix into vectors for various purposes
3886 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3887 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3888 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3889 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3890 // make an inverted copy of the view matrix for tracking sprites
3891 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3893 R_Shadow_UpdateWorldLightSelection();
3895 R_Bloom_StartFrame();
3896 R_Water_StartFrame();
3899 if (r_timereport_active)
3900 R_TimeReport("viewsetup");
3902 R_ResetViewRendering3D();
3904 if (r_refdef.view.clear || r_refdef.fogenabled)
3906 R_ClearScreen(r_refdef.fogenabled);
3907 if (r_timereport_active)
3908 R_TimeReport("viewclear");
3910 r_refdef.view.clear = true;
3912 r_refdef.view.showdebug = true;
3914 // this produces a bloom texture to be used in R_BlendView() later
3916 R_HDR_RenderBloomTexture();
3918 r_waterstate.numwaterplanes = 0;
3919 R_RenderScene(r_waterstate.enabled);
3922 if (r_timereport_active)
3923 R_TimeReport("blendview");
3925 GL_Scissor(0, 0, vid.width, vid.height);
3926 GL_ScissorTest(false);
3930 extern void R_DrawLightningBeams (void);
3931 extern void VM_CL_AddPolygonsToMeshQueue (void);
3932 extern void R_DrawPortals (void);
3933 extern cvar_t cl_locs_show;
3934 static void R_DrawLocs(void);
3935 static void R_DrawEntityBBoxes(void);
3936 void R_RenderScene(qboolean addwaterplanes)
3938 r_refdef.stats.renders++;
3944 R_ResetViewRendering3D();
3947 if (r_timereport_active)
3948 R_TimeReport("watervis");
3950 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3952 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3953 if (r_timereport_active)
3954 R_TimeReport("waterworld");
3957 // don't let sound skip if going slow
3958 if (r_refdef.scene.extraupdate)
3961 R_DrawModelsAddWaterPlanes();
3962 if (r_timereport_active)
3963 R_TimeReport("watermodels");
3965 R_Water_ProcessPlanes();
3966 if (r_timereport_active)
3967 R_TimeReport("waterscenes");
3970 R_ResetViewRendering3D();
3972 // don't let sound skip if going slow
3973 if (r_refdef.scene.extraupdate)
3976 R_MeshQueue_BeginScene();
3981 if (r_timereport_active)
3982 R_TimeReport("visibility");
3984 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);
3986 if (cl.csqc_vidvars.drawworld)
3988 // don't let sound skip if going slow
3989 if (r_refdef.scene.extraupdate)
3992 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3994 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3995 if (r_timereport_active)
3996 R_TimeReport("worldsky");
3999 if (R_DrawBrushModelsSky() && r_timereport_active)
4000 R_TimeReport("bmodelsky");
4003 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4005 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4006 if (r_timereport_active)
4007 R_TimeReport("worlddepth");
4009 if (r_depthfirst.integer >= 2)
4011 R_DrawModelsDepth();
4012 if (r_timereport_active)
4013 R_TimeReport("modeldepth");
4016 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4018 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4019 if (r_timereport_active)
4020 R_TimeReport("world");
4023 // don't let sound skip if going slow
4024 if (r_refdef.scene.extraupdate)
4028 if (r_timereport_active)
4029 R_TimeReport("models");
4031 // don't let sound skip if going slow
4032 if (r_refdef.scene.extraupdate)
4035 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4037 R_DrawModelShadows();
4039 R_ResetViewRendering3D();
4041 // don't let sound skip if going slow
4042 if (r_refdef.scene.extraupdate)
4046 R_ShadowVolumeLighting(false);
4047 if (r_timereport_active)
4048 R_TimeReport("rtlights");
4050 // don't let sound skip if going slow
4051 if (r_refdef.scene.extraupdate)
4054 if (cl.csqc_vidvars.drawworld)
4056 R_DrawLightningBeams();
4057 if (r_timereport_active)
4058 R_TimeReport("lightning");
4061 if (r_timereport_active)
4062 R_TimeReport("decals");
4065 if (r_timereport_active)
4066 R_TimeReport("particles");
4069 if (r_timereport_active)
4070 R_TimeReport("explosions");
4073 R_SetupGenericShader(true);
4074 VM_CL_AddPolygonsToMeshQueue();
4076 if (r_refdef.view.showdebug)
4078 if (cl_locs_show.integer)
4081 if (r_timereport_active)
4082 R_TimeReport("showlocs");
4085 if (r_drawportals.integer)
4088 if (r_timereport_active)
4089 R_TimeReport("portals");
4092 if (r_showbboxes.value > 0)
4094 R_DrawEntityBBoxes();
4095 if (r_timereport_active)
4096 R_TimeReport("bboxes");
4100 R_SetupGenericShader(true);
4101 R_MeshQueue_RenderTransparent();
4102 if (r_timereport_active)
4103 R_TimeReport("drawtrans");
4105 R_SetupGenericShader(true);
4107 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))
4109 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4110 if (r_timereport_active)
4111 R_TimeReport("worlddebug");
4112 R_DrawModelsDebug();
4113 if (r_timereport_active)
4114 R_TimeReport("modeldebug");
4117 R_SetupGenericShader(true);
4119 if (cl.csqc_vidvars.drawworld)
4122 if (r_timereport_active)
4123 R_TimeReport("coronas");
4126 // don't let sound skip if going slow
4127 if (r_refdef.scene.extraupdate)
4130 R_ResetViewRendering2D();
4133 static const unsigned short bboxelements[36] =
4143 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4146 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4147 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4148 GL_DepthMask(false);
4149 GL_DepthRange(0, 1);
4150 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4151 R_Mesh_Matrix(&identitymatrix);
4152 R_Mesh_ResetTextureState();
4154 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4155 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4156 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4157 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4158 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4159 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4160 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4161 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4162 R_FillColors(color4f, 8, cr, cg, cb, ca);
4163 if (r_refdef.fogenabled)
4165 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4167 f1 = FogPoint_World(v);
4169 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4170 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4171 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4174 R_Mesh_VertexPointer(vertex3f, 0, 0);
4175 R_Mesh_ColorPointer(color4f, 0, 0);
4176 R_Mesh_ResetTextureState();
4177 R_SetupGenericShader(false);
4178 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4181 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4185 prvm_edict_t *edict;
4186 prvm_prog_t *prog_save = prog;
4188 // this function draws bounding boxes of server entities
4192 GL_CullFace(GL_NONE);
4193 R_SetupGenericShader(false);
4197 for (i = 0;i < numsurfaces;i++)
4199 edict = PRVM_EDICT_NUM(surfacelist[i]);
4200 switch ((int)edict->fields.server->solid)
4202 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4203 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4204 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4205 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4206 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4207 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4209 color[3] *= r_showbboxes.value;
4210 color[3] = bound(0, color[3], 1);
4211 GL_DepthTest(!r_showdisabledepthtest.integer);
4212 GL_CullFace(r_refdef.view.cullface_front);
4213 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4219 static void R_DrawEntityBBoxes(void)
4222 prvm_edict_t *edict;
4224 prvm_prog_t *prog_save = prog;
4226 // this function draws bounding boxes of server entities
4232 for (i = 0;i < prog->num_edicts;i++)
4234 edict = PRVM_EDICT_NUM(i);
4235 if (edict->priv.server->free)
4237 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4238 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4240 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4242 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4243 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4249 unsigned short nomodelelements[24] =
4261 float nomodelvertex3f[6*3] =
4271 float nomodelcolor4f[6*4] =
4273 0.0f, 0.0f, 0.5f, 1.0f,
4274 0.0f, 0.0f, 0.5f, 1.0f,
4275 0.0f, 0.5f, 0.0f, 1.0f,
4276 0.0f, 0.5f, 0.0f, 1.0f,
4277 0.5f, 0.0f, 0.0f, 1.0f,
4278 0.5f, 0.0f, 0.0f, 1.0f
4281 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4286 // this is only called once per entity so numsurfaces is always 1, and
4287 // surfacelist is always {0}, so this code does not handle batches
4288 R_Mesh_Matrix(&ent->matrix);
4290 if (ent->flags & EF_ADDITIVE)
4292 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4293 GL_DepthMask(false);
4295 else if (ent->alpha < 1)
4297 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4298 GL_DepthMask(false);
4302 GL_BlendFunc(GL_ONE, GL_ZERO);
4305 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4306 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4307 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4308 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4309 R_SetupGenericShader(false);
4310 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4311 if (r_refdef.fogenabled)
4314 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4315 R_Mesh_ColorPointer(color4f, 0, 0);
4316 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4317 f1 = FogPoint_World(org);
4319 for (i = 0, c = color4f;i < 6;i++, c += 4)
4321 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4322 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4323 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4327 else if (ent->alpha != 1)
4329 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4330 R_Mesh_ColorPointer(color4f, 0, 0);
4331 for (i = 0, c = color4f;i < 6;i++, c += 4)
4335 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4336 R_Mesh_ResetTextureState();
4337 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4340 void R_DrawNoModel(entity_render_t *ent)
4343 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4344 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4345 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4347 // R_DrawNoModelCallback(ent, 0);
