2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
196 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
197 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
198 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
199 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
200 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
202 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
203 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
213 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"};
215 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"};
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
224 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
226 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
231 extern qboolean v_flipped_state;
233 r_framebufferstate_t r_fb;
235 /// shadow volume bsp struct with automatically growing nodes buffer
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
267 typedef struct r_qwskincache_s
269 char name[MAX_QPATH];
270 skinframe_t *skinframe;
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
287 const float r_d3dscreenvertex3f[12] =
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
298 for (i = 0;i < verts;i++)
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
312 for (i = 0;i < verts;i++)
322 // FIXME: move this to client?
325 if (gamemode == GAME_NEHAHRA)
327 Cvar_Set("gl_fogenable", "0");
328 Cvar_Set("gl_fogdensity", "0.2");
329 Cvar_Set("gl_fogred", "0.3");
330 Cvar_Set("gl_foggreen", "0.3");
331 Cvar_Set("gl_fogblue", "0.3");
333 r_refdef.fog_density = 0;
334 r_refdef.fog_red = 0;
335 r_refdef.fog_green = 0;
336 r_refdef.fog_blue = 0;
337 r_refdef.fog_alpha = 1;
338 r_refdef.fog_start = 0;
339 r_refdef.fog_end = 16384;
340 r_refdef.fog_height = 1<<30;
341 r_refdef.fog_fadedepth = 128;
342 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
345 static void R_BuildBlankTextures(void)
347 unsigned char data[4];
348 data[2] = 128; // normal X
349 data[1] = 128; // normal Y
350 data[0] = 255; // normal Z
351 data[3] = 255; // height
352 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 static void R_BuildNoTexture(void)
373 unsigned char pix[16][16][4];
374 // this makes a light grey/dark grey checkerboard texture
375 for (y = 0;y < 16;y++)
377 for (x = 0;x < 16;x++)
379 if ((y < 8) ^ (x < 8))
395 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildWhiteCube(void)
400 unsigned char data[6*1*1*4];
401 memset(data, 255, sizeof(data));
402 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNormalizationCube(void)
409 vec_t s, t, intensity;
412 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413 for (side = 0;side < 6;side++)
415 for (y = 0;y < NORMSIZE;y++)
417 for (x = 0;x < NORMSIZE;x++)
419 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 intensity = 127.0f / sqrt(DotProduct(v, v));
456 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459 data[((side*64+y)*64+x)*4+3] = 255;
463 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467 static void R_BuildFogTexture(void)
471 unsigned char data1[FOGWIDTH][4];
472 //unsigned char data2[FOGWIDTH][4];
475 r_refdef.fogmasktable_start = r_refdef.fog_start;
476 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477 r_refdef.fogmasktable_range = r_refdef.fogrange;
478 r_refdef.fogmasktable_density = r_refdef.fog_density;
480 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483 d = (x * r - r_refdef.fogmasktable_start);
484 if(developer_extra.integer)
485 Con_DPrintf("%f ", d);
487 if (r_fog_exp2.integer)
488 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491 if(developer_extra.integer)
492 Con_DPrintf(" : %f ", alpha);
493 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494 if(developer_extra.integer)
495 Con_DPrintf(" = %f\n", alpha);
496 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
499 for (x = 0;x < FOGWIDTH;x++)
501 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
506 //data2[x][0] = 255 - b;
507 //data2[x][1] = 255 - b;
508 //data2[x][2] = 255 - b;
511 if (r_texture_fogattenuation)
513 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523 static void R_BuildFogHeightTexture(void)
525 unsigned char *inpixels;
533 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534 if (r_refdef.fogheighttexturename[0])
535 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
538 r_refdef.fog_height_tablesize = 0;
539 if (r_texture_fogheighttexture)
540 R_FreeTexture(r_texture_fogheighttexture);
541 r_texture_fogheighttexture = NULL;
542 if (r_refdef.fog_height_table2d)
543 Mem_Free(r_refdef.fog_height_table2d);
544 r_refdef.fog_height_table2d = NULL;
545 if (r_refdef.fog_height_table1d)
546 Mem_Free(r_refdef.fog_height_table1d);
547 r_refdef.fog_height_table1d = NULL;
551 r_refdef.fog_height_tablesize = size;
552 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556 // LordHavoc: now the magic - what is that table2d for? it is a cooked
557 // average fog color table accounting for every fog layer between a point
558 // and the camera. (Note: attenuation is handled separately!)
559 for (y = 0;y < size;y++)
561 for (x = 0;x < size;x++)
567 for (j = x;j <= y;j++)
569 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 for (j = x;j >= y;j--)
577 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
588 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
591 //=======================================================================================================================================================
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *vertexfilename;
616 const char *geometryfilename;
617 const char *fragmentfilename;
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
626 {"#define USEDIFFUSE\n", " diffuse"},
627 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628 {"#define USEVIEWTINT\n", " viewtint"},
629 {"#define USECOLORMAPPING\n", " colormapping"},
630 {"#define USESATURATION\n", " saturation"},
631 {"#define USEFOGINSIDE\n", " foginside"},
632 {"#define USEFOGOUTSIDE\n", " fogoutside"},
633 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635 {"#define USEGAMMARAMPS\n", " gammaramps"},
636 {"#define USECUBEFILTER\n", " cubefilter"},
637 {"#define USEGLOW\n", " glow"},
638 {"#define USEBLOOM\n", " bloom"},
639 {"#define USESPECULAR\n", " specular"},
640 {"#define USEPOSTPROCESSING\n", " postprocessing"},
641 {"#define USEREFLECTION\n", " reflection"},
642 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
646 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
647 {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
708 struct r_glsl_permutation_s *hashnext;
710 unsigned int permutation;
712 /// indicates if we have tried compiling this permutation already
714 /// 0 if compilation failed
716 // texture units assigned to each detected uniform
717 int tex_Texture_First;
718 int tex_Texture_Second;
719 int tex_Texture_GammaRamps;
720 int tex_Texture_Normal;
721 int tex_Texture_Color;
722 int tex_Texture_Gloss;
723 int tex_Texture_Glow;
724 int tex_Texture_SecondaryNormal;
725 int tex_Texture_SecondaryColor;
726 int tex_Texture_SecondaryGloss;
727 int tex_Texture_SecondaryGlow;
728 int tex_Texture_Pants;
729 int tex_Texture_Shirt;
730 int tex_Texture_FogHeightTexture;
731 int tex_Texture_FogMask;
732 int tex_Texture_Lightmap;
733 int tex_Texture_Deluxemap;
734 int tex_Texture_Attenuation;
735 int tex_Texture_Cube;
736 int tex_Texture_Refraction;
737 int tex_Texture_Reflection;
738 int tex_Texture_ShadowMap2D;
739 int tex_Texture_CubeProjection;
740 int tex_Texture_ScreenDepth;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenDepth;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1102 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1104 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1105 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1106 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1107 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1108 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1109 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1110 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1117 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1118 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1119 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1120 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1122 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1123 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1124 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1125 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1129 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1130 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1131 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1132 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1133 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1134 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1137 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1140 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1141 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1142 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1143 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1144 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1145 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1146 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1147 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1148 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158 // initialize the samplers to refer to the texture units we use
1159 p->tex_Texture_First = -1;
1160 p->tex_Texture_Second = -1;
1161 p->tex_Texture_GammaRamps = -1;
1162 p->tex_Texture_Normal = -1;
1163 p->tex_Texture_Color = -1;
1164 p->tex_Texture_Gloss = -1;
1165 p->tex_Texture_Glow = -1;
1166 p->tex_Texture_SecondaryNormal = -1;
1167 p->tex_Texture_SecondaryColor = -1;
1168 p->tex_Texture_SecondaryGloss = -1;
1169 p->tex_Texture_SecondaryGlow = -1;
1170 p->tex_Texture_Pants = -1;
1171 p->tex_Texture_Shirt = -1;
1172 p->tex_Texture_FogHeightTexture = -1;
1173 p->tex_Texture_FogMask = -1;
1174 p->tex_Texture_Lightmap = -1;
1175 p->tex_Texture_Deluxemap = -1;
1176 p->tex_Texture_Attenuation = -1;
1177 p->tex_Texture_Cube = -1;
1178 p->tex_Texture_Refraction = -1;
1179 p->tex_Texture_Reflection = -1;
1180 p->tex_Texture_ShadowMap2D = -1;
1181 p->tex_Texture_CubeProjection = -1;
1182 p->tex_Texture_ScreenDepth = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1216 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1218 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1219 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1221 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1224 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1228 Mem_Free(vertexstring);
1230 Mem_Free(geometrystring);
1232 Mem_Free(fragmentstring);
1235 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1237 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238 if (r_glsl_permutation != perm)
1240 r_glsl_permutation = perm;
1241 if (!r_glsl_permutation->program)
1243 if (!r_glsl_permutation->compiled)
1244 R_GLSL_CompilePermutation(perm, mode, permutation);
1245 if (!r_glsl_permutation->program)
1247 // remove features until we find a valid permutation
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 // reduce i more quickly whenever it would not remove any bits
1252 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253 if (!(permutation & j))
1256 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (r_glsl_permutation->program)
1262 if (i >= SHADERPERMUTATION_COUNT)
1264 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266 qglUseProgram(0);CHECKGLERROR
1267 return; // no bit left to clear, entire mode is broken
1272 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1274 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1290 /// hash lookup data
1291 struct r_hlsl_permutation_s *hashnext;
1293 unsigned int permutation;
1295 /// indicates if we have tried compiling this permutation already
1297 /// NULL if compilation failed
1298 IDirect3DVertexShader9 *vertexshader;
1299 IDirect3DPixelShader9 *pixelshader;
1301 r_hlsl_permutation_t;
1303 typedef enum D3DVSREGISTER_e
1305 D3DVSREGISTER_TexMatrix = 0, // float4x4
1306 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310 D3DVSREGISTER_ModelToLight = 20, // float4x4
1311 D3DVSREGISTER_EyePosition = 24,
1312 D3DVSREGISTER_FogPlane = 25,
1313 D3DVSREGISTER_LightDir = 26,
1314 D3DVSREGISTER_LightPosition = 27,
1318 typedef enum D3DPSREGISTER_e
1320 D3DPSREGISTER_Alpha = 0,
1321 D3DPSREGISTER_BloomBlur_Parameters = 1,
1322 D3DPSREGISTER_ClientTime = 2,
1323 D3DPSREGISTER_Color_Ambient = 3,
1324 D3DPSREGISTER_Color_Diffuse = 4,
1325 D3DPSREGISTER_Color_Specular = 5,
1326 D3DPSREGISTER_Color_Glow = 6,
1327 D3DPSREGISTER_Color_Pants = 7,
1328 D3DPSREGISTER_Color_Shirt = 8,
1329 D3DPSREGISTER_DeferredColor_Ambient = 9,
1330 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331 D3DPSREGISTER_DeferredColor_Specular = 11,
1332 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333 D3DPSREGISTER_DeferredMod_Specular = 13,
1334 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335 D3DPSREGISTER_EyePosition = 15, // unused
1336 D3DPSREGISTER_FogColor = 16,
1337 D3DPSREGISTER_FogHeightFade = 17,
1338 D3DPSREGISTER_FogPlane = 18,
1339 D3DPSREGISTER_FogPlaneViewDist = 19,
1340 D3DPSREGISTER_FogRangeRecip = 20,
1341 D3DPSREGISTER_LightColor = 21,
1342 D3DPSREGISTER_LightDir = 22, // unused
1343 D3DPSREGISTER_LightPosition = 23,
1344 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345 D3DPSREGISTER_PixelSize = 25,
1346 D3DPSREGISTER_ReflectColor = 26,
1347 D3DPSREGISTER_ReflectFactor = 27,
1348 D3DPSREGISTER_ReflectOffset = 28,
1349 D3DPSREGISTER_RefractColor = 29,
1350 D3DPSREGISTER_Saturation = 30,
1351 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353 D3DPSREGISTER_ScreenToDepth = 33,
1354 D3DPSREGISTER_ShadowMap_Parameters = 34,
1355 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356 D3DPSREGISTER_SpecularPower = 36,
1357 D3DPSREGISTER_UserVec1 = 37,
1358 D3DPSREGISTER_UserVec2 = 38,
1359 D3DPSREGISTER_UserVec3 = 39,
1360 D3DPSREGISTER_UserVec4 = 40,
1361 D3DPSREGISTER_ViewTintColor = 41,
1362 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363 D3DPSREGISTER_BloomColorSubtract = 43,
1364 D3DPSREGISTER_ViewToLight = 44, // float4x4
1365 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366 D3DPSREGISTER_NormalmapScrollBlend = 52,
1367 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368 D3DPSREGISTER_OffsetMapping_Bias = 54,
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1382 //unsigned int hashdepth = 0;
1383 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384 r_hlsl_permutation_t *p;
1385 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1387 if (p->mode == mode && p->permutation == permutation)
1389 //if (hashdepth > 10)
1390 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1395 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1397 p->permutation = permutation;
1398 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399 r_hlsl_permutationhash[mode][hashindex] = p;
1400 //if (hashdepth > 10)
1401 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1408 if (!filename || !filename[0])
1410 if (!strcmp(filename, "hlsl/default.hlsl"))
1412 if (!hlslshaderstring)
1414 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415 if (hlslshaderstring)
1416 Con_DPrintf("Loading shaders from file %s...\n", filename);
1418 hlslshaderstring = (char *)builtinhlslshaderstring;
1420 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422 return shaderstring;
1424 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427 if (printfromdisknotice)
1428 Con_DPrintf("from disk %s... ", filename);
1429 return shaderstring;
1431 return shaderstring;
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1440 DWORD *vsbin = NULL;
1441 DWORD *psbin = NULL;
1442 fs_offset_t vsbinsize;
1443 fs_offset_t psbinsize;
1444 // IDirect3DVertexShader9 *vs = NULL;
1445 // IDirect3DPixelShader9 *ps = NULL;
1446 ID3DXBuffer *vslog = NULL;
1447 ID3DXBuffer *vsbuffer = NULL;
1448 ID3DXConstantTable *vsconstanttable = NULL;
1449 ID3DXBuffer *pslog = NULL;
1450 ID3DXBuffer *psbuffer = NULL;
1451 ID3DXConstantTable *psconstanttable = NULL;
1454 char temp[MAX_INPUTLINE];
1455 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456 qboolean debugshader = gl_paranoid.integer != 0;
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1464 if ((!vsbin && vertstring) || (!psbin && fragstring))
1466 const char* dllnames_d3dx9 [] =
1490 dllhandle_t d3dx9_dll = NULL;
1491 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494 dllfunction_t d3dx9_dllfuncs[] =
1496 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1497 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1498 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1501 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1503 DWORD shaderflags = 0;
1505 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508 if (vertstring && vertstring[0])
1512 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521 vsbinsize = vsbuffer->GetBufferSize();
1522 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524 vsbuffer->Release();
1528 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1533 if (fragstring && fragstring[0])
1537 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546 psbinsize = psbuffer->GetBufferSize();
1547 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549 psbuffer->Release();
1553 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1558 Sys_UnloadLibrary(&d3dx9_dll);
1561 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1565 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566 if (FAILED(vsresult))
1567 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569 if (FAILED(psresult))
1570 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1572 // free the shader data
1573 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581 int vertstring_length = 0;
1582 int geomstring_length = 0;
1583 int fragstring_length = 0;
1585 char *vertexstring, *geometrystring, *fragmentstring;
1586 char *vertstring, *geomstring, *fragstring;
1587 char permutationname[256];
1588 char cachename[256];
1589 int vertstrings_count = 0;
1590 int geomstrings_count = 0;
1591 int fragstrings_count = 0;
1592 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1599 p->vertexshader = NULL;
1600 p->pixelshader = NULL;
1602 permutationname[0] = 0;
1604 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1608 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609 strlcat(cachename, "hlsl/", sizeof(cachename));
1611 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612 vertstrings_count = 0;
1613 geomstrings_count = 0;
1614 fragstrings_count = 0;
1615 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1619 // the first pretext is which type of shader to compile as
1620 // (later these will all be bound together as a program object)
1621 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1625 // the second pretext is the mode (for example a light source)
1626 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630 strlcat(cachename, modeinfo->name, sizeof(cachename));
1632 // now add all the permutation pretexts
1633 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1635 if (permutation & (1<<i))
1637 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1645 // keep line numbers correct
1646 vertstrings_list[vertstrings_count++] = "\n";
1647 geomstrings_list[geomstrings_count++] = "\n";
1648 fragstrings_list[fragstrings_count++] = "\n";
1653 R_CompileShader_AddStaticParms(mode, permutation);
1654 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 vertstrings_count += shaderstaticparms_count;
1656 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 geomstrings_count += shaderstaticparms_count;
1658 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 fragstrings_count += shaderstaticparms_count;
1661 // replace spaces in the cachename with _ characters
1662 for (i = 0;cachename[i];i++)
1663 if (cachename[i] == ' ')
1666 // now append the shader text itself
1667 vertstrings_list[vertstrings_count++] = vertexstring;
1668 geomstrings_list[geomstrings_count++] = geometrystring;
1669 fragstrings_list[fragstrings_count++] = fragmentstring;
1671 // if any sources were NULL, clear the respective list
1673 vertstrings_count = 0;
1674 if (!geometrystring)
1675 geomstrings_count = 0;
1676 if (!fragmentstring)
1677 fragstrings_count = 0;
1679 vertstring_length = 0;
1680 for (i = 0;i < vertstrings_count;i++)
1681 vertstring_length += strlen(vertstrings_list[i]);
1682 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1686 geomstring_length = 0;
1687 for (i = 0;i < geomstrings_count;i++)
1688 geomstring_length += strlen(geomstrings_list[i]);
1689 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1693 fragstring_length = 0;
1694 for (i = 0;i < fragstrings_count;i++)
1695 fragstring_length += strlen(fragstrings_list[i]);
1696 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1700 // try to load the cached shader, or generate one
1701 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1703 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1706 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1710 Mem_Free(vertstring);
1712 Mem_Free(geomstring);
1714 Mem_Free(fragstring);
1716 Mem_Free(vertexstring);
1718 Mem_Free(geometrystring);
1720 Mem_Free(fragmentstring);
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1739 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740 if (r_hlsl_permutation != perm)
1742 r_hlsl_permutation = perm;
1743 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1745 if (!r_hlsl_permutation->compiled)
1746 R_HLSL_CompilePermutation(perm, mode, permutation);
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 // remove features until we find a valid permutation
1751 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1753 // reduce i more quickly whenever it would not remove any bits
1754 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755 if (!(permutation & j))
1758 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759 if (!r_hlsl_permutation->compiled)
1760 R_HLSL_CompilePermutation(perm, mode, permutation);
1761 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764 if (i >= SHADERPERMUTATION_COUNT)
1766 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768 return; // no bit left to clear, entire mode is broken
1772 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1781 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1783 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 void R_GLSL_Restart_f(void)
1791 unsigned int i, limit;
1792 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793 Mem_Free(glslshaderstring);
1794 glslshaderstring = NULL;
1795 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796 Mem_Free(hlslshaderstring);
1797 hlslshaderstring = NULL;
1798 switch(vid.renderpath)
1800 case RENDERPATH_D3D9:
1803 r_hlsl_permutation_t *p;
1804 r_hlsl_permutation = NULL;
1805 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806 for (i = 0;i < limit;i++)
1808 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1810 if (p->vertexshader)
1811 IDirect3DVertexShader9_Release(p->vertexshader);
1813 IDirect3DPixelShader9_Release(p->pixelshader);
1814 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1821 case RENDERPATH_D3D10:
1822 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824 case RENDERPATH_D3D11:
1825 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_GLES2:
1830 r_glsl_permutation_t *p;
1831 r_glsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1837 GL_Backend_FreeProgram(p->program);
1838 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844 case RENDERPATH_GL11:
1845 case RENDERPATH_GL13:
1846 case RENDERPATH_GLES1:
1848 case RENDERPATH_SOFT:
1853 void R_GLSL_DumpShader_f(void)
1858 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1861 FS_Print(file, "/* The engine may define the following macros:\n");
1862 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863 for (i = 0;i < SHADERMODE_COUNT;i++)
1864 FS_Print(file, glslshadermodeinfo[i].pretext);
1865 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866 FS_Print(file, shaderpermutationinfo[i].pretext);
1867 FS_Print(file, "*/\n");
1868 FS_Print(file, builtinshaderstring);
1870 Con_Printf("glsl/default.glsl written\n");
1873 Con_Printf("failed to write to glsl/default.glsl\n");
1875 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1878 FS_Print(file, "/* The engine may define the following macros:\n");
1879 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880 for (i = 0;i < SHADERMODE_COUNT;i++)
1881 FS_Print(file, hlslshadermodeinfo[i].pretext);
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883 FS_Print(file, shaderpermutationinfo[i].pretext);
1884 FS_Print(file, "*/\n");
1885 FS_Print(file, builtinhlslshaderstring);
1887 Con_Printf("hlsl/default.hlsl written\n");
1890 Con_Printf("failed to write to hlsl/default.hlsl\n");
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1895 unsigned int permutation = 0;
1896 if (r_trippy.integer && !notrippy)
1897 permutation |= SHADERPERMUTATION_TRIPPY;
1898 permutation |= SHADERPERMUTATION_VIEWTINT;
1900 permutation |= SHADERPERMUTATION_DIFFUSE;
1902 permutation |= SHADERPERMUTATION_SPECULAR;
1903 if (texturemode == GL_MODULATE)
1904 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905 else if (texturemode == GL_ADD)
1906 permutation |= SHADERPERMUTATION_GLOW;
1907 else if (texturemode == GL_DECAL)
1908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911 if (suppresstexalpha)
1912 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1914 texturemode = GL_MODULATE;
1915 if (vid.allowalphatocoverage)
1916 GL_AlphaToCoverage(false);
1917 switch (vid.renderpath)
1919 case RENDERPATH_D3D9:
1921 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922 R_Mesh_TexBind(GL20TU_FIRST , first );
1923 R_Mesh_TexBind(GL20TU_SECOND, second);
1924 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1928 case RENDERPATH_D3D10:
1929 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_D3D11:
1932 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1934 case RENDERPATH_GL20:
1935 case RENDERPATH_GLES2:
1936 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1942 case RENDERPATH_GL13:
1943 case RENDERPATH_GLES1:
1944 R_Mesh_TexBind(0, first );
1945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946 R_Mesh_TexBind(1, second);
1948 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1950 case RENDERPATH_GL11:
1951 R_Mesh_TexBind(0, first );
1953 case RENDERPATH_SOFT:
1954 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955 R_Mesh_TexBind(GL20TU_FIRST , first );
1956 R_Mesh_TexBind(GL20TU_SECOND, second);
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1968 unsigned int permutation = 0;
1969 if (r_trippy.integer && !notrippy)
1970 permutation |= SHADERPERMUTATION_TRIPPY;
1971 if (vid.allowalphatocoverage)
1972 GL_AlphaToCoverage(false);
1973 switch (vid.renderpath)
1975 case RENDERPATH_D3D9:
1977 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1980 case RENDERPATH_D3D10:
1981 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983 case RENDERPATH_D3D11:
1984 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986 case RENDERPATH_GL20:
1987 case RENDERPATH_GLES2:
1988 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1990 case RENDERPATH_GL13:
1991 case RENDERPATH_GLES1:
1992 R_Mesh_TexBind(0, 0);
1993 R_Mesh_TexBind(1, 0);
1995 case RENDERPATH_GL11:
1996 R_Mesh_TexBind(0, 0);
1998 case RENDERPATH_SOFT:
1999 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2006 int permutation = 0;
2007 if (r_trippy.integer && !notrippy)
2008 permutation |= SHADERPERMUTATION_TRIPPY;
2009 if (vid.allowalphatocoverage)
2010 GL_AlphaToCoverage(false);
2011 switch (vid.renderpath)
2013 case RENDERPATH_D3D9:
2015 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2018 case RENDERPATH_D3D10:
2019 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 case RENDERPATH_D3D11:
2022 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2024 case RENDERPATH_GL20:
2025 case RENDERPATH_GLES2:
2026 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2028 case RENDERPATH_GL13:
2029 case RENDERPATH_GLES1:
2031 case RENDERPATH_GL11:
2033 case RENDERPATH_SOFT:
2034 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern cvar_t r_shadow_deferred_8bitrange;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern qboolean r_shadow_shadowmapsampler;
2050 extern int r_shadow_shadowmappcf;
2051 extern rtexture_t *r_shadow_shadowmap2dtexture;
2052 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2053 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2054 extern matrix4x4_t r_shadow_shadowmapmatrix;
2055 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2056 extern int r_shadow_prepass_width;
2057 extern int r_shadow_prepass_height;
2058 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2059 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2060 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2064 #define BLENDFUNC_ALLOWS_COLORMOD 1
2065 #define BLENDFUNC_ALLOWS_FOG 2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2073 // a blendfunc allows colormod if:
2074 // a) it can never keep the destination pixel invariant, or
2075 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076 // this is to prevent unintended side effects from colormod
2078 // a blendfunc allows fog if:
2079 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080 // this is to prevent unintended side effects from fog
2082 // these checks are the output of fogeval.pl
2084 r |= BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2112 // select a permutation of the lighting shader appropriate to this
2113 // combination of texture, entity, light source, and fogging, only use the
2114 // minimum features necessary to avoid wasting rendering time in the
2115 // fragment shader on features that are not being used
2116 unsigned int permutation = 0;
2117 unsigned int mode = 0;
2119 static float dummy_colormod[3] = {1, 1, 1};
2120 float *colormod = rsurface.colormod;
2122 matrix4x4_t tempmatrix;
2123 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124 if (r_trippy.integer && !notrippy)
2125 permutation |= SHADERPERMUTATION_TRIPPY;
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130 if (rsurfacepass == RSURFPASS_BACKGROUND)
2132 // distorted background
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2135 mode = SHADERMODE_WATER;
2136 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2138 // this is the right thing to do for wateralpha
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2144 // this is the right thing to do for entity alpha
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2151 mode = SHADERMODE_REFRACTION;
2152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2157 mode = SHADERMODE_GENERIC;
2158 permutation |= SHADERPERMUTATION_DIFFUSE;
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2162 if (vid.allowalphatocoverage)
2163 GL_AlphaToCoverage(false);
2165 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2167 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2169 switch(rsurface.texture->offsetmapping)
2171 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_OFF: break;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179 // normalmap (deferred prepass), may use alpha test on diffuse
2180 mode = SHADERMODE_DEFERREDGEOMETRY;
2181 GL_BlendFunc(GL_ONE, GL_ZERO);
2182 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 mode = SHADERMODE_LIGHTSOURCE;
2202 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203 permutation |= SHADERPERMUTATION_CUBEFILTER;
2204 if (diffusescale > 0)
2205 permutation |= SHADERPERMUTATION_DIFFUSE;
2206 if (specularscale > 0)
2207 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208 if (r_refdef.fogenabled)
2209 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210 if (rsurface.texture->colormapping)
2211 permutation |= SHADERPERMUTATION_COLORMAPPING;
2212 if (r_shadow_usingshadowmap2d)
2214 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215 if(r_shadow_shadowmapvsdct)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2218 if (r_shadow_shadowmapsampler)
2219 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220 if (r_shadow_shadowmappcf > 1)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222 else if (r_shadow_shadowmappcf)
2223 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2225 if (rsurface.texture->reflectmasktexture)
2226 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229 if (vid.allowalphatocoverage)
2230 GL_AlphaToCoverage(false);
2232 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2234 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2236 switch(rsurface.texture->offsetmapping)
2238 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_OFF: break;
2244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246 // unshaded geometry (fullbright or ambient model lighting)
2247 mode = SHADERMODE_FLATCOLOR;
2248 ambientscale = diffusescale = specularscale = 0;
2249 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250 permutation |= SHADERPERMUTATION_GLOW;
2251 if (r_refdef.fogenabled)
2252 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253 if (rsurface.texture->colormapping)
2254 permutation |= SHADERPERMUTATION_COLORMAPPING;
2255 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2257 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2260 if (r_shadow_shadowmapsampler)
2261 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262 if (r_shadow_shadowmappcf > 1)
2263 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264 else if (r_shadow_shadowmappcf)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268 permutation |= SHADERPERMUTATION_REFLECTION;
2269 if (rsurface.texture->reflectmasktexture)
2270 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2271 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273 // when using alphatocoverage, we don't need alphakill
2274 if (vid.allowalphatocoverage)
2276 if (r_transparent_alphatocoverage.integer)
2278 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2279 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2282 GL_AlphaToCoverage(false);
2285 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2287 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2289 switch(rsurface.texture->offsetmapping)
2291 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2292 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294 case OFFSETMAPPING_OFF: break;
2297 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2298 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2299 // directional model lighting
2300 mode = SHADERMODE_LIGHTDIRECTION;
2301 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2302 permutation |= SHADERPERMUTATION_GLOW;
2303 permutation |= SHADERPERMUTATION_DIFFUSE;
2304 if (specularscale > 0)
2305 permutation |= SHADERPERMUTATION_SPECULAR;
2306 if (r_refdef.fogenabled)
2307 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308 if (rsurface.texture->colormapping)
2309 permutation |= SHADERPERMUTATION_COLORMAPPING;
2310 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2312 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2313 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2315 if (r_shadow_shadowmapsampler)
2316 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2317 if (r_shadow_shadowmappcf > 1)
2318 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2319 else if (r_shadow_shadowmappcf)
2320 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2322 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2323 permutation |= SHADERPERMUTATION_REFLECTION;
2324 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2325 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2326 if (rsurface.texture->reflectmasktexture)
2327 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2328 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2330 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2331 if (r_shadow_bouncegriddirectional)
2332 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2334 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336 // when using alphatocoverage, we don't need alphakill
2337 if (vid.allowalphatocoverage)
2339 if (r_transparent_alphatocoverage.integer)
2341 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2342 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2345 GL_AlphaToCoverage(false);
2348 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2350 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2352 switch(rsurface.texture->offsetmapping)
2354 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2355 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357 case OFFSETMAPPING_OFF: break;
2360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2361 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2362 // ambient model lighting
2363 mode = SHADERMODE_LIGHTDIRECTION;
2364 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2365 permutation |= SHADERPERMUTATION_GLOW;
2366 if (r_refdef.fogenabled)
2367 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2368 if (rsurface.texture->colormapping)
2369 permutation |= SHADERPERMUTATION_COLORMAPPING;
2370 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2372 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2373 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2375 if (r_shadow_shadowmapsampler)
2376 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2377 if (r_shadow_shadowmappcf > 1)
2378 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2379 else if (r_shadow_shadowmappcf)
2380 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2382 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2383 permutation |= SHADERPERMUTATION_REFLECTION;
2384 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2385 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2386 if (rsurface.texture->reflectmasktexture)
2387 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2388 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2390 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2391 if (r_shadow_bouncegriddirectional)
2392 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2394 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396 // when using alphatocoverage, we don't need alphakill
2397 if (vid.allowalphatocoverage)
2399 if (r_transparent_alphatocoverage.integer)
2401 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2402 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2405 GL_AlphaToCoverage(false);
2410 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2412 switch(rsurface.texture->offsetmapping)
2414 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2415 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417 case OFFSETMAPPING_OFF: break;
2420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2421 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2423 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2424 permutation |= SHADERPERMUTATION_GLOW;
2425 if (r_refdef.fogenabled)
2426 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2427 if (rsurface.texture->colormapping)
2428 permutation |= SHADERPERMUTATION_COLORMAPPING;
2429 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2431 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2432 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2434 if (r_shadow_shadowmapsampler)
2435 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2436 if (r_shadow_shadowmappcf > 1)
2437 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2438 else if (r_shadow_shadowmappcf)
2439 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2442 permutation |= SHADERPERMUTATION_REFLECTION;
2443 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2444 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2445 if (rsurface.texture->reflectmasktexture)
2446 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2447 if (FAKELIGHT_ENABLED)
2449 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2450 mode = SHADERMODE_FAKELIGHT;
2451 permutation |= SHADERPERMUTATION_DIFFUSE;
2452 if (specularscale > 0)
2453 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2455 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2457 // deluxemapping (light direction texture)
2458 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2459 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2462 permutation |= SHADERPERMUTATION_DIFFUSE;
2463 if (specularscale > 0)
2464 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2466 else if (r_glsl_deluxemapping.integer >= 2)
2468 // fake deluxemapping (uniform light direction in tangentspace)
2469 if (rsurface.uselightmaptexture)
2470 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2472 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2473 permutation |= SHADERPERMUTATION_DIFFUSE;
2474 if (specularscale > 0)
2475 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2477 else if (rsurface.uselightmaptexture)
2479 // ordinary lightmapping (q1bsp, q3bsp)
2480 mode = SHADERMODE_LIGHTMAP;
2484 // ordinary vertex coloring (q3bsp)
2485 mode = SHADERMODE_VERTEXCOLOR;
2487 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2490 if (r_shadow_bouncegriddirectional)
2491 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2493 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495 // when using alphatocoverage, we don't need alphakill
2496 if (vid.allowalphatocoverage)
2498 if (r_transparent_alphatocoverage.integer)
2500 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2501 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2504 GL_AlphaToCoverage(false);