4350 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4352 vec3_t right1, right2, diff, normal;
4354 VectorSubtract (org2, org1, normal);
4356 // calculate 'right' vector for start
4357 VectorSubtract (r_refdef.view.origin, org1, diff);
4358 CrossProduct (normal, diff, right1);
4359 VectorNormalize (right1);
4361 // calculate 'right' vector for end
4362 VectorSubtract (r_refdef.view.origin, org2, diff);
4363 CrossProduct (normal, diff, right2);
4364 VectorNormalize (right2);
4366 vert[ 0] = org1[0] + width * right1[0];
4367 vert[ 1] = org1[1] + width * right1[1];
4368 vert[ 2] = org1[2] + width * right1[2];
4369 vert[ 3] = org1[0] - width * right1[0];
4370 vert[ 4] = org1[1] - width * right1[1];
4371 vert[ 5] = org1[2] - width * right1[2];
4372 vert[ 6] = org2[0] - width * right2[0];
4373 vert[ 7] = org2[1] - width * right2[1];
4374 vert[ 8] = org2[2] - width * right2[2];
4375 vert[ 9] = org2[0] + width * right2[0];
4376 vert[10] = org2[1] + width * right2[1];
4377 vert[11] = org2[2] + width * right2[2];
4380 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4382 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4387 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4388 fog = FogPoint_World(origin);
4390 R_Mesh_Matrix(&identitymatrix);
4391 GL_BlendFunc(blendfunc1, blendfunc2);
4397 GL_CullFace(r_refdef.view.cullface_front);
4400 GL_CullFace(r_refdef.view.cullface_back);
4401 GL_CullFace(GL_NONE);
4403 GL_DepthMask(false);
4404 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4405 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4406 GL_DepthTest(!depthdisable);
4408 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4409 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4410 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4411 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4412 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4413 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4414 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4415 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4416 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4417 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4418 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4419 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4421 R_Mesh_VertexPointer(vertex3f, 0, 0);
4422 R_Mesh_ColorPointer(NULL, 0, 0);
4423 R_Mesh_ResetTextureState();
4424 R_SetupGenericShader(true);
4425 R_Mesh_TexBind(0, R_GetTexture(texture));
4426 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4427 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4428 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4429 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4431 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4433 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4434 GL_BlendFunc(blendfunc1, GL_ONE);
4436 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4437 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4441 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4446 VectorSet(v, x, y, z);
4447 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4448 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4450 if (i == mesh->numvertices)
4452 if (mesh->numvertices < mesh->maxvertices)
4454 VectorCopy(v, vertex3f);
4455 mesh->numvertices++;
4457 return mesh->numvertices;
4463 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4467 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4468 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4469 e = mesh->element3i + mesh->numtriangles * 3;
4470 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4472 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4473 if (mesh->numtriangles < mesh->maxtriangles)
4478 mesh->numtriangles++;
4480 element[1] = element[2];
4484 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4488 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4489 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4490 e = mesh->element3i + mesh->numtriangles * 3;
4491 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4493 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4494 if (mesh->numtriangles < mesh->maxtriangles)
4499 mesh->numtriangles++;
4501 element[1] = element[2];
4505 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4506 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4508 int planenum, planenum2;
4511 mplane_t *plane, *plane2;
4513 double temppoints[2][256*3];
4514 // figure out how large a bounding box we need to properly compute this brush
4516 for (w = 0;w < numplanes;w++)
4517 maxdist = max(maxdist, planes[w].dist);
4518 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4519 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4520 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4524 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4525 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4527 if (planenum2 == planenum)
4529 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);
4532 if (tempnumpoints < 3)
4534 // generate elements forming a triangle fan for this polygon
4535 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4539 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)
4541 texturelayer_t *layer;
4542 layer = t->currentlayers + t->currentnumlayers++;
4544 layer->depthmask = depthmask;
4545 layer->blendfunc1 = blendfunc1;
4546 layer->blendfunc2 = blendfunc2;
4547 layer->texture = texture;
4548 layer->texmatrix = *matrix;
4549 layer->color[0] = r * r_refdef.view.colorscale;
4550 layer->color[1] = g * r_refdef.view.colorscale;
4551 layer->color[2] = b * r_refdef.view.colorscale;
4552 layer->color[3] = a;
4555 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4558 index = parms[2] + r_refdef.scene.time * parms[3];
4559 index -= floor(index);
4563 case Q3WAVEFUNC_NONE:
4564 case Q3WAVEFUNC_NOISE:
4565 case Q3WAVEFUNC_COUNT:
4568 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4569 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4570 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4571 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4572 case Q3WAVEFUNC_TRIANGLE:
4574 f = index - floor(index);
4585 return (float)(parms[0] + parms[1] * f);
4588 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4592 dp_model_t *model = ent->model;
4595 q3shaderinfo_layer_tcmod_t *tcmod;
4597 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4599 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4603 // switch to an alternate material if this is a q1bsp animated material
4605 texture_t *texture = t;
4606 int s = ent->skinnum;
4607 if ((unsigned int)s >= (unsigned int)model->numskins)
4609 if (model->skinscenes)
4611 if (model->skinscenes[s].framecount > 1)
4612 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4614 s = model->skinscenes[s].firstframe;
4617 t = t + s * model->num_surfaces;
4620 // use an alternate animation if the entity's frame is not 0,
4621 // and only if the texture has an alternate animation
4622 if (ent->frame2 != 0 && t->anim_total[1])
4623 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4625 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4627 texture->currentframe = t;
4630 // update currentskinframe to be a qw skin or animation frame
4631 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4633 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4635 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4636 if (developer_loading.integer)
4637 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4638 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4640 t->currentskinframe = r_qwskincache_skinframe[i];
4641 if (t->currentskinframe == NULL)
4642 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4644 else if (t->numskinframes >= 2)
4645 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4646 if (t->backgroundnumskinframes >= 2)
4647 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4649 t->currentmaterialflags = t->basematerialflags;
4650 t->currentalpha = ent->alpha;
4651 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4652 t->currentalpha *= r_wateralpha.value;
4653 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4654 t->currentalpha *= t->r_water_wateralpha;
4655 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4656 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4657 if (!(ent->flags & RENDER_LIGHT))
4658 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4659 else if (rsurface.modeltexcoordlightmap2f == NULL)
4661 // pick a model lighting mode
4662 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4663 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4665 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4667 if (ent->effects & EF_ADDITIVE)
4668 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4669 else if (t->currentalpha < 1)
4670 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4671 if (ent->effects & EF_DOUBLESIDED)
4672 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4673 if (ent->effects & EF_NODEPTHTEST)
4674 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4675 if (ent->flags & RENDER_VIEWMODEL)
4676 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4677 if (t->backgroundnumskinframes)
4678 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4679 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4681 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4682 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4685 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4687 // there is no tcmod
4688 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4689 t->currenttexmatrix = r_waterscrollmatrix;
4691 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4694 switch(tcmod->tcmod)
4698 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4699 matrix = r_waterscrollmatrix;
4701 matrix = identitymatrix;
4703 case Q3TCMOD_ENTITYTRANSLATE:
4704 // this is used in Q3 to allow the gamecode to control texcoord
4705 // scrolling on the entity, which is not supported in darkplaces yet.
4706 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4708 case Q3TCMOD_ROTATE:
4709 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4710 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4711 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4714 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4716 case Q3TCMOD_SCROLL:
4717 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4719 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4720 w = tcmod->parms[0];
4721 h = tcmod->parms[1];
4722 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4724 idx = floor(f * w * h);
4725 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4727 case Q3TCMOD_STRETCH:
4728 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4729 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4731 case Q3TCMOD_TRANSFORM:
4732 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4733 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4734 VectorSet(tcmat + 6, 0 , 0 , 1);
4735 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4736 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4738 case Q3TCMOD_TURBULENT:
4739 // this is handled in the RSurf_PrepareVertices function
4740 matrix = identitymatrix;
4743 // either replace or concatenate the transformation
4745 t->currenttexmatrix = matrix;
4748 matrix4x4_t temp = t->currenttexmatrix;
4749 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4753 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4754 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4755 t->glosstexture = r_texture_black;
4756 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4757 t->backgroundglosstexture = r_texture_black;
4758 t->specularpower = r_shadow_glossexponent.value;
4759 // TODO: store reference values for these in the texture?
4760 t->specularscale = 0;
4761 if (r_shadow_gloss.integer > 0)
4763 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4765 if (r_shadow_glossintensity.value > 0)
4767 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4768 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4769 t->specularscale = r_shadow_glossintensity.value;
4772 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4774 t->glosstexture = r_texture_white;
4775 t->backgroundglosstexture = r_texture_white;
4776 t->specularscale = r_shadow_gloss2intensity.value;
4780 // lightmaps mode looks bad with dlights using actual texturing, so turn
4781 // off the colormap and glossmap, but leave the normalmap on as it still
4782 // accurately represents the shading involved
4783 if (gl_lightmaps.integer)
4785 t->basetexture = r_texture_grey128;
4786 t->backgroundbasetexture = NULL;
4787 t->specularscale = 0;
4788 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4791 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4792 VectorClear(t->dlightcolor);
4793 t->currentnumlayers = 0;
4794 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4797 int blendfunc1, blendfunc2, depthmask;
4798 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4800 blendfunc1 = GL_SRC_ALPHA;
4801 blendfunc2 = GL_ONE;
4803 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4805 blendfunc1 = GL_SRC_ALPHA;
4806 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4808 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4810 blendfunc1 = t->customblendfunc[0];
4811 blendfunc2 = t->customblendfunc[1];
4815 blendfunc1 = GL_ONE;
4816 blendfunc2 = GL_ZERO;
4818 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4819 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4820 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4821 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4823 // fullbright is not affected by r_refdef.lightmapintensity
4824 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]);
4825 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4826 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4827 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4828 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4832 vec3_t ambientcolor;
4834 // set the color tint used for lights affecting this surface
4835 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4837 // q3bsp has no lightmap updates, so the lightstylevalue that
4838 // would normally be baked into the lightmap must be
4839 // applied to the color
4840 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4841 if (ent->model->type == mod_brushq3)
4842 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4843 colorscale *= r_refdef.lightmapintensity;
4844 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4845 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4846 // basic lit geometry
4847 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]);
4848 // add pants/shirt if needed
4849 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4850 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4851 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4852 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4853 // now add ambient passes if needed
4854 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4856 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]);
4857 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4858 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4859 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4860 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4863 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4864 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4865 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4867 // if this is opaque use alpha blend which will darken the earlier
4870 // if this is an alpha blended material, all the earlier passes
4871 // were darkened by fog already, so we only need to add the fog
4872 // color ontop through the fog mask texture
4874 // if this is an additive blended material, all the earlier passes
4875 // were darkened by fog already, and we should not add fog color
4876 // (because the background was not darkened, there is no fog color
4877 // that was lost behind it).
4878 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4883 void R_UpdateAllTextureInfo(entity_render_t *ent)
4887 for (i = 0;i < ent->model->num_texturesperskin;i++)
4888 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4891 rsurfacestate_t rsurface;
4893 void R_Mesh_ResizeArrays(int newvertices)
4896 if (rsurface.array_size >= newvertices)
4898 if (rsurface.array_modelvertex3f)
4899 Mem_Free(rsurface.array_modelvertex3f);
4900 rsurface.array_size = (newvertices + 1023) & ~1023;
4901 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4902 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4903 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4904 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4905 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4906 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4907 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4908 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4909 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4910 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4911 rsurface.array_color4f = base + rsurface.array_size * 27;
4912 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4915 void RSurf_ActiveWorldEntity(void)
4917 dp_model_t *model = r_refdef.scene.worldmodel;
4918 if (rsurface.array_size < model->surfmesh.num_vertices)
4919 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4920 rsurface.matrix = identitymatrix;
4921 rsurface.inversematrix = identitymatrix;
4922 R_Mesh_Matrix(&identitymatrix);
4923 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4924 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4925 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4926 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4927 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4928 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4929 rsurface.frameblend[0].frame = 0;
4930 rsurface.frameblend[0].lerp = 1;
4931 rsurface.frameblend[1].frame = 0;
4932 rsurface.frameblend[1].lerp = 0;
4933 rsurface.frameblend[2].frame = 0;
4934 rsurface.frameblend[2].lerp = 0;
4935 rsurface.frameblend[3].frame = 0;
4936 rsurface.frameblend[3].lerp = 0;
4937 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4938 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4939 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4940 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4941 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4942 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4943 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4944 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4945 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4946 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4947 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4948 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4949 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4950 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4951 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4952 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4953 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4954 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4955 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4956 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4957 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4958 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4959 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4960 rsurface.modelelement3i = model->surfmesh.data_element3i;
4961 rsurface.modelelement3s = model->surfmesh.data_element3s;
4962 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4963 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4964 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4965 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4966 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4967 rsurface.modelsurfaces = model->data_surfaces;
4968 rsurface.generatedvertex = false;
4969 rsurface.vertex3f = rsurface.modelvertex3f;
4970 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4971 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4972 rsurface.svector3f = rsurface.modelsvector3f;
4973 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4974 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4975 rsurface.tvector3f = rsurface.modeltvector3f;
4976 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4977 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4978 rsurface.normal3f = rsurface.modelnormal3f;
4979 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4980 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4981 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4984 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4986 dp_model_t *model = ent->model;
4987 if (rsurface.array_size < model->surfmesh.num_vertices)
4988 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4989 rsurface.matrix = ent->matrix;
4990 rsurface.inversematrix = ent->inversematrix;
4991 R_Mesh_Matrix(&rsurface.matrix);
4992 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4993 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4994 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4995 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4996 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4997 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4998 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4999 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5000 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5001 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5002 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5003 rsurface.frameblend[0] = ent->frameblend[0];
5004 rsurface.frameblend[1] = ent->frameblend[1];
5005 rsurface.frameblend[2] = ent->frameblend[2];
5006 rsurface.frameblend[3] = ent->frameblend[3];
5007 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5008 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5009 if (ent->model->brush.submodel)
5011 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5012 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5014 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
5018 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5019 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5020 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5021 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5022 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5024 else if (wantnormals)
5026 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5027 rsurface.modelsvector3f = NULL;
5028 rsurface.modeltvector3f = NULL;
5029 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5030 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5034 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5035 rsurface.modelsvector3f = NULL;
5036 rsurface.modeltvector3f = NULL;
5037 rsurface.modelnormal3f = NULL;
5038 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5040 rsurface.modelvertex3f_bufferobject = 0;
5041 rsurface.modelvertex3f_bufferoffset = 0;
5042 rsurface.modelsvector3f_bufferobject = 0;
5043 rsurface.modelsvector3f_bufferoffset = 0;
5044 rsurface.modeltvector3f_bufferobject = 0;
5045 rsurface.modeltvector3f_bufferoffset = 0;
5046 rsurface.modelnormal3f_bufferobject = 0;
5047 rsurface.modelnormal3f_bufferoffset = 0;
5048 rsurface.generatedvertex = true;
5052 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5053 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5054 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5055 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5056 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5057 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5058 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5059 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5060 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5061 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5062 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5063 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5064 rsurface.generatedvertex = false;
5066 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5067 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5068 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5069 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5070 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5071 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5072 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5073 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5074 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5075 rsurface.modelelement3i = model->surfmesh.data_element3i;
5076 rsurface.modelelement3s = model->surfmesh.data_element3s;
5077 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5078 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5079 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5080 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5081 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5082 rsurface.modelsurfaces = model->data_surfaces;
5083 rsurface.vertex3f = rsurface.modelvertex3f;
5084 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5085 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5086 rsurface.svector3f = rsurface.modelsvector3f;
5087 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5088 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5089 rsurface.tvector3f = rsurface.modeltvector3f;
5090 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5091 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5092 rsurface.normal3f = rsurface.modelnormal3f;
5093 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5094 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5095 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5098 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5099 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5102 int texturesurfaceindex;
5107 const float *v1, *in_tc;
5109 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5111 q3shaderinfo_deform_t *deform;
5112 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5113 if (rsurface.generatedvertex)
5115 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5116 generatenormals = true;
5117 for (i = 0;i < Q3MAXDEFORMS;i++)
5119 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5121 generatetangents = true;
5122 generatenormals = true;
5124 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5125 generatenormals = true;
5127 if (generatenormals && !rsurface.modelnormal3f)
5129 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5130 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5131 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5132 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5134 if (generatetangents && !rsurface.modelsvector3f)
5136 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5137 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5138 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5139 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5140 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5141 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5142 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5145 rsurface.vertex3f = rsurface.modelvertex3f;
5146 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5147 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5148 rsurface.svector3f = rsurface.modelsvector3f;
5149 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5150 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5151 rsurface.tvector3f = rsurface.modeltvector3f;
5152 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5153 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5154 rsurface.normal3f = rsurface.modelnormal3f;
5155 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5156 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5157 // if vertices are deformed (sprite flares and things in maps, possibly
5158 // water waves, bulges and other deformations), generate them into
5159 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5160 // (may be static model data or generated data for an animated model, or
5161 // the previous deform pass)
5162 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5164 switch (deform->deform)
5167 case Q3DEFORM_PROJECTIONSHADOW:
5168 case Q3DEFORM_TEXT0:
5169 case Q3DEFORM_TEXT1:
5170 case Q3DEFORM_TEXT2:
5171 case Q3DEFORM_TEXT3:
5172 case Q3DEFORM_TEXT4:
5173 case Q3DEFORM_TEXT5:
5174 case Q3DEFORM_TEXT6:
5175 case Q3DEFORM_TEXT7:
5178 case Q3DEFORM_AUTOSPRITE:
5179 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5180 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5182 VectorNormalize(newforward);
5183 VectorNormalize(newright);
5184 VectorNormalize(newup);
5185 // make deformed versions of only the model vertices used by the specified surfaces
5186 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5188 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5189 // a single autosprite surface can contain multiple sprites...