2507 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2508 colormod = dummy_colormod;
2509 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2510 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2511 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2512 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2513 switch(vid.renderpath)
2515 case RENDERPATH_D3D9:
2517 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2518 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2519 R_SetupShader_SetPermutationHLSL(mode, permutation);
2520 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2521 if (mode == SHADERMODE_LIGHTSOURCE)
2523 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2524 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2528 if (mode == SHADERMODE_LIGHTDIRECTION)
2530 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2533 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2534 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2535 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2536 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2537 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2542 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2543 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2544 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2545 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2547 // additive passes are only darkened by fog, not tinted
2548 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2549 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2553 if (mode == SHADERMODE_FLATCOLOR)
2555 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2557 else if (mode == SHADERMODE_LIGHTDIRECTION)
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2564 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2565 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2575 // additive passes are only darkened by fog, not tinted
2576 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2577 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2579 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2580 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2581 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2586 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2587 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2588 if (mode == SHADERMODE_WATER)
2589 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2591 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2594 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2595 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2596 if (rsurface.texture->pantstexture)
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2600 if (rsurface.texture->shirttexture)
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2604 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2606 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2607 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2608 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2609 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2610 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2614 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2615 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2616 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2617 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2619 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2620 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2621 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2622 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2624 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2625 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2626 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2627 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2628 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2629 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2630 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2631 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2632 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2633 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2634 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2635 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2636 if (rsurfacepass == RSURFPASS_BACKGROUND)
2638 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2639 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2640 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2644 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2646 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2647 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2648 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2649 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2650 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2652 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2653 if (rsurface.rtlight)
2655 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2656 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2661 case RENDERPATH_D3D10:
2662 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2664 case RENDERPATH_D3D11:
2665 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2667 case RENDERPATH_GL20:
2668 case RENDERPATH_GLES2:
2669 if (!vid.useinterleavedarrays)
2671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2672 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2673 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2674 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2675 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2676 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2677 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2678 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2682 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2683 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2685 R_SetupShader_SetPermutationGLSL(mode, permutation);
2686 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2687 if (mode == SHADERMODE_LIGHTSOURCE)
2689 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2690 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2691 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2692 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2693 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2694 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2696 // additive passes are only darkened by fog, not tinted
2697 if (r_glsl_permutation->loc_FogColor >= 0)
2698 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2699 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2703 if (mode == SHADERMODE_FLATCOLOR)
2705 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2707 else if (mode == SHADERMODE_LIGHTDIRECTION)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2710 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2711 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2712 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2713 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2714 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2715 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2719 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2720 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2721 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2722 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2723 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2725 // additive passes are only darkened by fog, not tinted
2726 if (r_glsl_permutation->loc_FogColor >= 0)
2728 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2729 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2731 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2733 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2734 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2735 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2736 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2737 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2738 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2739 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2741 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2743 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2744 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2745 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2746 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2747 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2749 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2750 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2751 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2752 if (r_glsl_permutation->loc_Color_Pants >= 0)
2754 if (rsurface.texture->pantstexture)
2755 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2757 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2759 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2761 if (rsurface.texture->shirttexture)
2762 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2764 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2766 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2767 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2768 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2769 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2770 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2771 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2772 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2774 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2776 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2777 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2778 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2779 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2780 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2781 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2783 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2784 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2785 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2786 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2787 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2788 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2789 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2790 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2791 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2794 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2795 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2796 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2797 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2798 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2799 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2800 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2801 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2802 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2803 if (rsurfacepass == RSURFPASS_BACKGROUND)
2805 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2806 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2807 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2811 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2814 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2815 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2817 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2819 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2820 if (rsurface.rtlight)
2822 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2823 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2826 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2829 case RENDERPATH_GL11:
2830 case RENDERPATH_GL13:
2831 case RENDERPATH_GLES1:
2833 case RENDERPATH_SOFT:
2834 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2835 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2836 R_SetupShader_SetPermutationSoft(mode, permutation);
2837 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2838 if (mode == SHADERMODE_LIGHTSOURCE)
2840 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2847 // additive passes are only darkened by fog, not tinted
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2849 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2853 if (mode == SHADERMODE_FLATCOLOR)
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2857 else if (mode == SHADERMODE_LIGHTDIRECTION)
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2875 // additive passes are only darkened by fog, not tinted
2876 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2880 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2885 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2886 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2888 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2890 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2891 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2892 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2899 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2901 if (rsurface.texture->pantstexture)
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2906 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2908 if (rsurface.texture->shirttexture)
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2913 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2917 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2918 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2919 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2928 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2929 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2930 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2931 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2936 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2938 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2941 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2942 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2945 if (rsurfacepass == RSURFPASS_BACKGROUND)
2947 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2959 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962 if (rsurface.rtlight)
2964 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2965 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 // select a permutation of the lighting shader appropriate to this
2975 // combination of texture, entity, light source, and fogging, only use the
2976 // minimum features necessary to avoid wasting rendering time in the
2977 // fragment shader on features that are not being used
2978 unsigned int permutation = 0;
2979 unsigned int mode = 0;
2980 const float *lightcolorbase = rtlight->currentcolor;
2981 float ambientscale = rtlight->ambientscale;
2982 float diffusescale = rtlight->diffusescale;
2983 float specularscale = rtlight->specularscale;
2984 // this is the location of the light in view space
2985 vec3_t viewlightorigin;
2986 // this transforms from view space (camera) to light space (cubemap)
2987 matrix4x4_t viewtolight;
2988 matrix4x4_t lighttoview;
2989 float viewtolight16f[16];
2990 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2992 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993 if (rtlight->currentcubemap != r_texture_whitecube)
2994 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995 if (diffusescale > 0)
2996 permutation |= SHADERPERMUTATION_DIFFUSE;
2997 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999 if (r_shadow_usingshadowmap2d)
3001 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002 if (r_shadow_shadowmapvsdct)
3003 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3005 if (r_shadow_shadowmapsampler)
3006 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007 if (r_shadow_shadowmappcf > 1)
3008 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009 else if (r_shadow_shadowmappcf)
3010 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3012 if (vid.allowalphatocoverage)
3013 GL_AlphaToCoverage(false);
3014 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018 switch(vid.renderpath)
3020 case RENDERPATH_D3D9:
3022 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3031 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3035 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3036 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3037 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3039 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3042 case RENDERPATH_D3D10:
3043 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045 case RENDERPATH_D3D11:
3046 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3048 case RENDERPATH_GL20:
3049 case RENDERPATH_GLES2:
3050 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3053 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3054 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3055 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3057 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3058 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3059 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3060 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3063 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3064 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3065 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3066 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3067 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3069 case RENDERPATH_GL11:
3070 case RENDERPATH_GL13:
3071 case RENDERPATH_GLES1:
3073 case RENDERPATH_SOFT:
3074 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3082 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3083 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3086 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3087 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3088 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3089 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3091 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3096 #define SKINFRAME_HASH 1024
3100 int loadsequence; // incremented each level change
3101 memexpandablearray_t array;
3102 skinframe_t *hash[SKINFRAME_HASH];
3105 r_skinframe_t r_skinframe;
3107 void R_SkinFrame_PrepareForPurge(void)
3109 r_skinframe.loadsequence++;
3110 // wrap it without hitting zero
3111 if (r_skinframe.loadsequence >= 200)
3112 r_skinframe.loadsequence = 1;
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3119 // mark the skinframe as used for the purging code
3120 skinframe->loadsequence = r_skinframe.loadsequence;
3123 void R_SkinFrame_Purge(void)
3127 for (i = 0;i < SKINFRAME_HASH;i++)
3129 for (s = r_skinframe.hash[i];s;s = s->next)
3131 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3133 if (s->merged == s->base)
3135 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136 R_PurgeTexture(s->stain );s->stain = NULL;
3137 R_PurgeTexture(s->merged);s->merged = NULL;
3138 R_PurgeTexture(s->base );s->base = NULL;
3139 R_PurgeTexture(s->pants );s->pants = NULL;
3140 R_PurgeTexture(s->shirt );s->shirt = NULL;
3141 R_PurgeTexture(s->nmap );s->nmap = NULL;
3142 R_PurgeTexture(s->gloss );s->gloss = NULL;
3143 R_PurgeTexture(s->glow );s->glow = NULL;
3144 R_PurgeTexture(s->fog );s->fog = NULL;
3145 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146 s->loadsequence = 0;
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3154 char basename[MAX_QPATH];
3156 Image_StripImageExtension(name, basename, sizeof(basename));
3158 if( last == NULL ) {
3160 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161 item = r_skinframe.hash[hashindex];
3166 // linearly search through the hash bucket
3167 for( ; item ; item = item->next ) {
3168 if( !strcmp( item->basename, basename ) ) {
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3179 char basename[MAX_QPATH];
3181 Image_StripImageExtension(name, basename, sizeof(basename));
3183 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3189 rtexture_t *dyntexture;
3190 // check whether its a dynamic texture
3191 dyntexture = CL_GetDynTexture( basename );
3192 if (!add && !dyntexture)
3194 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195 memset(item, 0, sizeof(*item));
3196 strlcpy(item->basename, basename, sizeof(item->basename));
3197 item->base = dyntexture; // either NULL or dyntexture handle
3198 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3199 item->comparewidth = comparewidth;
3200 item->compareheight = compareheight;
3201 item->comparecrc = comparecrc;
3202 item->next = r_skinframe.hash[hashindex];
3203 r_skinframe.hash[hashindex] = item;
3205 else if (textureflags & TEXF_FORCE_RELOAD)
3207 rtexture_t *dyntexture;
3208 // check whether its a dynamic texture
3209 dyntexture = CL_GetDynTexture( basename );
3210 if (!add && !dyntexture)
3212 if (item->merged == item->base)
3213 item->merged = NULL;
3214 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3215 R_PurgeTexture(item->stain );item->stain = NULL;