5190 for (j = 0;j < surface->num_vertices - 3;j += 4)
5192 VectorClear(center);
5193 for (i = 0;i < 4;i++)
5194 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5195 VectorScale(center, 0.25f, center);
5196 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5197 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5198 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5199 for (i = 0;i < 4;i++)
5201 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5202 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5205 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5206 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5208 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5209 rsurface.vertex3f_bufferobject = 0;
5210 rsurface.vertex3f_bufferoffset = 0;
5211 rsurface.svector3f = rsurface.array_deformedsvector3f;
5212 rsurface.svector3f_bufferobject = 0;
5213 rsurface.svector3f_bufferoffset = 0;
5214 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5215 rsurface.tvector3f_bufferobject = 0;
5216 rsurface.tvector3f_bufferoffset = 0;
5217 rsurface.normal3f = rsurface.array_deformednormal3f;
5218 rsurface.normal3f_bufferobject = 0;
5219 rsurface.normal3f_bufferoffset = 0;
5221 case Q3DEFORM_AUTOSPRITE2:
5222 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5223 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5224 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5225 VectorNormalize(newforward);
5226 VectorNormalize(newright);
5227 VectorNormalize(newup);
5228 // make deformed versions of only the model vertices used by the specified surfaces
5229 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5231 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5232 const float *v1, *v2;
5242 memset(shortest, 0, sizeof(shortest));
5243 // a single autosprite surface can contain multiple sprites...
5244 for (j = 0;j < surface->num_vertices - 3;j += 4)
5246 VectorClear(center);
5247 for (i = 0;i < 4;i++)
5248 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5249 VectorScale(center, 0.25f, center);
5250 // find the two shortest edges, then use them to define the
5251 // axis vectors for rotating around the central axis
5252 for (i = 0;i < 6;i++)
5254 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5255 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5257 Debug_PolygonBegin(NULL, 0);
5258 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5259 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5260 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5263 l = VectorDistance2(v1, v2);
5264 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5266 l += (1.0f / 1024.0f);
5267 if (shortest[0].length2 > l || i == 0)
5269 shortest[1] = shortest[0];
5270 shortest[0].length2 = l;
5271 shortest[0].v1 = v1;
5272 shortest[0].v2 = v2;
5274 else if (shortest[1].length2 > l || i == 1)
5276 shortest[1].length2 = l;
5277 shortest[1].v1 = v1;
5278 shortest[1].v2 = v2;
5281 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5282 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5284 Debug_PolygonBegin(NULL, 0);
5285 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5286 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5287 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5290 // this calculates the right vector from the shortest edge
5291 // and the up vector from the edge midpoints
5292 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5293 VectorNormalize(right);
5294 VectorSubtract(end, start, up);
5295 VectorNormalize(up);
5296 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5297 //VectorSubtract(rsurface.modelorg, center, forward);
5298 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5299 VectorNegate(forward, forward);
5300 VectorReflect(forward, 0, up, forward);
5301 VectorNormalize(forward);
5302 CrossProduct(up, forward, newright);
5303 VectorNormalize(newright);
5305 Debug_PolygonBegin(NULL, 0);
5306 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5307 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5308 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5312 Debug_PolygonBegin(NULL, 0);
5313 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5314 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5315 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5318 // rotate the quad around the up axis vector, this is made
5319 // especially easy by the fact we know the quad is flat,
5320 // so we only have to subtract the center position and
5321 // measure distance along the right vector, and then
5322 // multiply that by the newright vector and add back the
5324 // we also need to subtract the old position to undo the
5325 // displacement from the center, which we do with a
5326 // DotProduct, the subtraction/addition of center is also
5327 // optimized into DotProducts here
5328 l = DotProduct(right, center);
5329 for (i = 0;i < 4;i++)
5331 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5332 f = DotProduct(right, v1) - l;
5333 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5336 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5337 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5339 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5340 rsurface.vertex3f_bufferobject = 0;
5341 rsurface.vertex3f_bufferoffset = 0;
5342 rsurface.svector3f = rsurface.array_deformedsvector3f;
5343 rsurface.svector3f_bufferobject = 0;
5344 rsurface.svector3f_bufferoffset = 0;
5345 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5346 rsurface.tvector3f_bufferobject = 0;
5347 rsurface.tvector3f_bufferoffset = 0;
5348 rsurface.normal3f = rsurface.array_deformednormal3f;
5349 rsurface.normal3f_bufferobject = 0;
5350 rsurface.normal3f_bufferoffset = 0;
5352 case Q3DEFORM_NORMAL:
5353 // deform the normals to make reflections wavey
5354 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5356 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5357 for (j = 0;j < surface->num_vertices;j++)
5360 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5361 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5362 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5363 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5364 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5365 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5366 VectorNormalize(normal);
5368 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5370 rsurface.svector3f = rsurface.array_deformedsvector3f;
5371 rsurface.svector3f_bufferobject = 0;
5372 rsurface.svector3f_bufferoffset = 0;
5373 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5374 rsurface.tvector3f_bufferobject = 0;
5375 rsurface.tvector3f_bufferoffset = 0;
5376 rsurface.normal3f = rsurface.array_deformednormal3f;
5377 rsurface.normal3f_bufferobject = 0;
5378 rsurface.normal3f_bufferoffset = 0;
5381 // deform vertex array to make wavey water and flags and such
5382 waveparms[0] = deform->waveparms[0];
5383 waveparms[1] = deform->waveparms[1];
5384 waveparms[2] = deform->waveparms[2];
5385 waveparms[3] = deform->waveparms[3];
5386 // this is how a divisor of vertex influence on deformation
5387 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5388 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5389 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5391 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5392 for (j = 0;j < surface->num_vertices;j++)
5394 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5395 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5396 // if the wavefunc depends on time, evaluate it per-vertex
5399 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5400 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5402 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5405 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5406 rsurface.vertex3f_bufferobject = 0;
5407 rsurface.vertex3f_bufferoffset = 0;
5409 case Q3DEFORM_BULGE:
5410 // deform vertex array to make the surface have moving bulges
5411 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5413 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5414 for (j = 0;j < surface->num_vertices;j++)
5416 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5417 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5420 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5421 rsurface.vertex3f_bufferobject = 0;
5422 rsurface.vertex3f_bufferoffset = 0;
5425 // deform vertex array
5426 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5427 VectorScale(deform->parms, scale, waveparms);
5428 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5430 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5431 for (j = 0;j < surface->num_vertices;j++)
5432 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5434 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5435 rsurface.vertex3f_bufferobject = 0;
5436 rsurface.vertex3f_bufferoffset = 0;
5440 // generate texcoords based on the chosen texcoord source
5441 switch(rsurface.texture->tcgen.tcgen)
5444 case Q3TCGEN_TEXTURE:
5445 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5446 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5447 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5449 case Q3TCGEN_LIGHTMAP:
5450 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5451 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5452 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5454 case Q3TCGEN_VECTOR:
5455 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5457 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5458 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5460 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5461 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5464 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5465 rsurface.texcoordtexture2f_bufferobject = 0;
5466 rsurface.texcoordtexture2f_bufferoffset = 0;
5468 case Q3TCGEN_ENVIRONMENT:
5469 // make environment reflections using a spheremap
5470 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5472 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5473 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5474 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5475 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5476 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5478 float l, d, eyedir[3];
5479 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5480 l = 0.5f / VectorLength(eyedir);
5481 d = DotProduct(normal, eyedir)*2;
5482 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5483 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5486 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5487 rsurface.texcoordtexture2f_bufferobject = 0;
5488 rsurface.texcoordtexture2f_bufferoffset = 0;
5491 // the only tcmod that needs software vertex processing is turbulent, so
5492 // check for it here and apply the changes if needed
5493 // and we only support that as the first one
5494 // (handling a mixture of turbulent and other tcmods would be problematic
5495 // without punting it entirely to a software path)
5496 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5498 amplitude = rsurface.texture->tcmods[0].parms[1];