3216 R_PurgeTexture(item->merged);item->merged = NULL;
3217 R_PurgeTexture(item->base );item->base = NULL;
3218 R_PurgeTexture(item->pants );item->pants = NULL;
3219 R_PurgeTexture(item->shirt );item->shirt = NULL;
3220 R_PurgeTexture(item->nmap );item->nmap = NULL;
3221 R_PurgeTexture(item->gloss );item->gloss = NULL;
3222 R_PurgeTexture(item->glow );item->glow = NULL;
3223 R_PurgeTexture(item->fog );item->fog = NULL;
3224 R_PurgeTexture(item->reflect);item->reflect = NULL;
3225 item->loadsequence = 0;
3227 else if( item->base == NULL )
3229 rtexture_t *dyntexture;
3230 // check whether its a dynamic texture
3231 // 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]
3232 dyntexture = CL_GetDynTexture( basename );
3233 item->base = dyntexture; // either NULL or dyntexture handle
3236 R_SkinFrame_MarkUsed(item);
3240 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3242 unsigned long long avgcolor[5], wsum; \
3250 for(pix = 0; pix < cnt; ++pix) \
3253 for(comp = 0; comp < 3; ++comp) \
3255 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3258 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3260 for(comp = 0; comp < 3; ++comp) \
3261 avgcolor[comp] += getpixel * w; \
3264 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265 avgcolor[4] += getpixel; \
3267 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3269 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3270 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3271 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3272 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3275 extern cvar_t gl_picmip;
3276 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3279 unsigned char *pixels;
3280 unsigned char *bumppixels;
3281 unsigned char *basepixels = NULL;
3282 int basepixels_width = 0;
3283 int basepixels_height = 0;
3284 skinframe_t *skinframe;
3285 rtexture_t *ddsbase = NULL;
3286 qboolean ddshasalpha = false;
3287 float ddsavgcolor[4];
3288 char basename[MAX_QPATH];
3289 int miplevel = R_PicmipForFlags(textureflags);
3290 int savemiplevel = miplevel;
3293 if (cls.state == ca_dedicated)
3296 // return an existing skinframe if already loaded
3297 // if loading of the first image fails, don't make a new skinframe as it
3298 // would cause all future lookups of this to be missing
3299 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3300 if (skinframe && skinframe->base)
3303 Image_StripImageExtension(name, basename, sizeof(basename));
3305 // check for DDS texture file first
3306 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3308 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3309 if (basepixels == NULL)
3313 // FIXME handle miplevel
3315 if (developer_loading.integer)
3316 Con_Printf("loading skin \"%s\"\n", name);
3318 // we've got some pixels to store, so really allocate this new texture now
3320 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3321 textureflags &= ~TEXF_FORCE_RELOAD;
3322 skinframe->stain = NULL;
3323 skinframe->merged = NULL;
3324 skinframe->base = NULL;
3325 skinframe->pants = NULL;
3326 skinframe->shirt = NULL;
3327 skinframe->nmap = NULL;
3328 skinframe->gloss = NULL;
3329 skinframe->glow = NULL;
3330 skinframe->fog = NULL;
3331 skinframe->reflect = NULL;
3332 skinframe->hasalpha = false;
3336 skinframe->base = ddsbase;
3337 skinframe->hasalpha = ddshasalpha;
3338 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3339 if (r_loadfog && skinframe->hasalpha)
3340 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3341 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3345 basepixels_width = image_width;
3346 basepixels_height = image_height;
3347 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3348 if (textureflags & TEXF_ALPHA)
3350 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3352 if (basepixels[j] < 255)
3354 skinframe->hasalpha = true;
3358 if (r_loadfog && skinframe->hasalpha)
3360 // has transparent pixels
3361 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3362 for (j = 0;j < image_width * image_height * 4;j += 4)
3367 pixels[j+3] = basepixels[j+3];
3369 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3373 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3375 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3376 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3377 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3378 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3379 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3385 mymiplevel = savemiplevel;
3386 if (r_loadnormalmap)
3387 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3388 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3392 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396 // _norm is the name used by tenebrae and has been adopted as standard
3397 if (r_loadnormalmap && skinframe->nmap == NULL)
3399 mymiplevel = savemiplevel;
3400 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3402 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3406 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3408 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3409 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3410 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3412 Mem_Free(bumppixels);
3414 else if (r_shadow_bumpscale_basetexture.value > 0)
3416 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3417 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3418 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3422 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3423 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3427 // _luma is supported only for tenebrae compatibility
3428 // _glow is the preferred name
3429 mymiplevel = savemiplevel;
3430 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3432 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3435 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3437 Mem_Free(pixels);pixels = NULL;
3440 mymiplevel = savemiplevel;
3441 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3443 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3446 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3452 mymiplevel = savemiplevel;
3453 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3455 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3457 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3458 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3464 mymiplevel = savemiplevel;
3465 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3467 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3469 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3470 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3476 mymiplevel = savemiplevel;
3477 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3479 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3481 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3482 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3489 Mem_Free(basepixels);
3494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3498 unsigned char *temp1, *temp2;
3499 skinframe_t *skinframe;
3501 if (cls.state == ca_dedicated)
3504 // if already loaded just return it, otherwise make a new skinframe
3505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3506 if (skinframe && skinframe->base)
3508 textureflags &= ~TEXF_FORCE_RELOAD;
3510 skinframe->stain = NULL;
3511 skinframe->merged = NULL;
3512 skinframe->base = NULL;
3513 skinframe->pants = NULL;
3514 skinframe->shirt = NULL;
3515 skinframe->nmap = NULL;
3516 skinframe->gloss = NULL;
3517 skinframe->glow = NULL;
3518 skinframe->fog = NULL;
3519 skinframe->reflect = NULL;
3520 skinframe->hasalpha = false;
3522 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3526 if (developer_loading.integer)
3527 Con_Printf("loading 32bit skin \"%s\"\n", name);
3529 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3531 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3532 temp2 = temp1 + width * height * 4;
3533 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3534 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3537 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3538 if (textureflags & TEXF_ALPHA)
3540 for (i = 3;i < width * height * 4;i += 4)
3542 if (skindata[i] < 255)
3544 skinframe->hasalpha = true;
3548 if (r_loadfog && skinframe->hasalpha)
3550 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3551 memcpy(fogpixels, skindata, width * height * 4);
3552 for (i = 0;i < width * height * 4;i += 4)
3553 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3554 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3555 Mem_Free(fogpixels);
3559 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3560 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3565 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3569 skinframe_t *skinframe;
3571 if (cls.state == ca_dedicated)
3574 // if already loaded just return it, otherwise make a new skinframe
3575 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3576 if (skinframe && skinframe->base)
3578 textureflags &= ~TEXF_FORCE_RELOAD;
3580 skinframe->stain = NULL;
3581 skinframe->merged = NULL;
3582 skinframe->base = NULL;
3583 skinframe->pants = NULL;
3584 skinframe->shirt = NULL;
3585 skinframe->nmap = NULL;
3586 skinframe->gloss = NULL;
3587 skinframe->glow = NULL;
3588 skinframe->fog = NULL;
3589 skinframe->reflect = NULL;
3590 skinframe->hasalpha = false;
3592 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3596 if (developer_loading.integer)
3597 Con_Printf("loading quake skin \"%s\"\n", name);
3599 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3600 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3601 memcpy(skinframe->qpixels, skindata, width*height);
3602 skinframe->qwidth = width;
3603 skinframe->qheight = height;
3606 for (i = 0;i < width * height;i++)
3607 featuresmask |= palette_featureflags[skindata[i]];
3609 skinframe->hasalpha = false;
3610 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3611 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3612 skinframe->qgeneratemerged = true;
3613 skinframe->qgeneratebase = skinframe->qhascolormapping;
3614 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3616 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3617 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3622 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3626 unsigned char *skindata;
3628 if (!skinframe->qpixels)
3631 if (!skinframe->qhascolormapping)
3632 colormapped = false;
3636 if (!skinframe->qgeneratebase)
3641 if (!skinframe->qgeneratemerged)
3645 width = skinframe->qwidth;
3646 height = skinframe->qheight;
3647 skindata = skinframe->qpixels;
3649 if (skinframe->qgeneratenmap)
3651 unsigned char *temp1, *temp2;
3652 skinframe->qgeneratenmap = false;
3653 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3654 temp2 = temp1 + width * height * 4;
3655 // use either a custom palette or the quake palette
3656 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3657 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3658 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3662 if (skinframe->qgenerateglow)
3664 skinframe->qgenerateglow = false;
3665 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3670 skinframe->qgeneratebase = false;
3671 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3672 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3673 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3677 skinframe->qgeneratemerged = false;
3678 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3681 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3683 Mem_Free(skinframe->qpixels);
3684 skinframe->qpixels = NULL;
3688 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3691 skinframe_t *skinframe;
3693 if (cls.state == ca_dedicated)
3696 // if already loaded just return it, otherwise make a new skinframe
3697 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698 if (skinframe && skinframe->base)
3700 textureflags &= ~TEXF_FORCE_RELOAD;
3702 skinframe->stain = NULL;
3703 skinframe->merged = NULL;
3704 skinframe->base = NULL;
3705 skinframe->pants = NULL;
3706 skinframe->shirt = NULL;
3707 skinframe->nmap = NULL;
3708 skinframe->gloss = NULL;
3709 skinframe->glow = NULL;
3710 skinframe->fog = NULL;
3711 skinframe->reflect = NULL;
3712 skinframe->hasalpha = false;
3714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3718 if (developer_loading.integer)
3719 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722 if (textureflags & TEXF_ALPHA)
3724 for (i = 0;i < width * height;i++)
3726 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3728 skinframe->hasalpha = true;
3732 if (r_loadfog && skinframe->hasalpha)
3733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3736 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3744 skinframe_t *skinframe;
3746 if (cls.state == ca_dedicated)
3749 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750 skinframe->stain = NULL;
3751 skinframe->merged = NULL;
3752 skinframe->base = NULL;
3753 skinframe->pants = NULL;
3754 skinframe->shirt = NULL;
3755 skinframe->nmap = NULL;
3756 skinframe->gloss = NULL;
3757 skinframe->glow = NULL;
3758 skinframe->fog = NULL;
3759 skinframe->reflect = NULL;
3760 skinframe->hasalpha = false;
3762 skinframe->avgcolor[0] = rand() / RAND_MAX;
3763 skinframe->avgcolor[1] = rand() / RAND_MAX;
3764 skinframe->avgcolor[2] = rand() / RAND_MAX;
3765 skinframe->avgcolor[3] = 1;
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3774 qboolean flipx, flipy, flipdiagonal;
3777 static suffixinfo_t suffix[3][6] =
3780 {"px", false, false, false},
3781 {"nx", false, false, false},
3782 {"py", false, false, false},
3783 {"ny", false, false, false},
3784 {"pz", false, false, false},
3785 {"nz", false, false, false}
3788 {"posx", false, false, false},
3789 {"negx", false, false, false},
3790 {"posy", false, false, false},
3791 {"negy", false, false, false},
3792 {"posz", false, false, false},
3793 {"negz", false, false, false}
3796 {"rt", true, false, true},
3797 {"lf", false, true, true},
3798 {"ft", true, true, false},
3799 {"bk", false, false, false},
3800 {"up", true, false, true},
3801 {"dn", true, false, true}
3805 static int componentorder[4] = {0, 1, 2, 3};
3807 rtexture_t *R_LoadCubemap(const char *basename)
3809 int i, j, cubemapsize;
3810 unsigned char *cubemappixels, *image_buffer;
3811 rtexture_t *cubemaptexture;
3813 // must start 0 so the first loadimagepixels has no requested width/height
3815 cubemappixels = NULL;
3816 cubemaptexture = NULL;
3817 // keep trying different suffix groups (posx, px, rt) until one loads
3818 for (j = 0;j < 3 && !cubemappixels;j++)
3820 // load the 6 images in the suffix group
3821 for (i = 0;i < 6;i++)
3823 // generate an image name based on the base and and suffix
3824 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3826 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3828 // an image loaded, make sure width and height are equal
3829 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3831 // if this is the first image to load successfully, allocate the cubemap memory
3832 if (!cubemappixels && image_width >= 1)
3834 cubemapsize = image_width;
3835 // note this clears to black, so unavailable sides are black
3836 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3838 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3840 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3843 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3845 Mem_Free(image_buffer);
3849 // if a cubemap loaded, upload it
3852 if (developer_loading.integer)
3853 Con_Printf("loading cubemap \"%s\"\n", basename);
3855 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856 Mem_Free(cubemappixels);
3860 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861 if (developer_loading.integer)
3863 Con_Printf("(tried tried images ");
3864 for (j = 0;j < 3;j++)
3865 for (i = 0;i < 6;i++)
3866 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867 Con_Print(" and was unable to find any of them).\n");
3870 return cubemaptexture;
3873 rtexture_t *R_GetCubemap(const char *basename)
3876 for (i = 0;i < r_texture_numcubemaps;i++)
3877 if (r_texture_cubemaps[i] != NULL)
3878 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881 return r_texture_whitecube;
3882 r_texture_numcubemaps++;
3883 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886 return r_texture_cubemaps[i]->texture;
3889 void R_FreeCubemap(const char *basename)
3893 for (i = 0;i < r_texture_numcubemaps;i++)
3895 if (r_texture_cubemaps[i] != NULL)
3897 if (r_texture_cubemaps[i]->texture)
3899 if (developer_loading.integer)
3900 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3901 R_FreeTexture(r_texture_cubemaps[i]->texture);
3902 Mem_Free(r_texture_cubemaps[i]);
3903 r_texture_cubemaps[i] = NULL;
3909 void R_FreeCubemaps(void)
3912 for (i = 0;i < r_texture_numcubemaps;i++)
3914 if (developer_loading.integer)
3915 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3916 if (r_texture_cubemaps[i] != NULL)
3918 if (r_texture_cubemaps[i]->texture)
3919 R_FreeTexture(r_texture_cubemaps[i]->texture);
3920 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_numcubemaps = 0;
3926 void R_Main_FreeViewCache(void)
3928 if (r_refdef.viewcache.entityvisible)
3929 Mem_Free(r_refdef.viewcache.entityvisible);
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 if (r_refdef.viewcache.world_leafvisible)
3933 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3939 void R_Main_ResizeViewCache(void)
3941 int numentities = r_refdef.scene.numentities;
3942 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946 if (r_refdef.viewcache.maxentities < numentities)
3948 r_refdef.viewcache.maxentities = numentities;
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3953 if (r_refdef.viewcache.world_numclusters != numclusters)
3955 r_refdef.viewcache.world_numclusters = numclusters;
3956 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957 if (r_refdef.viewcache.world_pvsbits)
3958 Mem_Free(r_refdef.viewcache.world_pvsbits);
3959 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3961 if (r_refdef.viewcache.world_numleafs != numleafs)
3963 r_refdef.viewcache.world_numleafs = numleafs;
3964 if (r_refdef.viewcache.world_leafvisible)
3965 Mem_Free(r_refdef.viewcache.world_leafvisible);
3966 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3968 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3970 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971 if (r_refdef.viewcache.world_surfacevisible)
3972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3977 extern rtexture_t *loadingscreentexture;
3978 void gl_main_start(void)
3980 loadingscreentexture = NULL;
3981 r_texture_blanknormalmap = NULL;
3982 r_texture_white = NULL;
3983 r_texture_grey128 = NULL;
3984 r_texture_black = NULL;
3985 r_texture_whitecube = NULL;
3986 r_texture_normalizationcube = NULL;
3987 r_texture_fogattenuation = NULL;
3988 r_texture_fogheighttexture = NULL;
3989 r_texture_gammaramps = NULL;
3990 r_texture_numcubemaps = 0;
3992 r_loaddds = r_texture_dds_load.integer != 0;
3993 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3995 switch(vid.renderpath)
3997 case RENDERPATH_GL20:
3998 case RENDERPATH_D3D9:
3999 case RENDERPATH_D3D10:
4000 case RENDERPATH_D3D11:
4001 case RENDERPATH_SOFT:
4002 case RENDERPATH_GLES2:
4003 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4004 Cvar_SetValueQuick(&gl_combine, 1);
4005 Cvar_SetValueQuick(&r_glsl, 1);
4006 r_loadnormalmap = true;
4010 case RENDERPATH_GL13:
4011 case RENDERPATH_GLES1:
4012 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4013 Cvar_SetValueQuick(&gl_combine, 1);
4014 Cvar_SetValueQuick(&r_glsl, 0);
4015 r_loadnormalmap = false;
4016 r_loadgloss = false;
4019 case RENDERPATH_GL11:
4020 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4021 Cvar_SetValueQuick(&gl_combine, 0);
4022 Cvar_SetValueQuick(&r_glsl, 0);
4023 r_loadnormalmap = false;
4024 r_loadgloss = false;
4030 R_FrameData_Reset();
4034 memset(r_queries, 0, sizeof(r_queries));
4036 r_qwskincache = NULL;
4037 r_qwskincache_size = 0;
4039 // due to caching of texture_t references, the collision cache must be reset
4040 Collision_Cache_Reset(true);
4042 // set up r_skinframe loading system for textures
4043 memset(&r_skinframe, 0, sizeof(r_skinframe));
4044 r_skinframe.loadsequence = 1;
4045 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4047 r_main_texturepool = R_AllocTexturePool();
4048 R_BuildBlankTextures();
4050 if (vid.support.arb_texture_cube_map)
4053 R_BuildNormalizationCube();
4055 r_texture_fogattenuation = NULL;
4056 r_texture_fogheighttexture = NULL;
4057 r_texture_gammaramps = NULL;
4058 //r_texture_fogintensity = NULL;
4059 memset(&r_fb, 0, sizeof(r_fb));
4060 r_glsl_permutation = NULL;
4061 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4062 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4063 glslshaderstring = NULL;
4065 r_hlsl_permutation = NULL;
4066 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4067 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4069 hlslshaderstring = NULL;
4070 memset(&r_svbsp, 0, sizeof (r_svbsp));
4072 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4073 r_texture_numcubemaps = 0;
4075 r_refdef.fogmasktable_density = 0;
4078 void gl_main_shutdown(void)
4081 R_FrameData_Reset();
4083 R_Main_FreeViewCache();
4085 switch(vid.renderpath)
4087 case RENDERPATH_GL11:
4088 case RENDERPATH_GL13:
4089 case RENDERPATH_GL20:
4090 case RENDERPATH_GLES1:
4091 case RENDERPATH_GLES2:
4092 #ifdef GL_SAMPLES_PASSED_ARB
4094 qglDeleteQueriesARB(r_maxqueries, r_queries);
4097 case RENDERPATH_D3D9:
4098 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4100 case RENDERPATH_D3D10:
4101 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4103 case RENDERPATH_D3D11:
4104 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4106 case RENDERPATH_SOFT:
4112 memset(r_queries, 0, sizeof(r_queries));
4114 r_qwskincache = NULL;
4115 r_qwskincache_size = 0;
4117 // clear out the r_skinframe state
4118 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4119 memset(&r_skinframe, 0, sizeof(r_skinframe));
4122 Mem_Free(r_svbsp.nodes);
4123 memset(&r_svbsp, 0, sizeof (r_svbsp));
4124 R_FreeTexturePool(&r_main_texturepool);
4125 loadingscreentexture = NULL;
4126 r_texture_blanknormalmap = NULL;
4127 r_texture_white = NULL;
4128 r_texture_grey128 = NULL;
4129 r_texture_black = NULL;
4130 r_texture_whitecube = NULL;
4131 r_texture_normalizationcube = NULL;
4132 r_texture_fogattenuation = NULL;
4133 r_texture_fogheighttexture = NULL;
4134 r_texture_gammaramps = NULL;
4135 r_texture_numcubemaps = 0;
4136 //r_texture_fogintensity = NULL;
4137 memset(&r_fb, 0, sizeof(r_fb));
4140 r_glsl_permutation = NULL;
4141 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4142 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4143 glslshaderstring = NULL;
4145 r_hlsl_permutation = NULL;
4146 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4147 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4149 hlslshaderstring = NULL;
4152 extern void CL_ParseEntityLump(char *entitystring);
4153 void gl_main_newmap(void)
4155 // FIXME: move this code to client
4156 char *entities, entname[MAX_QPATH];
4158 Mem_Free(r_qwskincache);
4159 r_qwskincache = NULL;
4160 r_qwskincache_size = 0;
4163 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4164 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4166 CL_ParseEntityLump(entities);
4170 if (cl.worldmodel->brush.entities)
4171 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4173 R_Main_FreeViewCache();
4175 R_FrameData_Reset();
4178 void GL_Main_Init(void)
4180 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4182 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4183 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4184 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4185 if (gamemode == GAME_NEHAHRA)
4187 Cvar_RegisterVariable (&gl_fogenable);
4188 Cvar_RegisterVariable (&gl_fogdensity);
4189 Cvar_RegisterVariable (&gl_fogred);
4190 Cvar_RegisterVariable (&gl_foggreen);
4191 Cvar_RegisterVariable (&gl_fogblue);
4192 Cvar_RegisterVariable (&gl_fogstart);
4193 Cvar_RegisterVariable (&gl_fogend);
4194 Cvar_RegisterVariable (&gl_skyclip);
4196 Cvar_RegisterVariable(&r_motionblur);
4197 Cvar_RegisterVariable(&r_damageblur);
4198 Cvar_RegisterVariable(&r_motionblur_averaging);
4199 Cvar_RegisterVariable(&r_motionblur_randomize);
4200 Cvar_RegisterVariable(&r_motionblur_minblur);
4201 Cvar_RegisterVariable(&r_motionblur_maxblur);
4202 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4203 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4204 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4205 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4206 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4207 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4208 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4209 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4210 Cvar_RegisterVariable(&r_equalize_entities_by);
4211 Cvar_RegisterVariable(&r_equalize_entities_to);
4212 Cvar_RegisterVariable(&r_depthfirst);
4213 Cvar_RegisterVariable(&r_useinfinitefarclip);
4214 Cvar_RegisterVariable(&r_farclip_base);
4215 Cvar_RegisterVariable(&r_farclip_world);
4216 Cvar_RegisterVariable(&r_nearclip);
4217 Cvar_RegisterVariable(&r_deformvertexes);
4218 Cvar_RegisterVariable(&r_transparent);
4219 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4220 Cvar_RegisterVariable(&r_showoverdraw);
4221 Cvar_RegisterVariable(&r_showbboxes);
4222 Cvar_RegisterVariable(&r_showsurfaces);
4223 Cvar_RegisterVariable(&r_showtris);
4224 Cvar_RegisterVariable(&r_shownormals);
4225 Cvar_RegisterVariable(&r_showlighting);
4226 Cvar_RegisterVariable(&r_showshadowvolumes);
4227 Cvar_RegisterVariable(&r_showcollisionbrushes);
4228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4229 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4230 Cvar_RegisterVariable(&r_showdisabledepthtest);
4231 Cvar_RegisterVariable(&r_drawportals);
4232 Cvar_RegisterVariable(&r_drawentities);
4233 Cvar_RegisterVariable(&r_draw2d);
4234 Cvar_RegisterVariable(&r_drawworld);
4235 Cvar_RegisterVariable(&r_cullentities_trace);
4236 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4237 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4238 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4239 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4240 Cvar_RegisterVariable(&r_sortentities);
4241 Cvar_RegisterVariable(&r_drawviewmodel);
4242 Cvar_RegisterVariable(&r_drawexteriormodel);
4243 Cvar_RegisterVariable(&r_speeds);
4244 Cvar_RegisterVariable(&r_fullbrights);
4245 Cvar_RegisterVariable(&r_wateralpha);
4246 Cvar_RegisterVariable(&r_dynamic);
4247 Cvar_RegisterVariable(&r_fakelight);
4248 Cvar_RegisterVariable(&r_fakelight_intensity);
4249 Cvar_RegisterVariable(&r_fullbright);
4250 Cvar_RegisterVariable(&r_shadows);
4251 Cvar_RegisterVariable(&r_shadows_darken);
4252 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4253 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4254 Cvar_RegisterVariable(&r_shadows_throwdistance);
4255 Cvar_RegisterVariable(&r_shadows_throwdirection);
4256 Cvar_RegisterVariable(&r_shadows_focus);
4257 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4261 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4262 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4263 Cvar_RegisterVariable(&r_fog_exp2);
4264 Cvar_RegisterVariable(&r_fog_clear);
4265 Cvar_RegisterVariable(&r_drawfog);
4266 Cvar_RegisterVariable(&r_transparentdepthmasking);
4267 Cvar_RegisterVariable(&r_transparent_sortmindist);
4268 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4269 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4270 Cvar_RegisterVariable(&r_texture_dds_load);
4271 Cvar_RegisterVariable(&r_texture_dds_save);
4272 Cvar_RegisterVariable(&r_textureunits);
4273 Cvar_RegisterVariable(&gl_combine);
4274 Cvar_RegisterVariable(&r_viewfbo);
4275 Cvar_RegisterVariable(&r_viewscale);
4276 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4277 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4278 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4279 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4280 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4281 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4282 Cvar_RegisterVariable(&r_glsl);
4283 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4284 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4285 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4286 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4287 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4288 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4289 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4290 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4291 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4292 Cvar_RegisterVariable(&r_glsl_postprocess);
4293 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4294 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4295 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4296 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4297 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4298 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4302 Cvar_RegisterVariable(&r_water);
4303 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4304 Cvar_RegisterVariable(&r_water_clippingplanebias);
4305 Cvar_RegisterVariable(&r_water_refractdistort);
4306 Cvar_RegisterVariable(&r_water_reflectdistort);
4307 Cvar_RegisterVariable(&r_water_scissormode);
4308 Cvar_RegisterVariable(&r_water_lowquality);
4309 Cvar_RegisterVariable(&r_water_hideplayer);
4310 Cvar_RegisterVariable(&r_water_fbo);
4312 Cvar_RegisterVariable(&r_lerpsprites);
4313 Cvar_RegisterVariable(&r_lerpmodels);
4314 Cvar_RegisterVariable(&r_lerplightstyles);
4315 Cvar_RegisterVariable(&r_waterscroll);
4316 Cvar_RegisterVariable(&r_bloom);
4317 Cvar_RegisterVariable(&r_bloom_colorscale);
4318 Cvar_RegisterVariable(&r_bloom_brighten);
4319 Cvar_RegisterVariable(&r_bloom_blur);
4320 Cvar_RegisterVariable(&r_bloom_resolution);
4321 Cvar_RegisterVariable(&r_bloom_colorexponent);
4322 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4323 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4324 Cvar_RegisterVariable(&r_hdr_glowintensity);
4325 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4326 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4327 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4328 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4329 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4330 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4331 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4332 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4333 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4334 Cvar_RegisterVariable(&developer_texturelogging);
4335 Cvar_RegisterVariable(&gl_lightmaps);
4336 Cvar_RegisterVariable(&r_test);
4337 Cvar_RegisterVariable(&r_glsl_saturation);
4338 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4339 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4340 Cvar_RegisterVariable(&r_framedatasize);
4341 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4342 Cvar_SetValue("r_fullbrights", 0);
4343 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4346 extern void R_Textures_Init(void);
4347 extern void GL_Draw_Init(void);
4348 extern void GL_Main_Init(void);
4349 extern void R_Shadow_Init(void);
4350 extern void R_Sky_Init(void);
4351 extern void GL_Surf_Init(void);
4352 extern void R_Particles_Init(void);
4353 extern void R_Explosion_Init(void);
4354 extern void gl_backend_init(void);
4355 extern void Sbar_Init(void);
4356 extern void R_LightningBeams_Init(void);
4357 extern void Mod_RenderInit(void);
4358 extern void Font_Init(void);
4360 void Render_Init(void)
4373 R_LightningBeams_Init();
4383 extern char *ENGINE_EXTENSIONS;
4386 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4387 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4388 gl_version = (const char *)qglGetString(GL_VERSION);
4389 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4393 if (!gl_platformextensions)
4394 gl_platformextensions = "";
4396 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4397 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4398 Con_Printf("GL_VERSION: %s\n", gl_version);
4399 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4400 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4402 VID_CheckExtensions();
4404 // LordHavoc: report supported extensions
4405 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4407 // clear to black (loading plaque will be seen over this)
4408 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4412 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4416 if (r_trippy.integer)
4418 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4420 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4423 p = r_refdef.view.frustum + i;
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4468 if (r_trippy.integer)
4470 for (i = 0;i < numplanes;i++)
4477 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4481 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4485 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4489 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4493 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4497 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4501 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4505 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4513 //==================================================================================
4515 // LordHavoc: this stores temporary data used within the same frame
4517 typedef struct r_framedata_mem_s
4519 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4520 size_t size; // how much usable space
4521 size_t current; // how much space in use
4522 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4523 size_t wantedsize; // how much space was allocated
4524 unsigned char *data; // start of real data (16byte aligned)
4528 static r_framedata_mem_t *r_framedata_mem;
4530 void R_FrameData_Reset(void)
4532 while (r_framedata_mem)
4534 r_framedata_mem_t *next = r_framedata_mem->purge;
4535 Mem_Free(r_framedata_mem);
4536 r_framedata_mem = next;
4540 void R_FrameData_Resize(void)
4543 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4544 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4545 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4547 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4548 newmem->wantedsize = wantedsize;
4549 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4550 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4551 newmem->current = 0;
4553 newmem->purge = r_framedata_mem;
4554 r_framedata_mem = newmem;
4558 void R_FrameData_NewFrame(void)
4560 R_FrameData_Resize();
4561 if (!r_framedata_mem)
4563 // if we ran out of space on the last frame, free the old memory now
4564 while (r_framedata_mem->purge)
4566 // repeatedly remove the second item in the list, leaving only head
4567 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4568 Mem_Free(r_framedata_mem->purge);
4569 r_framedata_mem->purge = next;
4571 // reset the current mem pointer
4572 r_framedata_mem->current = 0;
4573 r_framedata_mem->mark = 0;
4576 void *R_FrameData_Alloc(size_t size)
4580 // align to 16 byte boundary - the data pointer is already aligned, so we
4581 // only need to ensure the size of every allocation is also aligned
4582 size = (size + 15) & ~15;
4584 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4586 // emergency - we ran out of space, allocate more memory
4587 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4588 R_FrameData_Resize();
4591 data = r_framedata_mem->data + r_framedata_mem->current;
4592 r_framedata_mem->current += size;
4594 // count the usage for stats
4595 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4596 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4598 return (void *)data;
4601 void *R_FrameData_Store(size_t size, void *data)
4603 void *d = R_FrameData_Alloc(size);
4605 memcpy(d, data, size);
4609 void R_FrameData_SetMark(void)
4611 if (!r_framedata_mem)
4613 r_framedata_mem->mark = r_framedata_mem->current;
4616 void R_FrameData_ReturnToMark(void)
4618 if (!r_framedata_mem)
4620 r_framedata_mem->current = r_framedata_mem->mark;
4623 //==================================================================================
4625 // LordHavoc: animcache originally written by Echon, rewritten since then
4628 * Animation cache prevents re-generating mesh data for an animated model
4629 * multiple times in one frame for lighting, shadowing, reflections, etc.
4632 void R_AnimCache_Free(void)
4636 void R_AnimCache_ClearCache(void)
4639 entity_render_t *ent;
4641 for (i = 0;i < r_refdef.scene.numentities;i++)
4643 ent = r_refdef.scene.entities[i];
4644 ent->animcache_vertex3f = NULL;
4645 ent->animcache_normal3f = NULL;
4646 ent->animcache_svector3f = NULL;
4647 ent->animcache_tvector3f = NULL;
4648 ent->animcache_vertexmesh = NULL;
4649 ent->animcache_vertex3fbuffer = NULL;
4650 ent->animcache_vertexmeshbuffer = NULL;
4654 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4658 // check if we need the meshbuffers
4659 if (!vid.useinterleavedarrays)
4662 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4663 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4664 // TODO: upload vertex3f buffer?
4665 if (ent->animcache_vertexmesh)
4667 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4668 for (i = 0;i < numvertices;i++)
4669 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4670 if (ent->animcache_svector3f)
4671 for (i = 0;i < numvertices;i++)
4672 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4673 if (ent->animcache_tvector3f)
4674 for (i = 0;i < numvertices;i++)
4675 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4676 if (ent->animcache_normal3f)
4677 for (i = 0;i < numvertices;i++)
4678 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4679 // TODO: upload vertexmeshbuffer?
4683 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4685 dp_model_t *model = ent->model;
4687 // see if it's already cached this frame
4688 if (ent->animcache_vertex3f)
4690 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4691 if (wantnormals || wanttangents)
4693 if (ent->animcache_normal3f)
4694 wantnormals = false;
4695 if (ent->animcache_svector3f)
4696 wanttangents = false;
4697 if (wantnormals || wanttangents)
4699 numvertices = model->surfmesh.num_vertices;
4701 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4704 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4705 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4707 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4708 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4714 // see if this ent is worth caching
4715 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4717 // get some memory for this entity and generate mesh data
4718 numvertices = model->surfmesh.num_vertices;
4719 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4721 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4724 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4728 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4733 void R_AnimCache_CacheVisibleEntities(void)
4736 qboolean wantnormals = true;
4737 qboolean wanttangents = !r_showsurfaces.integer;
4739 switch(vid.renderpath)
4741 case RENDERPATH_GL20:
4742 case RENDERPATH_D3D9:
4743 case RENDERPATH_D3D10:
4744 case RENDERPATH_D3D11:
4745 case RENDERPATH_GLES2:
4747 case RENDERPATH_GL11:
4748 case RENDERPATH_GL13:
4749 case RENDERPATH_GLES1:
4750 wanttangents = false;
4752 case RENDERPATH_SOFT:
4756 if (r_shownormals.integer)
4757 wanttangents = wantnormals = true;
4759 // TODO: thread this
4760 // NOTE: R_PrepareRTLights() also caches entities
4762 for (i = 0;i < r_refdef.scene.numentities;i++)
4763 if (r_refdef.viewcache.entityvisible[i])
4764 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4767 //==================================================================================
4769 extern cvar_t r_overheadsprites_pushback;
4771 static void R_View_UpdateEntityLighting (void)
4774 entity_render_t *ent;
4775 vec3_t tempdiffusenormal, avg;
4776 vec_t f, fa, fd, fdd;
4777 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4779 for (i = 0;i < r_refdef.scene.numentities;i++)
4781 ent = r_refdef.scene.entities[i];
4783 // skip unseen models and models that updated by CSQC
4784 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4788 if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
4790 // TODO: use modellight for r_ambient settings on world?
4791 VectorSet(ent->modellight_ambient, 0, 0, 0);
4792 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4793 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4797 // fetch the lighting from the worldmodel data
4798 VectorClear(ent->modellight_ambient);
4799 VectorClear(ent->modellight_diffuse);
4800 VectorClear(tempdiffusenormal);
4801 if (ent->flags & RENDER_LIGHT)
4804 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4806 // complete lightning for lit sprites
4807 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4808 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4810 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4811 org[2] = org[2] + r_overheadsprites_pushback.value;
4812 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4815 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4817 if(ent->flags & RENDER_EQUALIZE)
4819 // first fix up ambient lighting...