5499 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5500 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5502 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5503 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5505 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5506 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5509 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5510 rsurface.texcoordtexture2f_bufferobject = 0;
5511 rsurface.texcoordtexture2f_bufferoffset = 0;
5513 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5514 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5515 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5516 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5519 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5522 const msurface_t *surface = texturesurfacelist[0];
5523 const msurface_t *surface2;
5528 // TODO: lock all array ranges before render, rather than on each surface
5529 if (texturenumsurfaces == 1)
5531 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5532 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5534 else if (r_batchmode.integer == 2)
5536 #define MAXBATCHTRIANGLES 4096
5537 int batchtriangles = 0;
5538 int batchelements[MAXBATCHTRIANGLES*3];
5539 for (i = 0;i < texturenumsurfaces;i = j)
5541 surface = texturesurfacelist[i];
5543 if (surface->num_triangles > MAXBATCHTRIANGLES)
5545 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5548 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5549 batchtriangles = surface->num_triangles;
5550 firstvertex = surface->num_firstvertex;
5551 endvertex = surface->num_firstvertex + surface->num_vertices;
5552 for (;j < texturenumsurfaces;j++)
5554 surface2 = texturesurfacelist[j];
5555 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5557 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5558 batchtriangles += surface2->num_triangles;
5559 firstvertex = min(firstvertex, surface2->num_firstvertex);
5560 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5562 surface2 = texturesurfacelist[j-1];
5563 numvertices = endvertex - firstvertex;
5564 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5567 else if (r_batchmode.integer == 1)
5569 for (i = 0;i < texturenumsurfaces;i = j)
5571 surface = texturesurfacelist[i];
5572 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5573 if (texturesurfacelist[j] != surface2)
5575 surface2 = texturesurfacelist[j-1];
5576 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5577 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5578 GL_LockArrays(surface->num_firstvertex, numvertices);
5579 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5584 for (i = 0;i < texturenumsurfaces;i++)
5586 surface = texturesurfacelist[i];
5587 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5588 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5593 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5595 int i, planeindex, vertexindex;
5599 r_waterstate_waterplane_t *p, *bestp;
5600 msurface_t *surface;
5601 if (r_waterstate.renderingscene)
5603 for (i = 0;i < texturenumsurfaces;i++)
5605 surface = texturesurfacelist[i];
5606 if (lightmaptexunit >= 0)
5607 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5608 if (deluxemaptexunit >= 0)
5609 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5610 // pick the closest matching water plane
5613 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5616 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5618 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5619 d += fabs(PlaneDiff(vert, &p->plane));
5621 if (bestd > d || !bestp)
5629 if (refractiontexunit >= 0)
5630 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5631 if (reflectiontexunit >= 0)
5632 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5636 if (refractiontexunit >= 0)
5637 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5638 if (reflectiontexunit >= 0)
5639 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5641 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5642 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5646 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5650 const msurface_t *surface = texturesurfacelist[0];
5651 const msurface_t *surface2;
5656 // TODO: lock all array ranges before render, rather than on each surface
5657 if (texturenumsurfaces == 1)
5659 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5660 if (deluxemaptexunit >= 0)
5661 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5662 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5663 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5665 else if (r_batchmode.integer == 2)
5667 #define MAXBATCHTRIANGLES 4096
5668 int batchtriangles = 0;
5669 int batchelements[MAXBATCHTRIANGLES*3];
5670 for (i = 0;i < texturenumsurfaces;i = j)
5672 surface = texturesurfacelist[i];
5673 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5674 if (deluxemaptexunit >= 0)
5675 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5677 if (surface->num_triangles > MAXBATCHTRIANGLES)
5679 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5682 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5683 batchtriangles = surface->num_triangles;
5684 firstvertex = surface->num_firstvertex;
5685 endvertex = surface->num_firstvertex + surface->num_vertices;
5686 for (;j < texturenumsurfaces;j++)
5688 surface2 = texturesurfacelist[j];
5689 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5691 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5692 batchtriangles += surface2->num_triangles;
5693 firstvertex = min(firstvertex, surface2->num_firstvertex);
5694 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5696 surface2 = texturesurfacelist[j-1];
5697 numvertices = endvertex - firstvertex;
5698 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5701 else if (r_batchmode.integer == 1)
5704 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5705 for (i = 0;i < texturenumsurfaces;i = j)
5707 surface = texturesurfacelist[i];
5708 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5709 if (texturesurfacelist[j] != surface2)
5711 Con_Printf(" %i", j - i);
5714 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5716 for (i = 0;i < texturenumsurfaces;i = j)
5718 surface = texturesurfacelist[i];
5719 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5720 if (deluxemaptexunit >= 0)
5721 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5722 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5723 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5726 Con_Printf(" %i", j - i);
5728 surface2 = texturesurfacelist[j-1];
5729 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5730 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5731 GL_LockArrays(surface->num_firstvertex, numvertices);
5732 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5740 for (i = 0;i < texturenumsurfaces;i++)
5742 surface = texturesurfacelist[i];
5743 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5744 if (deluxemaptexunit >= 0)
5745 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5746 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5747 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5752 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5755 int texturesurfaceindex;
5756 if (r_showsurfaces.integer == 2)
5758 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5760 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5761 for (j = 0;j < surface->num_triangles;j++)
5763 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5764 GL_Color(f, f, f, 1);
5765 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5771 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5773 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5774 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5775 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5776 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5777 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5782 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5784 int texturesurfaceindex;
5788 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5790 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5791 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5793 f = FogPoint_Model(v);
5800 rsurface.lightmapcolor4f = rsurface.array_color4f;
5801 rsurface.lightmapcolor4f_bufferobject = 0;
5802 rsurface.lightmapcolor4f_bufferoffset = 0;
5805 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5807 int texturesurfaceindex;
5811 if (rsurface.lightmapcolor4f)
5813 // generate color arrays for the surfaces in this list
5814 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5816 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5817 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5819 f = FogPoint_Model(v);
5829 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5831 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5832 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5834 f = FogPoint_Model(v);
5842 rsurface.lightmapcolor4f = rsurface.array_color4f;
5843 rsurface.lightmapcolor4f_bufferobject = 0;
5844 rsurface.lightmapcolor4f_bufferoffset = 0;
5847 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5849 int texturesurfaceindex;
5853 if (!rsurface.lightmapcolor4f)
5855 // generate color arrays for the surfaces in this list
5856 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5858 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5859 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5861 f = FogPoint_Model(v);
5862 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5863 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5864 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5868 rsurface.lightmapcolor4f = rsurface.array_color4f;
5869 rsurface.lightmapcolor4f_bufferobject = 0;
5870 rsurface.lightmapcolor4f_bufferoffset = 0;
5873 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5875 int texturesurfaceindex;
5878 if (!rsurface.lightmapcolor4f)
5880 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5882 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5883 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5891 rsurface.lightmapcolor4f = rsurface.array_color4f;
5892 rsurface.lightmapcolor4f_bufferobject = 0;
5893 rsurface.lightmapcolor4f_bufferoffset = 0;
5896 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5898 int texturesurfaceindex;
5901 if (!rsurface.lightmapcolor4f)
5903 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5905 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5906 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5908 c2[0] = c[0] + r_refdef.scene.ambient / 64.0;
5909 c2[1] = c[1] + r_refdef.scene.ambient / 64.0;
5910 c2[2] = c[2] + r_refdef.scene.ambient / 64.0;
5914 rsurface.lightmapcolor4f = rsurface.array_color4f;
5915 rsurface.lightmapcolor4f_bufferobject = 0;
5916 rsurface.lightmapcolor4f_bufferoffset = 0;
5919 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5922 rsurface.lightmapcolor4f = NULL;
5923 rsurface.lightmapcolor4f_bufferobject = 0;
5924 rsurface.lightmapcolor4f_bufferoffset = 0;
5925 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5926 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5927 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5928 GL_Color(r, g, b, a);
5929 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5932 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5934 // TODO: optimize applyfog && applycolor case
5935 // just apply fog if necessary, and tint the fog color array if necessary
5936 rsurface.lightmapcolor4f = NULL;