4820 if(r_equalize_entities_minambient.value > 0)
4822 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4825 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4826 if(fa < r_equalize_entities_minambient.value * fd)
4829 // fa'/fd' = minambient
4830 // fa'+0.25*fd' = fa+0.25*fd
4832 // fa' = fd' * minambient
4833 // fd'*(0.25+minambient) = fa+0.25*fd
4835 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4836 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4838 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4839 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4840 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4841 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4846 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4848 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4849 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4853 // adjust brightness and saturation to target
4854 avg[0] = avg[1] = avg[2] = fa / f;
4855 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4856 avg[0] = avg[1] = avg[2] = fd / f;
4857 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4863 VectorSet(ent->modellight_ambient, 1, 1, 1);
4865 // move the light direction into modelspace coordinates for lighting code
4866 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4867 if(VectorLength2(ent->modellight_lightdir) == 0)
4868 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4869 VectorNormalize(ent->modellight_lightdir);
4873 #define MAX_LINEOFSIGHTTRACES 64
4875 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4878 vec3_t boxmins, boxmaxs;
4881 dp_model_t *model = r_refdef.scene.worldmodel;
4883 if (!model || !model->brush.TraceLineOfSight)
4886 // expand the box a little
4887 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4888 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4889 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4890 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4891 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4892 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4894 // return true if eye is inside enlarged box
4895 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4899 VectorCopy(eye, start);
4900 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4901 if (model->brush.TraceLineOfSight(model, start, end))
4904 // try various random positions
4905 for (i = 0;i < numsamples;i++)
4907 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4908 if (model->brush.TraceLineOfSight(model, start, end))
4916 static void R_View_UpdateEntityVisible (void)
4921 entity_render_t *ent;
4923 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4924 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4925 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4926 : RENDER_EXTERIORMODEL;
4927 if (!r_drawviewmodel.integer)
4928 renderimask |= RENDER_VIEWMODEL;
4929 if (!r_drawexteriormodel.integer)
4930 renderimask |= RENDER_EXTERIORMODEL;
4931 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4933 // worldmodel can check visibility
4934 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4935 for (i = 0;i < r_refdef.scene.numentities;i++)
4937 ent = r_refdef.scene.entities[i];
4938 if (!(ent->flags & renderimask))
4939 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4940 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4941 r_refdef.viewcache.entityvisible[i] = true;
4946 // no worldmodel or it can't check visibility
4947 for (i = 0;i < r_refdef.scene.numentities;i++)
4949 ent = r_refdef.scene.entities[i];
4950 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));
4953 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4954 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 if (!r_refdef.viewcache.entityvisible[i])
4960 ent = r_refdef.scene.entities[i];
4961 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4963 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4965 continue; // temp entities do pvs only
4966 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4967 ent->last_trace_visibility = realtime;
4968 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4969 r_refdef.viewcache.entityvisible[i] = 0;
4975 /// only used if skyrendermasked, and normally returns false
4976 int R_DrawBrushModelsSky (void)
4979 entity_render_t *ent;
4982 for (i = 0;i < r_refdef.scene.numentities;i++)
4984 if (!r_refdef.viewcache.entityvisible[i])
4986 ent = r_refdef.scene.entities[i];
4987 if (!ent->model || !ent->model->DrawSky)
4989 ent->model->DrawSky(ent);
4995 static void R_DrawNoModel(entity_render_t *ent);
4996 static void R_DrawModels(void)
4999 entity_render_t *ent;
5001 for (i = 0;i < r_refdef.scene.numentities;i++)
5003 if (!r_refdef.viewcache.entityvisible[i])
5005 ent = r_refdef.scene.entities[i];
5006 r_refdef.stats.entities++;
5008 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5011 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5012 Con_Printf("R_DrawModels\n");
5013 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5014 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5015 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5018 if (ent->model && ent->model->Draw != NULL)
5019 ent->model->Draw(ent);
5025 static void R_DrawModelsDepth(void)
5028 entity_render_t *ent;
5030 for (i = 0;i < r_refdef.scene.numentities;i++)
5032 if (!r_refdef.viewcache.entityvisible[i])
5034 ent = r_refdef.scene.entities[i];
5035 if (ent->model && ent->model->DrawDepth != NULL)
5036 ent->model->DrawDepth(ent);
5040 static void R_DrawModelsDebug(void)
5043 entity_render_t *ent;
5045 for (i = 0;i < r_refdef.scene.numentities;i++)
5047 if (!r_refdef.viewcache.entityvisible[i])
5049 ent = r_refdef.scene.entities[i];
5050 if (ent->model && ent->model->DrawDebug != NULL)
5051 ent->model->DrawDebug(ent);
5055 static void R_DrawModelsAddWaterPlanes(void)
5058 entity_render_t *ent;
5060 for (i = 0;i < r_refdef.scene.numentities;i++)
5062 if (!r_refdef.viewcache.entityvisible[i])
5064 ent = r_refdef.scene.entities[i];
5065 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5066 ent->model->DrawAddWaterPlanes(ent);
5070 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5072 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5074 if (r_hdr_irisadaptation.integer)
5079 vec3_t diffusenormal;
5081 vec_t brightness = 0.0f;
5086 VectorCopy(r_refdef.view.forward, forward);
5087 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5089 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5090 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5091 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5092 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5093 d = DotProduct(forward, diffusenormal);
5094 brightness += VectorLength(ambient);
5096 brightness += d * VectorLength(diffuse);
5098 brightness *= 1.0f / c;
5099 brightness += 0.00001f; // make sure it's never zero
5100 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5101 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5102 current = r_hdr_irisadaptation_value.value;
5104 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5105 else if (current > goal)
5106 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5107 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5108 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5110 else if (r_hdr_irisadaptation_value.value != 1.0f)
5111 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5114 static void R_View_SetFrustum(const int *scissor)
5117 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5118 vec3_t forward, left, up, origin, v;
5122 // flipped x coordinates (because x points left here)
5123 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5124 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5126 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5127 switch(vid.renderpath)
5129 case RENDERPATH_D3D9:
5130 case RENDERPATH_D3D10:
5131 case RENDERPATH_D3D11:
5132 // non-flipped y coordinates
5133 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5134 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5136 case RENDERPATH_SOFT:
5137 case RENDERPATH_GL11:
5138 case RENDERPATH_GL13:
5139 case RENDERPATH_GL20:
5140 case RENDERPATH_GLES1:
5141 case RENDERPATH_GLES2:
5142 // non-flipped y coordinates
5143 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5144 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5149 // we can't trust r_refdef.view.forward and friends in reflected scenes
5150 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5153 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5154 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5155 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5156 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5157 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5158 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5159 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5160 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5161 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5162 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5163 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5164 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5168 zNear = r_refdef.nearclip;
5169 nudge = 1.0 - 1.0 / (1<<23);
5170 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5171 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5172 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5173 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5174 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5175 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5176 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5177 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5183 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5184 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5185 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5186 r_refdef.view.frustum[0].dist = m[15] - m[12];
5188 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5189 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5190 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5191 r_refdef.view.frustum[1].dist = m[15] + m[12];
5193 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5194 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5195 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5196 r_refdef.view.frustum[2].dist = m[15] - m[13];
5198 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5199 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5200 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5201 r_refdef.view.frustum[3].dist = m[15] + m[13];
5203 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5204 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5205 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5206 r_refdef.view.frustum[4].dist = m[15] - m[14];
5208 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5209 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5210 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5211 r_refdef.view.frustum[5].dist = m[15] + m[14];
5214 if (r_refdef.view.useperspective)
5216 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5217 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5218 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5219 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5220 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5222 // then the normals from the corners relative to origin
5223 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5224 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5225 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5226 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5228 // in a NORMAL view, forward cross left == up
5229 // in a REFLECTED view, forward cross left == down
5230 // so our cross products above need to be adjusted for a left handed coordinate system
5231 CrossProduct(forward, left, v);
5232 if(DotProduct(v, up) < 0)
5234 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5235 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5236 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5237 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5240 // Leaving those out was a mistake, those were in the old code, and they
5241 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5242 // I couldn't reproduce it after adding those normalizations. --blub
5243 VectorNormalize(r_refdef.view.frustum[0].normal);
5244 VectorNormalize(r_refdef.view.frustum[1].normal);
5245 VectorNormalize(r_refdef.view.frustum[2].normal);
5246 VectorNormalize(r_refdef.view.frustum[3].normal);
5248 // make the corners absolute
5249 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5250 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5251 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5252 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5255 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5257 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5258 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5259 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5260 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5261 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5265 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5266 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5267 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5268 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5269 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5270 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5271 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5272 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5273 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5274 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5276 r_refdef.view.numfrustumplanes = 5;
5278 if (r_refdef.view.useclipplane)
5280 r_refdef.view.numfrustumplanes = 6;
5281 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5284 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5285 PlaneClassify(r_refdef.view.frustum + i);
5287 // LordHavoc: note to all quake engine coders, Quake had a special case
5288 // for 90 degrees which assumed a square view (wrong), so I removed it,
5289 // Quake2 has it disabled as well.
5291 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5292 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5293 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5294 //PlaneClassify(&frustum[0]);
5296 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5297 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5298 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5299 //PlaneClassify(&frustum[1]);
5301 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5302 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5303 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5304 //PlaneClassify(&frustum[2]);
5306 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5307 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5308 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5309 //PlaneClassify(&frustum[3]);
5312 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5313 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5314 //PlaneClassify(&frustum[4]);
5317 void R_View_UpdateWithScissor(const int *myscissor)
5319 R_Main_ResizeViewCache();
5320 R_View_SetFrustum(myscissor);
5321 R_View_WorldVisibility(r_refdef.view.useclipplane);
5322 R_View_UpdateEntityVisible();
5323 R_View_UpdateEntityLighting();
5324 R_AnimCache_CacheVisibleEntities();
5327 void R_View_Update(void)
5329 R_Main_ResizeViewCache();
5330 R_View_SetFrustum(NULL);
5331 R_View_WorldVisibility(r_refdef.view.useclipplane);
5332 R_View_UpdateEntityVisible();
5333 R_View_UpdateEntityLighting();
5334 R_AnimCache_CacheVisibleEntities();
5337 float viewscalefpsadjusted = 1.0f;
5339 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5341 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5342 scale = bound(0.03125f, scale, 1.0f);
5343 *outwidth = (int)ceil(width * scale);
5344 *outheight = (int)ceil(height * scale);
5347 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5349 const float *customclipplane = NULL;
5351 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5352 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5354 // LordHavoc: couldn't figure out how to make this approach the
5355 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5356 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5357 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5358 dist = r_refdef.view.clipplane.dist;
5359 plane[0] = r_refdef.view.clipplane.normal[0];
5360 plane[1] = r_refdef.view.clipplane.normal[1];
5361 plane[2] = r_refdef.view.clipplane.normal[2];
5363 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5366 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5367 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5369 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5370 if (!r_refdef.view.useperspective)
5371 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5372 else if (vid.stencil && r_useinfinitefarclip.integer)
5373 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5375 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5376 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5377 R_SetViewport(&r_refdef.view.viewport);
5378 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5380 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5381 float screenplane[4];
5382 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5383 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5384 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5385 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5386 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5390 void R_EntityMatrix(const matrix4x4_t *matrix)
5392 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5394 gl_modelmatrixchanged = false;
5395 gl_modelmatrix = *matrix;
5396 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5397 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5398 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5399 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5401 switch(vid.renderpath)
5403 case RENDERPATH_D3D9:
5405 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5406 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5409 case RENDERPATH_D3D10:
5410 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5412 case RENDERPATH_D3D11:
5413 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5415 case RENDERPATH_GL11:
5416 case RENDERPATH_GL13:
5417 case RENDERPATH_GLES1:
5418 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5420 case RENDERPATH_SOFT:
5421 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5422 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5424 case RENDERPATH_GL20:
5425 case RENDERPATH_GLES2:
5426 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5427 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5433 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5435 r_viewport_t viewport;
5439 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5440 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5441 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5442 R_SetViewport(&viewport);
5443 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5444 GL_Color(1, 1, 1, 1);
5445 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5446 GL_BlendFunc(GL_ONE, GL_ZERO);
5447 GL_ScissorTest(false);
5448 GL_DepthMask(false);
5449 GL_DepthRange(0, 1);
5450 GL_DepthTest(false);
5451 GL_DepthFunc(GL_LEQUAL);
5452 R_EntityMatrix(&identitymatrix);
5453 R_Mesh_ResetTextureState();
5454 GL_PolygonOffset(0, 0);
5455 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5456 switch(vid.renderpath)
5458 case RENDERPATH_GL11:
5459 case RENDERPATH_GL13:
5460 case RENDERPATH_GL20:
5461 case RENDERPATH_GLES1:
5462 case RENDERPATH_GLES2:
5463 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5465 case RENDERPATH_D3D9:
5466 case RENDERPATH_D3D10:
5467 case RENDERPATH_D3D11:
5468 case RENDERPATH_SOFT:
5471 GL_CullFace(GL_NONE);
5476 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5480 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5483 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5487 R_SetupView(true, fbo, depthtexture, colortexture);
5488 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5489 GL_Color(1, 1, 1, 1);
5490 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5491 GL_BlendFunc(GL_ONE, GL_ZERO);
5492 GL_ScissorTest(true);
5494 GL_DepthRange(0, 1);
5496 GL_DepthFunc(GL_LEQUAL);
5497 R_EntityMatrix(&identitymatrix);
5498 R_Mesh_ResetTextureState();
5499 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5500 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5501 switch(vid.renderpath)
5503 case RENDERPATH_GL11:
5504 case RENDERPATH_GL13:
5505 case RENDERPATH_GL20:
5506 case RENDERPATH_GLES1:
5507 case RENDERPATH_GLES2:
5508 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5510 case RENDERPATH_D3D9:
5511 case RENDERPATH_D3D10:
5512 case RENDERPATH_D3D11:
5513 case RENDERPATH_SOFT:
5516 GL_CullFace(r_refdef.view.cullface_back);
5521 R_RenderView_UpdateViewVectors
5524 void R_RenderView_UpdateViewVectors(void)
5526 // break apart the view matrix into vectors for various purposes
5527 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5528 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5529 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5530 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5531 // make an inverted copy of the view matrix for tracking sprites
5532 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5535 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5536 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5538 static void R_Water_StartFrame(void)
5541 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5542 r_waterstate_waterplane_t *p;
5543 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5545 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5548 switch(vid.renderpath)
5550 case RENDERPATH_GL20:
5551 case RENDERPATH_D3D9:
5552 case RENDERPATH_D3D10:
5553 case RENDERPATH_D3D11:
5554 case RENDERPATH_SOFT:
5555 case RENDERPATH_GLES2:
5557 case RENDERPATH_GL11:
5558 case RENDERPATH_GL13:
5559 case RENDERPATH_GLES1:
5563 // set waterwidth and waterheight to the water resolution that will be
5564 // used (often less than the screen resolution for faster rendering)
5565 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5567 // calculate desired texture sizes
5568 // can't use water if the card does not support the texture size
5569 if (!r_water.integer || r_showsurfaces.integer)
5570 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5571 else if (vid.support.arb_texture_non_power_of_two)
5573 texturewidth = waterwidth;
5574 textureheight = waterheight;
5575 camerawidth = waterwidth;
5576 cameraheight = waterheight;
5580 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5581 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5582 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5583 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5586 // allocate textures as needed
5587 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5589 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5590 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5592 if (p->texture_refraction)
5593 R_FreeTexture(p->texture_refraction);
5594 p->texture_refraction = NULL;
5595 if (p->fbo_refraction)
5596 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5597 p->fbo_refraction = 0;
5598 if (p->texture_reflection)
5599 R_FreeTexture(p->texture_reflection);
5600 p->texture_reflection = NULL;
5601 if (p->fbo_reflection)
5602 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5603 p->fbo_reflection = 0;
5604 if (p->texture_camera)
5605 R_FreeTexture(p->texture_camera);
5606 p->texture_camera = NULL;
5608 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5611 memset(&r_fb.water, 0, sizeof(r_fb.water));
5612 r_fb.water.texturewidth = texturewidth;
5613 r_fb.water.textureheight = textureheight;
5614 r_fb.water.camerawidth = camerawidth;
5615 r_fb.water.cameraheight = cameraheight;
5618 if (r_fb.water.texturewidth)
5620 int scaledwidth, scaledheight;
5622 r_fb.water.enabled = true;
5624 // water resolution is usually reduced
5625 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5626 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5627 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5629 // set up variables that will be used in shader setup
5630 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5631 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5632 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5633 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5636 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5637 r_fb.water.numwaterplanes = 0;
5640 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5642 int planeindex, bestplaneindex, vertexindex;
5643 vec3_t mins, maxs, normal, center, v, n;
5644 vec_t planescore, bestplanescore;
5646 r_waterstate_waterplane_t *p;
5647 texture_t *t = R_GetCurrentTexture(surface->texture);
5649 rsurface.texture = t;
5650 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5651 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5652 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5654 // average the vertex normals, find the surface bounds (after deformvertexes)
5655 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5656 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5657 VectorCopy(n, normal);
5658 VectorCopy(v, mins);
5659 VectorCopy(v, maxs);
5660 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5662 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5663 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5664 VectorAdd(normal, n, normal);
5665 mins[0] = min(mins[0], v[0]);
5666 mins[1] = min(mins[1], v[1]);
5667 mins[2] = min(mins[2], v[2]);
5668 maxs[0] = max(maxs[0], v[0]);
5669 maxs[1] = max(maxs[1], v[1]);
5670 maxs[2] = max(maxs[2], v[2]);
5672 VectorNormalize(normal);
5673 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5675 VectorCopy(normal, plane.normal);
5676 VectorNormalize(plane.normal);
5677 plane.dist = DotProduct(center, plane.normal);
5678 PlaneClassify(&plane);
5679 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5681 // skip backfaces (except if nocullface is set)
5682 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5684 VectorNegate(plane.normal, plane.normal);
5686 PlaneClassify(&plane);
5690 // find a matching plane if there is one
5691 bestplaneindex = -1;
5692 bestplanescore = 1048576.0f;
5693 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5695 if(p->camera_entity == t->camera_entity)
5697 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5698 if (bestplaneindex < 0 || bestplanescore > planescore)
5700 bestplaneindex = planeindex;
5701 bestplanescore = planescore;
5705 planeindex = bestplaneindex;
5706 p = r_fb.water.waterplanes + planeindex;
5708 // if this surface does not fit any known plane rendered this frame, add one
5709 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5711 // store the new plane
5712 planeindex = r_fb.water.numwaterplanes++;
5713 p = r_fb.water.waterplanes + planeindex;
5715 // clear materialflags and pvs
5716 p->materialflags = 0;
5717 p->pvsvalid = false;
5718 p->camera_entity = t->camera_entity;
5719 VectorCopy(mins, p->mins);
5720 VectorCopy(maxs, p->maxs);
5724 // merge mins/maxs when we're adding this surface to the plane
5725 p->mins[0] = min(p->mins[0], mins[0]);
5726 p->mins[1] = min(p->mins[1], mins[1]);
5727 p->mins[2] = min(p->mins[2], mins[2]);
5728 p->maxs[0] = max(p->maxs[0], maxs[0]);
5729 p->maxs[1] = max(p->maxs[1], maxs[1]);
5730 p->maxs[2] = max(p->maxs[2], maxs[2]);
5732 // merge this surface's materialflags into the waterplane
5733 p->materialflags |= t->currentmaterialflags;
5734 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5736 // merge this surface's PVS into the waterplane
5737 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5738 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5740 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5746 extern cvar_t r_drawparticles;
5747 extern cvar_t r_drawdecals;
5749 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5752 r_refdef_view_t originalview;
5753 r_refdef_view_t myview;
5754 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5755 r_waterstate_waterplane_t *p;
5757 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5759 originalview = r_refdef.view;
5761 // lowquality hack, temporarily shut down some cvars and restore afterwards
5762 qualityreduction = r_water_lowquality.integer;
5763 if (qualityreduction > 0)
5765 if (qualityreduction >= 1)
5767 old_r_shadows = r_shadows.integer;
5768 old_r_worldrtlight = r_shadow_realtime_world.integer;
5769 old_r_dlight = r_shadow_realtime_dlight.integer;
5770 Cvar_SetValueQuick(&r_shadows, 0);
5771 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5772 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5774 if (qualityreduction >= 2)
5776 old_r_dynamic = r_dynamic.integer;
5777 old_r_particles = r_drawparticles.integer;
5778 old_r_decals = r_drawdecals.integer;
5779 Cvar_SetValueQuick(&r_dynamic, 0);
5780 Cvar_SetValueQuick(&r_drawparticles, 0);
5781 Cvar_SetValueQuick(&r_drawdecals, 0);
5785 // make sure enough textures are allocated
5786 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5788 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5790 if (!p->texture_refraction)
5791 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5792 if (!p->texture_refraction)
5796 if (r_fb.water.depthtexture == NULL)
5797 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5798 if (p->fbo_refraction == 0)
5799 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5802 else if (p->materialflags & MATERIALFLAG_CAMERA)
5804 if (!p->texture_camera)
5805 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5806 if (!p->texture_camera)
5810 if (r_fb.water.depthtexture == NULL)
5811 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5812 if (p->fbo_camera == 0)
5813 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5817 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5819 if (!p->texture_reflection)
5820 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5821 if (!p->texture_reflection)
5825 if (r_fb.water.depthtexture == NULL)
5826 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5827 if (p->fbo_reflection == 0)
5828 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5834 r_refdef.view = originalview;
5835 r_refdef.view.showdebug = false;
5836 r_refdef.view.width = r_fb.water.waterwidth;
5837 r_refdef.view.height = r_fb.water.waterheight;
5838 r_refdef.view.useclipplane = true;
5839 myview = r_refdef.view;
5840 r_fb.water.renderingscene = true;
5841 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5843 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5845 r_refdef.view = myview;
5846 if(r_water_scissormode.integer)
5848 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5849 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5850 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5853 // render reflected scene and copy into texture
5854 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5855 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5856 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5857 r_refdef.view.clipplane = p->plane;
5858 // reverse the cullface settings for this render
5859 r_refdef.view.cullface_front = GL_FRONT;
5860 r_refdef.view.cullface_back = GL_BACK;
5861 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5863 r_refdef.view.usecustompvs = true;
5865 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5867 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5870 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5871 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5872 R_ClearScreen(r_refdef.fogenabled);
5873 if(r_water_scissormode.integer & 2)
5874 R_View_UpdateWithScissor(myscissor);
5877 if(r_water_scissormode.integer & 1)
5878 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5879 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5881 if (!p->fbo_reflection)
5882 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5883 r_fb.water.hideplayer = false;
5886 // render the normal view scene and copy into texture
5887 // (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)
5888 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5890 r_refdef.view = myview;
5891 if(r_water_scissormode.integer)
5893 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5894 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5895 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5898 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5900 r_refdef.view.clipplane = p->plane;
5901 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5902 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5904 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5906 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5907 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5908 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5909 R_RenderView_UpdateViewVectors();
5910 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5912 r_refdef.view.usecustompvs = true;
5913 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5917 PlaneClassify(&r_refdef.view.clipplane);
5919 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5920 R_ClearScreen(r_refdef.fogenabled);
5921 if(r_water_scissormode.integer & 2)
5922 R_View_UpdateWithScissor(myscissor);
5925 if(r_water_scissormode.integer & 1)
5926 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5927 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5929 if (!p->fbo_refraction)
5930 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5931 r_fb.water.hideplayer = false;
5933 else if (p->materialflags & MATERIALFLAG_CAMERA)
5935 r_refdef.view = myview;
5937 r_refdef.view.clipplane = p->plane;
5938 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5939 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5941 r_refdef.view.width = r_fb.water.camerawidth;
5942 r_refdef.view.height = r_fb.water.cameraheight;
5943 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5944 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5945 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5946 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5948 if(p->camera_entity)
5950 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5951 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5954 // note: all of the view is used for displaying... so
5955 // there is no use in scissoring
5957 // reverse the cullface settings for this render
5958 r_refdef.view.cullface_front = GL_FRONT;
5959 r_refdef.view.cullface_back = GL_BACK;
5960 // also reverse the view matrix
5961 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5962 R_RenderView_UpdateViewVectors();
5963 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5965 r_refdef.view.usecustompvs = true;
5966 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5969 // camera needs no clipplane
5970 r_refdef.view.useclipplane = false;
5972 PlaneClassify(&r_refdef.view.clipplane);
5974 r_fb.water.hideplayer = false;
5976 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5977 R_ClearScreen(r_refdef.fogenabled);
5979 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5982 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5983 r_fb.water.hideplayer = false;
5987 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5988 r_fb.water.renderingscene = false;
5989 r_refdef.view = originalview;
5990 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5991 if (!r_fb.water.depthtexture)
5992 R_ClearScreen(r_refdef.fogenabled);
5996 r_refdef.view = originalview;
5997 r_fb.water.renderingscene = false;
5998 Cvar_SetValueQuick(&r_water, 0);
5999 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6001 // lowquality hack, restore cvars
6002 if (qualityreduction > 0)
6004 if (qualityreduction >= 1)
6006 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6007 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6008 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6010 if (qualityreduction >= 2)
6012 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6013 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6014 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6019 void R_Bloom_StartFrame(void)
6022 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6023 int viewwidth, viewheight;
6024 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6025 textype_t textype = TEXTYPE_COLORBUFFER;
6027 switch (vid.renderpath)
6029 case RENDERPATH_GL20:
6030 case RENDERPATH_GLES2:
6031 if (vid.support.ext_framebuffer_object)
6033 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6034 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6037 case RENDERPATH_GL11:
6038 case RENDERPATH_GL13:
6039 case RENDERPATH_GLES1:
6040 case RENDERPATH_D3D9:
6041 case RENDERPATH_D3D10:
6042 case RENDERPATH_D3D11:
6043 case RENDERPATH_SOFT:
6047 if (r_viewscale_fpsscaling.integer)
6049 double actualframetime;
6050 double targetframetime;
6052 actualframetime = r_refdef.lastdrawscreentime;
6053 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6054 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6055 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6056 if (r_viewscale_fpsscaling_stepsize.value > 0)
6057 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6058 viewscalefpsadjusted += adjust;
6059 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6062 viewscalefpsadjusted = 1.0f;
6064 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6066 switch(vid.renderpath)
6068 case RENDERPATH_GL20:
6069 case RENDERPATH_D3D9:
6070 case RENDERPATH_D3D10:
6071 case RENDERPATH_D3D11:
6072 case RENDERPATH_SOFT:
6073 case RENDERPATH_GLES2:
6075 case RENDERPATH_GL11:
6076 case RENDERPATH_GL13:
6077 case RENDERPATH_GLES1:
6081 // set bloomwidth and bloomheight to the bloom resolution that will be
6082 // used (often less than the screen resolution for faster rendering)
6083 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6084 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6085 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6086 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6087 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6089 // calculate desired texture sizes
6090 if (vid.support.arb_texture_non_power_of_two)
6092 screentexturewidth = vid.width;
6093 screentextureheight = vid.height;
6094 bloomtexturewidth = r_fb.bloomwidth;
6095 bloomtextureheight = r_fb.bloomheight;
6099 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6100 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6101 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6102 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6105 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6107 Cvar_SetValueQuick(&r_bloom, 0);
6108 Cvar_SetValueQuick(&r_motionblur, 0);
6109 Cvar_SetValueQuick(&r_damageblur, 0);
6112 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6114 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6116 && r_viewscale.value == 1.0f
6117 && !r_viewscale_fpsscaling.integer)
6118 screentexturewidth = screentextureheight = 0;
6119 if (!r_bloom.integer)
6120 bloomtexturewidth = bloomtextureheight = 0;
6122 // allocate textures as needed
6123 if (r_fb.screentexturewidth != screentexturewidth
6124 || r_fb.screentextureheight != screentextureheight
6125 || r_fb.bloomtexturewidth != bloomtexturewidth
6126 || r_fb.bloomtextureheight != bloomtextureheight
6127 || r_fb.textype != textype
6128 || useviewfbo != (r_fb.fbo != 0))
6130 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6132 if (r_fb.bloomtexture[i])
6133 R_FreeTexture(r_fb.bloomtexture[i]);
6134 r_fb.bloomtexture[i] = NULL;
6136 if (r_fb.bloomfbo[i])
6137 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6138 r_fb.bloomfbo[i] = 0;
6142 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6145 if (r_fb.colortexture)
6146 R_FreeTexture(r_fb.colortexture);
6147 r_fb.colortexture = NULL;
6149 if (r_fb.depthtexture)
6150 R_FreeTexture(r_fb.depthtexture);
6151 r_fb.depthtexture = NULL;
6153 if (r_fb.ghosttexture)
6154 R_FreeTexture(r_fb.ghosttexture);
6155 r_fb.ghosttexture = NULL;
6157 r_fb.screentexturewidth = screentexturewidth;
6158 r_fb.screentextureheight = screentextureheight;
6159 r_fb.bloomtexturewidth = bloomtexturewidth;
6160 r_fb.bloomtextureheight = bloomtextureheight;
6161 r_fb.textype = textype;
6163 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6165 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6166 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6167 r_fb.ghosttexture_valid = false;
6168 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6171 // FIXME: choose depth bits based on a cvar
6172 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false, vid.support.ext_packed_depth_stencil);
6173 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6174 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6176 // render depth into one texture and color into the other
6180 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6181 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6182 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6183 if (status != GL_FRAMEBUFFER_COMPLETE)
6184 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6190 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6192 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6194 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6196 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6201 // bloom texture is a different resolution
6202 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6203 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6204 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6205 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6206 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6208 // set up a texcoord array for the full resolution screen image
6209 // (we have to keep this around to copy back during final render)
6210 r_fb.screentexcoord2f[0] = 0;
6211 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6212 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6213 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6214 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6215 r_fb.screentexcoord2f[5] = 0;
6216 r_fb.screentexcoord2f[6] = 0;
6217 r_fb.screentexcoord2f[7] = 0;
6219 // set up a texcoord array for the reduced resolution bloom image
6220 // (which will be additive blended over the screen image)
6221 r_fb.bloomtexcoord2f[0] = 0;
6222 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6223 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6224 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6225 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6226 r_fb.bloomtexcoord2f[5] = 0;
6227 r_fb.bloomtexcoord2f[6] = 0;
6228 r_fb.bloomtexcoord2f[7] = 0;
6230 switch(vid.renderpath)
6232 case RENDERPATH_GL11:
6233 case RENDERPATH_GL13:
6234 case RENDERPATH_GL20:
6235 case RENDERPATH_SOFT:
6236 case RENDERPATH_GLES1:
6237 case RENDERPATH_GLES2:
6239 case RENDERPATH_D3D9:
6240 case RENDERPATH_D3D10:
6241 case RENDERPATH_D3D11:
6244 for (i = 0;i < 4;i++)
6246 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6247 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6248 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6249 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6255 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6258 r_refdef.view.clear = true;
6261 void R_Bloom_MakeTexture(void)
6264 float xoffset, yoffset, r, brighten;
6266 float colorscale = r_bloom_colorscale.value;
6268 r_refdef.stats.bloom++;
6272 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6273 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6276 // scale down screen texture to the bloom texture size
6278 r_fb.bloomindex = 0;
6279 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6280 R_SetViewport(&r_fb.bloomviewport);
6281 GL_BlendFunc(GL_ONE, GL_ZERO);
6282 GL_Color(colorscale, colorscale, colorscale, 1);
6283 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6284 switch(vid.renderpath)
6286 case RENDERPATH_GL11:
6287 case RENDERPATH_GL13:
6288 case RENDERPATH_GL20:
6289 case RENDERPATH_GLES1:
6290 case RENDERPATH_GLES2:
6291 case RENDERPATH_SOFT:
6292 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6294 case RENDERPATH_D3D9:
6295 case RENDERPATH_D3D10:
6296 case RENDERPATH_D3D11:
6297 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6300 // TODO: do boxfilter scale-down in shader?