5937 rsurface.lightmapcolor4f_bufferobject = 0;
5938 rsurface.lightmapcolor4f_bufferoffset = 0;
5939 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5940 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5941 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5942 GL_Color(r, g, b, a);
5943 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5946 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5948 int texturesurfaceindex;
5952 if (texturesurfacelist[0]->lightmapinfo)
5954 // generate color arrays for the surfaces in this list
5955 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5957 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5958 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5960 if (surface->lightmapinfo->samples)
5962 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5963 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5964 VectorScale(lm, scale, c);
5965 if (surface->lightmapinfo->styles[1] != 255)
5967 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5969 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5970 VectorMA(c, scale, lm, c);
5971 if (surface->lightmapinfo->styles[2] != 255)
5974 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5975 VectorMA(c, scale, lm, c);
5976 if (surface->lightmapinfo->styles[3] != 255)
5979 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5980 VectorMA(c, scale, lm, c);
5990 rsurface.lightmapcolor4f = rsurface.array_color4f;
5991 rsurface.lightmapcolor4f_bufferobject = 0;
5992 rsurface.lightmapcolor4f_bufferoffset = 0;
5996 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5997 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5998 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6000 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6001 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6002 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6003 GL_Color(r, g, b, a);
6004 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6007 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6009 int texturesurfaceindex;
6012 float *v, *c, *c2, alpha;
6013 vec3_t ambientcolor;
6014 vec3_t diffusecolor;
6018 VectorCopy(rsurface.modellight_lightdir, lightdir);
6019 f = 0.5f * r_refdef.lightmapintensity;
6020 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6021 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6022 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6023 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6024 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6025 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6027 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6029 // generate color arrays for the surfaces in this list
6030 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6032 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6033 int numverts = surface->num_vertices;
6034 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6035 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6036 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6037 // q3-style directional shading
6038 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6040 if ((f = DotProduct(c2, lightdir)) > 0)
6041 VectorMA(ambientcolor, f, diffusecolor, c);
6043 VectorCopy(ambientcolor, c);
6051 rsurface.lightmapcolor4f = rsurface.array_color4f;
6052 rsurface.lightmapcolor4f_bufferobject = 0;
6053 rsurface.lightmapcolor4f_bufferoffset = 0;
6054 *applycolor = false;
6058 *r = ambientcolor[0];
6059 *g = ambientcolor[1];
6060 *b = ambientcolor[2];
6061 rsurface.lightmapcolor4f = NULL;
6062 rsurface.lightmapcolor4f_bufferobject = 0;
6063 rsurface.lightmapcolor4f_bufferoffset = 0;
6067 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6069 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6070 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6071 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6072 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6073 GL_Color(r, g, b, a);
6074 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6077 void RSurf_SetupDepthAndCulling(void)
6079 // submodels are biased to avoid z-fighting with world surfaces that they
6080 // may be exactly overlapping (avoids z-fighting artifacts on certain
6081 // doors and things in Quake maps)
6082 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6083 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6084 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6085 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6088 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6090 // transparent sky would be ridiculous
6091 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6093 R_SetupGenericShader(false);
6096 skyrendernow = false;
6097 // we have to force off the water clipping plane while rendering sky
6101 // restore entity matrix
6102 R_Mesh_Matrix(&rsurface.matrix);
6104 RSurf_SetupDepthAndCulling();
6106 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6107 // skymasking on them, and Quake3 never did sky masking (unlike
6108 // software Quake and software Quake2), so disable the sky masking
6109 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6110 // and skymasking also looks very bad when noclipping outside the
6111 // level, so don't use it then either.
6112 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6114 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6115 R_Mesh_ColorPointer(NULL, 0, 0);
6116 R_Mesh_ResetTextureState();
6117 if (skyrendermasked)
6119 R_SetupDepthOrShadowShader();
6120 // depth-only (masking)
6121 GL_ColorMask(0,0,0,0);
6122 // just to make sure that braindead drivers don't draw
6123 // anything despite that colormask...
6124 GL_BlendFunc(GL_ZERO, GL_ONE);
6128 R_SetupGenericShader(false);
6130 GL_BlendFunc(GL_ONE, GL_ZERO);
6132 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6133 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6134 if (skyrendermasked)
6135 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6137 R_Mesh_ResetTextureState();
6138 GL_Color(1, 1, 1, 1);
6141 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6143 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6146 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6147 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6148 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6149 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6150 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6151 if (rsurface.texture->backgroundcurrentskinframe)
6153 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6154 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6155 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6156 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6158 if(rsurface.texture->colormapping)
6160 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6161 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6163 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6164 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6165 R_Mesh_ColorPointer(NULL, 0, 0);
6167 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6169 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6171 // render background
6172 GL_BlendFunc(GL_ONE, GL_ZERO);
6174 GL_AlphaTest(false);
6176 GL_Color(1, 1, 1, 1);
6177 R_Mesh_ColorPointer(NULL, 0, 0);
6179 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6180 if (r_glsl_permutation)
6182 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6183 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6184 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6185 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6186 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6187 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6188 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6190 GL_LockArrays(0, 0);
6192 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6193 GL_DepthMask(false);
6194 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6195 R_Mesh_ColorPointer(NULL, 0, 0);
6197 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6198 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6199 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6202 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6203 if (!r_glsl_permutation)
6206 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6207 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6208 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6209 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6210 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6211 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6213 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6215 GL_BlendFunc(GL_ONE, GL_ZERO);
6217 GL_AlphaTest(false);
6221 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6222 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6223 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6226 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6228 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6229 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6231 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6235 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6236 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6238 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6240 GL_LockArrays(0, 0);
6243 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6245 // OpenGL 1.3 path - anything not completely ancient
6246 int texturesurfaceindex;
6247 qboolean applycolor;
6251 const texturelayer_t *layer;
6252 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6254 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6257 int layertexrgbscale;
6258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6260 if (layerindex == 0)
6264 GL_AlphaTest(false);
6265 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6268 GL_DepthMask(layer->depthmask && writedepth);
6269 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6270 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6272 layertexrgbscale = 4;
6273 VectorScale(layer->color, 0.25f, layercolor);
6275 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6277 layertexrgbscale = 2;
6278 VectorScale(layer->color, 0.5f, layercolor);
6282 layertexrgbscale = 1;
6283 VectorScale(layer->color, 1.0f, layercolor);
6285 layercolor[3] = layer->color[3];
6286 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6287 R_Mesh_ColorPointer(NULL, 0, 0);
6288 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6289 switch (layer->type)
6291 case TEXTURELAYERTYPE_LITTEXTURE:
6292 memset(&m, 0, sizeof(m));
6293 m.tex[0] = R_GetTexture(r_texture_white);
6294 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6295 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6296 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6297 m.tex[1] = R_GetTexture(layer->texture);
6298 m.texmatrix[1] = layer->texmatrix;
6299 m.texrgbscale[1] = layertexrgbscale;
6300 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6301 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6302 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6303 R_Mesh_TextureState(&m);
6304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6305 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6306 else if (rsurface.uselightmaptexture)
6307 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6309 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6311 case TEXTURELAYERTYPE_TEXTURE:
6312 memset(&m, 0, sizeof(m));
6313 m.tex[0] = R_GetTexture(layer->texture);
6314 m.texmatrix[0] = layer->texmatrix;
6315 m.texrgbscale[0] = layertexrgbscale;
6316 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6317 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6318 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6319 R_Mesh_TextureState(&m);
6320 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6322 case TEXTURELAYERTYPE_FOG:
6323 memset(&m, 0, sizeof(m));
6324 m.texrgbscale[0] = layertexrgbscale;
6327 m.tex[0] = R_GetTexture(layer->texture);
6328 m.texmatrix[0] = layer->texmatrix;
6329 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6330 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6331 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6333 R_Mesh_TextureState(&m);
6334 // generate a color array for the fog pass
6335 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6336 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6340 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6341 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6343 f = 1 - FogPoint_Model(v);
6344 c[0] = layercolor[0];
6345 c[1] = layercolor[1];
6346 c[2] = layercolor[2];
6347 c[3] = f * layercolor[3];
6350 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6353 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6355 GL_LockArrays(0, 0);
6358 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6360 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6361 GL_AlphaTest(false);
6365 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6367 // OpenGL 1.1 - crusty old voodoo path
6368 int texturesurfaceindex;
6372 const texturelayer_t *layer;
6373 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6375 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6377 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6379 if (layerindex == 0)
6383 GL_AlphaTest(false);
6384 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6387 GL_DepthMask(layer->depthmask && writedepth);
6388 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6389 R_Mesh_ColorPointer(NULL, 0, 0);
6390 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6391 switch (layer->type)
6393 case TEXTURELAYERTYPE_LITTEXTURE:
6394 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6396 // two-pass lit texture with 2x rgbscale
6397 // first the lightmap pass
6398 memset(&m, 0, sizeof(m));
6399 m.tex[0] = R_GetTexture(r_texture_white);
6400 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6401 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6402 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6403 R_Mesh_TextureState(&m);
6404 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6405 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6406 else if (rsurface.uselightmaptexture)
6407 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6409 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6410 GL_LockArrays(0, 0);
6411 // then apply the texture to it
6412 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6413 memset(&m, 0, sizeof(m));
6414 m.tex[0] = R_GetTexture(layer->texture);
6415 m.texmatrix[0] = layer->texmatrix;
6416 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6417 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6418 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6419 R_Mesh_TextureState(&m);
6420 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6424 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6425 memset(&m, 0, sizeof(m));
6426 m.tex[0] = R_GetTexture(layer->texture);
6427 m.texmatrix[0] = layer->texmatrix;
6428 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6429 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6430 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6431 R_Mesh_TextureState(&m);
6432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6433 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6435 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6438 case TEXTURELAYERTYPE_TEXTURE:
6439 // singletexture unlit texture with transparency support
6440 memset(&m, 0, sizeof(m));
6441 m.tex[0] = R_GetTexture(layer->texture);
6442 m.texmatrix[0] = layer->texmatrix;
6443 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6444 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6445 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6446 R_Mesh_TextureState(&m);
6447 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6449 case TEXTURELAYERTYPE_FOG:
6450 // singletexture fogging
6451 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6454 memset(&m, 0, sizeof(m));
6455 m.tex[0] = R_GetTexture(layer->texture);
6456 m.texmatrix[0] = layer->texmatrix;
6457 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6458 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6459 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6460 R_Mesh_TextureState(&m);
6463 R_Mesh_ResetTextureState();
6464 // generate a color array for the fog pass
6465 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6469 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6470 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6472 f = 1 - FogPoint_Model(v);
6473 c[0] = layer->color[0];
6474 c[1] = layer->color[1];
6475 c[2] = layer->color[2];
6476 c[3] = f * layer->color[3];
6479 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6482 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6484 GL_LockArrays(0, 0);
6487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6489 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6490 GL_AlphaTest(false);
6494 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6498 GL_AlphaTest(false);
6499 R_Mesh_ColorPointer(NULL, 0, 0);
6500 R_Mesh_ResetTextureState();
6501 R_SetupGenericShader(false);
6503 if(rsurface.texture && rsurface.texture->currentskinframe)
6504 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6513 // brighten it up (as texture value 127 means "unlit")
6518 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6520 c[0] = rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7;
6521 c[1] = rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7;
6522 c[2] = rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7;
6525 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6526 c[3] *= r_wateralpha.value;
6528 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6530 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6531 GL_DepthMask(false);
6533 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6535 GL_BlendFunc(GL_ONE, GL_ONE);
6536 GL_DepthMask(false);
6538 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6540 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6541 GL_DepthMask(false);
6543 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6545 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6546 GL_DepthMask(false);
6550 GL_BlendFunc(GL_ONE, GL_ZERO);
6551 GL_DepthMask(writedepth);
6554 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6555 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6556 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6558 if(!rsurface.lightmapcolor4f)
6559 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6561 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6563 qboolean applycolor = true;
6566 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6567 r_refdef.lightmapintensity = 1;
6568 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6569 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6572 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6574 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6575 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6576 if(r_refdef.fogenabled)
6577 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6579 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6580 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6583 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6586 RSurf_SetupDepthAndCulling();
6587 if (r_showsurfaces.integer == 3)
6588 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6589 else if (r_glsl.integer && gl_support_fragment_shader)
6590 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6591 else if (gl_combine.integer && r_textureunits.integer >= 2)
6592 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6594 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6598 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6601 int texturenumsurfaces, endsurface;
6603 msurface_t *surface;
6604 msurface_t *texturesurfacelist[1024];
6606 // if the model is static it doesn't matter what value we give for
6607 // wantnormals and wanttangents, so this logic uses only rules applicable
6608 // to a model, knowing that they are meaningless otherwise
6609 if (ent == r_refdef.scene.worldentity)
6610 RSurf_ActiveWorldEntity();
6611 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6612 RSurf_ActiveModelEntity(ent, false, false);
6614 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6616 for (i = 0;i < numsurfaces;i = j)
6619 surface = rsurface.modelsurfaces + surfacelist[i];
6620 texture = surface->texture;
6621 R_UpdateTextureInfo(ent, texture);
6622 rsurface.texture = texture->currentframe;
6623 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6624 // scan ahead until we find a different texture
6625 endsurface = min(i + 1024, numsurfaces);
6626 texturenumsurfaces = 0;
6627 texturesurfacelist[texturenumsurfaces++] = surface;
6628 for (;j < endsurface;j++)
6630 surface = rsurface.modelsurfaces + surfacelist[j];
6631 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6633 texturesurfacelist[texturenumsurfaces++] = surface;
6635 // render the range of surfaces
6636 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6638 GL_AlphaTest(false);
6641 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6646 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6648 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6650 RSurf_SetupDepthAndCulling();
6651 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6652 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6654 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6656 RSurf_SetupDepthAndCulling();
6657 GL_AlphaTest(false);
6658 R_Mesh_ColorPointer(NULL, 0, 0);
6659 R_Mesh_ResetTextureState();
6660 R_SetupGenericShader(false);
6661 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6663 GL_BlendFunc(GL_ONE, GL_ZERO);
6664 GL_Color(0, 0, 0, 1);
6665 GL_DepthTest(writedepth);
6666 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6668 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6670 RSurf_SetupDepthAndCulling();
6671 GL_AlphaTest(false);
6672 R_Mesh_ColorPointer(NULL, 0, 0);
6673 R_Mesh_ResetTextureState();
6674 R_SetupGenericShader(false);
6675 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6677 GL_BlendFunc(GL_ONE, GL_ZERO);
6679 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6681 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6682 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6683 else if (!rsurface.texture->currentnumlayers)
6685 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6687 // transparent surfaces get pushed off into the transparent queue
6688 int surfacelistindex;
6689 const msurface_t *surface;
6690 vec3_t tempcenter, center;
6691 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6693 surface = texturesurfacelist[surfacelistindex];
6694 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6695 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6696 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6697 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6698 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6703 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6704 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6709 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6713 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6716 for (i = 0;i < numsurfaces;i++)
6717 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6718 R_Water_AddWaterPlane(surfacelist[i]);
6721 // break the surface list down into batches by texture and use of lightmapping
6722 for (i = 0;i < numsurfaces;i = j)
6725 // texture is the base texture pointer, rsurface.texture is the
6726 // current frame/skin the texture is directing us to use (for example
6727 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6728 // use skin 1 instead)
6729 texture = surfacelist[i]->texture;
6730 rsurface.texture = texture->currentframe;
6731 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6732 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6734 // if this texture is not the kind we want, skip ahead to the next one
6735 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6739 // simply scan ahead until we find a different texture or lightmap state
6740 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6742 // render the range of surfaces
6743 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6747 float locboxvertex3f[6*4*3] =
6749 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6750 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6751 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6752 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6753 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6754 1,0,0, 0,0,0, 0,1,0, 1,1,0
6757 unsigned short locboxelements[6*2*3] =
6767 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6770 cl_locnode_t *loc = (cl_locnode_t *)ent;
6772 float vertex3f[6*4*3];
6774 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6775 GL_DepthMask(false);
6776 GL_DepthRange(0, 1);
6777 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6779 GL_CullFace(GL_NONE);
6780 R_Mesh_Matrix(&identitymatrix);
6782 R_Mesh_VertexPointer(vertex3f, 0, 0);
6783 R_Mesh_ColorPointer(NULL, 0, 0);
6784 R_Mesh_ResetTextureState();
6785 R_SetupGenericShader(false);
6788 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6789 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6790 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6791 surfacelist[0] < 0 ? 0.5f : 0.125f);
6793 if (VectorCompare(loc->mins, loc->maxs))
6795 VectorSet(size, 2, 2, 2);
6796 VectorMA(loc->mins, -0.5f, size, mins);
6800 VectorCopy(loc->mins, mins);
6801 VectorSubtract(loc->maxs, loc->mins, size);
6804 for (i = 0;i < 6*4*3;)
6805 for (j = 0;j < 3;j++, i++)
6806 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6808 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6811 void R_DrawLocs(void)
6814 cl_locnode_t *loc, *nearestloc;
6816 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6817 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6819 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6820 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6824 void R_DrawDebugModel(entity_render_t *ent)
6826 int i, j, k, l, flagsmask;
6827 const int *elements;
6829 msurface_t *surface;
6830 dp_model_t *model = ent->model;
6833 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6835 R_Mesh_ColorPointer(NULL, 0, 0);
6836 R_Mesh_ResetTextureState();
6837 R_SetupGenericShader(false);
6838 GL_DepthRange(0, 1);
6839 GL_DepthTest(!r_showdisabledepthtest.integer);
6840 GL_DepthMask(false);
6841 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6843 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6845 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6846 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6848 if (brush->colbrushf && brush->colbrushf->numtriangles)
6850 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6851 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6852 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6855 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6857 if (surface->num_collisiontriangles)
6859 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6860 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6861 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6866 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6868 if (r_showtris.integer || r_shownormals.integer)
6870 if (r_showdisabledepthtest.integer)
6872 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6873 GL_DepthMask(false);
6877 GL_BlendFunc(GL_ONE, GL_ZERO);
6880 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6882 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6884 rsurface.texture = surface->texture->currentframe;
6885 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6887 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6888 if (r_showtris.value > 0)
6890 if (!rsurface.texture->currentlayers->depthmask)
6891 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6892 else if (ent == r_refdef.scene.worldentity)
6893 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6895 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6896 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6899 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6901 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6902 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6903 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6904 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6909 if (r_shownormals.value > 0)
6912 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6914 VectorCopy(rsurface.vertex3f + l * 3, v);
6915 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6916 qglVertex3f(v[0], v[1], v[2]);
6917 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6918 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6919 qglVertex3f(v[0], v[1], v[2]);
6924 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6926 VectorCopy(rsurface.vertex3f + l * 3, v);
6927 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6928 qglVertex3f(v[0], v[1], v[2]);
6929 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6930 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6931 qglVertex3f(v[0], v[1], v[2]);
6936 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6938 VectorCopy(rsurface.vertex3f + l * 3, v);
6939 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6940 qglVertex3f(v[0], v[1], v[2]);
6941 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6942 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6943 qglVertex3f(v[0], v[1], v[2]);
6950 rsurface.texture = NULL;
6954 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6955 int r_maxsurfacelist = 0;
6956 msurface_t **r_surfacelist = NULL;
6957 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6959 int i, j, endj, f, flagsmask;
6961 dp_model_t *model = r_refdef.scene.worldmodel;
6962 msurface_t *surfaces;
6963 unsigned char *update;
6964 int numsurfacelist = 0;
6968 if (r_maxsurfacelist < model->num_surfaces)
6970 r_maxsurfacelist = model->num_surfaces;
6972 Mem_Free(r_surfacelist);
6973 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6976 RSurf_ActiveWorldEntity();
6978 surfaces = model->data_surfaces;
6979 update = model->brushq1.lightmapupdateflags;
6981 // update light styles on this submodel
6982 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6984 model_brush_lightstyleinfo_t *style;
6985 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6987 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6989 int *list = style->surfacelist;
6990 style->value = r_refdef.scene.lightstylevalue[style->style];
6991 for (j = 0;j < style->numsurfaces;j++)
6992 update[list[j]] = true;
6997 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6998 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7002 R_DrawDebugModel(r_refdef.scene.worldentity);
7008 rsurface.uselightmaptexture = false;
7009 rsurface.texture = NULL;
7010 rsurface.rtlight = NULL;
7012 // add visible surfaces to draw list
7013 j = model->firstmodelsurface;
7014 endj = j + model->nummodelsurfaces;
7019 if (r_refdef.viewcache.world_surfacevisible[j])
7021 r_surfacelist[numsurfacelist++] = surfaces + j;
7022 // update lightmap if needed
7024 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7030 if (r_refdef.viewcache.world_surfacevisible[j])
7031 r_surfacelist[numsurfacelist++] = surfaces + j;
7032 // don't do anything if there were no surfaces
7033 if (!numsurfacelist)
7035 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7036 GL_AlphaTest(false);
7038 // add to stats if desired
7039 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7041 r_refdef.stats.world_surfaces += numsurfacelist;
7042 for (j = 0;j < numsurfacelist;j++)
7043 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7047 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7049 int i, j, endj, f, flagsmask;
7051 dp_model_t *model = ent->model;
7052 msurface_t *surfaces;
7053 unsigned char *update;
7054 int numsurfacelist = 0;
7058 if (r_maxsurfacelist < model->num_surfaces)
7060 r_maxsurfacelist = model->num_surfaces;
7062 Mem_Free(r_surfacelist);
7063 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7066 // if the model is static it doesn't matter what value we give for
7067 // wantnormals and wanttangents, so this logic uses only rules applicable
7068 // to a model, knowing that they are meaningless otherwise
7069 if (ent == r_refdef.scene.worldentity)
7070 RSurf_ActiveWorldEntity();
7071 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7072 RSurf_ActiveModelEntity(ent, false, false);
7074 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7076 surfaces = model->data_surfaces;
7077 update = model->brushq1.lightmapupdateflags;
7079 // update light styles
7080 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7082 model_brush_lightstyleinfo_t *style;
7083 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7085 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7087 int *list = style->surfacelist;
7088 style->value = r_refdef.scene.lightstylevalue[style->style];
7089 for (j = 0;j < style->numsurfaces;j++)
7090 update[list[j]] = true;
7095 R_UpdateAllTextureInfo(ent);
7096 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7100 R_DrawDebugModel(ent);
7106 rsurface.uselightmaptexture = false;
7107 rsurface.texture = NULL;
7108 rsurface.rtlight = NULL;
7110 // add visible surfaces to draw list
7111 j = model->firstmodelsurface;
7112 endj = j + model->nummodelsurfaces;
7114 r_surfacelist[numsurfacelist++] = surfaces + j;
7115 // don't do anything if there were no surfaces
7116 if (!numsurfacelist)
7118 // update lightmaps if needed
7120 for (j = model->firstmodelsurface;j < endj;j++)
7122 R_BuildLightMap(ent, surfaces + j);
7123 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7124 GL_AlphaTest(false);
7126 // add to stats if desired
7127 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7129 r_refdef.stats.entities++;
7130 r_refdef.stats.entities_surfaces += numsurfacelist;
7131 for (j = 0;j < numsurfacelist;j++)
7132 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;