6301 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6302 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6303 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6305 // we now have a properly scaled bloom image
6306 if (!r_fb.bloomfbo[r_fb.bloomindex])
6308 // copy it into the bloom texture
6309 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6310 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6313 // multiply bloom image by itself as many times as desired
6314 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6316 intex = r_fb.bloomtexture[r_fb.bloomindex];
6317 r_fb.bloomindex ^= 1;
6318 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6320 r = bound(0, r_bloom_colorexponent.value / x, 1);
6321 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6323 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6324 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6325 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6326 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6328 if (!r_fb.bloomfbo[r_fb.bloomindex])
6330 // copy the darkened image to a texture
6331 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6332 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6336 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6337 brighten = r_bloom_brighten.value;
6338 brighten = sqrt(brighten);
6340 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6342 for (dir = 0;dir < 2;dir++)
6344 intex = r_fb.bloomtexture[r_fb.bloomindex];
6345 r_fb.bloomindex ^= 1;
6346 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6347 // blend on at multiple vertical offsets to achieve a vertical blur
6348 // TODO: do offset blends using GLSL
6349 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6350 GL_BlendFunc(GL_ONE, GL_ZERO);
6351 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6352 for (x = -range;x <= range;x++)
6354 if (!dir){xoffset = 0;yoffset = x;}
6355 else {xoffset = x;yoffset = 0;}
6356 xoffset /= (float)r_fb.bloomtexturewidth;
6357 yoffset /= (float)r_fb.bloomtextureheight;
6358 // compute a texcoord array with the specified x and y offset
6359 r_fb.offsettexcoord2f[0] = xoffset+0;
6360 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6361 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6362 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6363 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6364 r_fb.offsettexcoord2f[5] = yoffset+0;
6365 r_fb.offsettexcoord2f[6] = xoffset+0;
6366 r_fb.offsettexcoord2f[7] = yoffset+0;
6367 // this r value looks like a 'dot' particle, fading sharply to
6368 // black at the edges
6369 // (probably not realistic but looks good enough)
6370 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6371 //r = brighten/(range*2+1);
6372 r = brighten / (range * 2 + 1);
6374 r *= (1 - x*x/(float)(range*range));
6375 GL_Color(r, r, r, 1);
6376 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6377 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6378 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6379 GL_BlendFunc(GL_ONE, GL_ONE);
6382 if (!r_fb.bloomfbo[r_fb.bloomindex])
6384 // copy the vertically or horizontally blurred bloom view to a texture
6385 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6386 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6391 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6393 unsigned int permutation;
6394 float uservecs[4][4];
6396 switch (vid.renderpath)
6398 case RENDERPATH_GL20:
6399 case RENDERPATH_D3D9:
6400 case RENDERPATH_D3D10:
6401 case RENDERPATH_D3D11:
6402 case RENDERPATH_SOFT:
6403 case RENDERPATH_GLES2:
6405 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6406 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6407 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6408 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6409 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6411 if (r_fb.colortexture)
6415 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6416 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6419 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6421 // declare variables
6422 float blur_factor, blur_mouseaccel, blur_velocity;
6423 static float blur_average;
6424 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6426 // set a goal for the factoring
6427 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6428 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6429 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6430 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6431 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6432 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6434 // from the goal, pick an averaged value between goal and last value
6435 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6436 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6438 // enforce minimum amount of blur
6439 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6441 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6443 // calculate values into a standard alpha
6444 cl.motionbluralpha = 1 - exp(-
6446 (r_motionblur.value * blur_factor / 80)
6448 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6451 max(0.0001, cl.time - cl.oldtime) // fps independent
6454 // randomization for the blur value to combat persistent ghosting
6455 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6456 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6459 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6460 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6462 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6463 GL_Color(1, 1, 1, cl.motionbluralpha);
6464 switch(vid.renderpath)
6466 case RENDERPATH_GL11:
6467 case RENDERPATH_GL13:
6468 case RENDERPATH_GL20:
6469 case RENDERPATH_GLES1:
6470 case RENDERPATH_GLES2:
6471 case RENDERPATH_SOFT:
6472 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6474 case RENDERPATH_D3D9:
6475 case RENDERPATH_D3D10:
6476 case RENDERPATH_D3D11:
6477 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6480 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6481 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6482 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6485 // updates old view angles for next pass
6486 VectorCopy(cl.viewangles, blur_oldangles);
6488 // copy view into the ghost texture
6489 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6490 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6491 r_fb.ghosttexture_valid = true;
6496 // no r_fb.colortexture means we're rendering to the real fb
6497 // we may still have to do view tint...
6498 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6500 // apply a color tint to the whole view
6501 R_ResetViewRendering2D(0, NULL, NULL);
6502 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6503 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6504 R_SetupShader_Generic_NoTexture(false, true);
6505 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6506 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6508 break; // no screen processing, no bloom, skip it
6511 if (r_fb.bloomtexture[0])
6513 // make the bloom texture
6514 R_Bloom_MakeTexture();
6517 #if _MSC_VER >= 1400
6518 #define sscanf sscanf_s
6520 memset(uservecs, 0, sizeof(uservecs));
6521 if (r_glsl_postprocess_uservec1_enable.integer)
6522 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6523 if (r_glsl_postprocess_uservec2_enable.integer)
6524 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6525 if (r_glsl_postprocess_uservec3_enable.integer)
6526 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6527 if (r_glsl_postprocess_uservec4_enable.integer)
6528 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6530 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6531 GL_Color(1, 1, 1, 1);
6532 GL_BlendFunc(GL_ONE, GL_ZERO);
6534 switch(vid.renderpath)
6536 case RENDERPATH_GL20:
6537 case RENDERPATH_GLES2:
6538 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6539 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6540 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6541 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6542 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6543 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6544 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6545 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6546 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6547 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6548 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6549 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6550 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6551 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6553 case RENDERPATH_D3D9:
6555 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6556 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6557 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6558 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6559 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6560 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6561 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6562 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6563 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6564 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6565 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6566 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6567 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6568 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6569 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6572 case RENDERPATH_D3D10:
6573 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6575 case RENDERPATH_D3D11:
6576 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6578 case RENDERPATH_SOFT:
6579 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6580 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6581 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6582 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6583 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6584 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6585 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6586 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6587 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6588 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6589 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6590 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6591 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6592 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6597 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6598 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6600 case RENDERPATH_GL11:
6601 case RENDERPATH_GL13:
6602 case RENDERPATH_GLES1:
6603 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6605 // apply a color tint to the whole view
6606 R_ResetViewRendering2D(0, NULL, NULL);
6607 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6608 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6609 R_SetupShader_Generic_NoTexture(false, true);
6610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6611 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6617 matrix4x4_t r_waterscrollmatrix;
6619 void R_UpdateFog(void)
6622 if (gamemode == GAME_NEHAHRA)
6624 if (gl_fogenable.integer)
6626 r_refdef.oldgl_fogenable = true;
6627 r_refdef.fog_density = gl_fogdensity.value;
6628 r_refdef.fog_red = gl_fogred.value;
6629 r_refdef.fog_green = gl_foggreen.value;
6630 r_refdef.fog_blue = gl_fogblue.value;
6631 r_refdef.fog_alpha = 1;
6632 r_refdef.fog_start = 0;
6633 r_refdef.fog_end = gl_skyclip.value;
6634 r_refdef.fog_height = 1<<30;
6635 r_refdef.fog_fadedepth = 128;
6637 else if (r_refdef.oldgl_fogenable)
6639 r_refdef.oldgl_fogenable = false;
6640 r_refdef.fog_density = 0;
6641 r_refdef.fog_red = 0;
6642 r_refdef.fog_green = 0;
6643 r_refdef.fog_blue = 0;
6644 r_refdef.fog_alpha = 0;
6645 r_refdef.fog_start = 0;
6646 r_refdef.fog_end = 0;
6647 r_refdef.fog_height = 1<<30;
6648 r_refdef.fog_fadedepth = 128;
6653 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6654 r_refdef.fog_start = max(0, r_refdef.fog_start);
6655 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6657 if (r_refdef.fog_density && r_drawfog.integer)
6659 r_refdef.fogenabled = true;
6660 // this is the point where the fog reaches 0.9986 alpha, which we
6661 // consider a good enough cutoff point for the texture
6662 // (0.9986 * 256 == 255.6)
6663 if (r_fog_exp2.integer)
6664 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6666 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6667 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6668 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6669 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6670 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6671 R_BuildFogHeightTexture();
6672 // fog color was already set
6673 // update the fog texture
6674 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)
6675 R_BuildFogTexture();
6676 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6677 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6680 r_refdef.fogenabled = false;
6683 if (r_refdef.fog_density)
6685 r_refdef.fogcolor[0] = r_refdef.fog_red;
6686 r_refdef.fogcolor[1] = r_refdef.fog_green;
6687 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6689 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6690 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6691 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6692 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6696 VectorCopy(r_refdef.fogcolor, fogvec);
6697 // color.rgb *= ContrastBoost * SceneBrightness;
6698 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6699 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6700 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6701 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6706 void R_UpdateVariables(void)
6710 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6712 r_refdef.farclip = r_farclip_base.value;
6713 if (r_refdef.scene.worldmodel)
6714 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6715 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6717 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6718 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6719 r_refdef.polygonfactor = 0;
6720 r_refdef.polygonoffset = 0;
6721 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6722 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6724 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6725 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6726 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6727 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6728 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6729 if (FAKELIGHT_ENABLED)
6731 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6733 if (r_showsurfaces.integer)
6735 r_refdef.scene.rtworld = false;
6736 r_refdef.scene.rtworldshadows = false;
6737 r_refdef.scene.rtdlight = false;
6738 r_refdef.scene.rtdlightshadows = false;
6739 r_refdef.lightmapintensity = 0;
6742 switch(vid.renderpath)
6744 case RENDERPATH_GL20:
6745 case RENDERPATH_D3D9:
6746 case RENDERPATH_D3D10:
6747 case RENDERPATH_D3D11:
6748 case RENDERPATH_SOFT:
6749 case RENDERPATH_GLES2:
6750 if(v_glslgamma.integer && !vid_gammatables_trivial)
6752 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6754 // build GLSL gamma texture
6755 #define RAMPWIDTH 256
6756 unsigned short ramp[RAMPWIDTH * 3];
6757 unsigned char rampbgr[RAMPWIDTH][4];
6760 r_texture_gammaramps_serial = vid_gammatables_serial;
6762 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6763 for(i = 0; i < RAMPWIDTH; ++i)
6765 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6766 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6767 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6770 if (r_texture_gammaramps)
6772 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6776 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6782 // remove GLSL gamma texture
6785 case RENDERPATH_GL11:
6786 case RENDERPATH_GL13:
6787 case RENDERPATH_GLES1:
6792 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6793 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6799 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6800 if( scenetype != r_currentscenetype ) {
6801 // store the old scenetype
6802 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6803 r_currentscenetype = scenetype;
6804 // move in the new scene
6805 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6814 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6816 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6817 if( scenetype == r_currentscenetype ) {
6818 return &r_refdef.scene;
6820 return &r_scenes_store[ scenetype ];
6824 int R_SortEntities_Compare(const void *ap, const void *bp)
6826 const entity_render_t *a = *(const entity_render_t **)ap;
6827 const entity_render_t *b = *(const entity_render_t **)bp;
6830 if(a->model < b->model)
6832 if(a->model > b->model)
6836 // TODO possibly calculate the REAL skinnum here first using
6838 if(a->skinnum < b->skinnum)
6840 if(a->skinnum > b->skinnum)
6843 // everything we compared is equal
6846 void R_SortEntities(void)
6848 // below or equal 2 ents, sorting never gains anything
6849 if(r_refdef.scene.numentities <= 2)
6852 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6860 int dpsoftrast_test;
6861 extern void R_Shadow_UpdateBounceGridTexture(void);
6862 extern cvar_t r_shadow_bouncegrid;
6863 void R_RenderView(void)
6865 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6867 rtexture_t *depthtexture;
6868 rtexture_t *colortexture;
6870 dpsoftrast_test = r_test.integer;
6872 if (r_timereport_active)
6873 R_TimeReport("start");
6874 r_textureframe++; // used only by R_GetCurrentTexture
6875 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6877 if(R_CompileShader_CheckStaticParms())
6880 if (!r_drawentities.integer)
6881 r_refdef.scene.numentities = 0;
6882 else if (r_sortentities.integer)
6885 R_AnimCache_ClearCache();
6886 R_FrameData_NewFrame();
6888 /* adjust for stereo display */
6889 if(R_Stereo_Active())
6891 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6892 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6895 if (r_refdef.view.isoverlay)
6897 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6898 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6899 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6900 R_TimeReport("depthclear");
6902 r_refdef.view.showdebug = false;
6904 r_fb.water.enabled = false;
6905 r_fb.water.numwaterplanes = 0;
6907 R_RenderScene(0, NULL, NULL);
6909 r_refdef.view.matrix = originalmatrix;
6915 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6917 r_refdef.view.matrix = originalmatrix;
6918 return; //Host_Error ("R_RenderView: NULL worldmodel");
6921 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6923 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6924 // in sRGB fallback, behave similar to true sRGB: convert this
6925 // value from linear to sRGB
6926 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6928 R_RenderView_UpdateViewVectors();
6930 R_Shadow_UpdateWorldLightSelection();
6932 R_Bloom_StartFrame();
6933 R_Water_StartFrame();
6935 // now we probably have an fbo to render into
6937 depthtexture = r_fb.depthtexture;
6938 colortexture = r_fb.colortexture;
6941 if (r_timereport_active)
6942 R_TimeReport("viewsetup");
6944 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6946 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6948 R_ClearScreen(r_refdef.fogenabled);
6949 if (r_timereport_active)
6950 R_TimeReport("viewclear");
6952 r_refdef.view.clear = true;
6954 r_refdef.view.showdebug = true;
6957 if (r_timereport_active)
6958 R_TimeReport("visibility");
6960 R_Shadow_UpdateBounceGridTexture();
6961 if (r_timereport_active && r_shadow_bouncegrid.integer)
6962 R_TimeReport("bouncegrid");
6964 r_fb.water.numwaterplanes = 0;
6965 if (r_fb.water.enabled)
6966 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6968 R_RenderScene(fbo, depthtexture, colortexture);
6969 r_fb.water.numwaterplanes = 0;
6971 R_BlendView(fbo, depthtexture, colortexture);
6972 if (r_timereport_active)
6973 R_TimeReport("blendview");
6975 GL_Scissor(0, 0, vid.width, vid.height);
6976 GL_ScissorTest(false);
6978 r_refdef.view.matrix = originalmatrix;
6983 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6985 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6987 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6988 if (r_timereport_active)
6989 R_TimeReport("waterworld");
6992 // don't let sound skip if going slow
6993 if (r_refdef.scene.extraupdate)
6996 R_DrawModelsAddWaterPlanes();
6997 if (r_timereport_active)
6998 R_TimeReport("watermodels");
7000 if (r_fb.water.numwaterplanes)
7002 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7003 if (r_timereport_active)
7004 R_TimeReport("waterscenes");
7008 extern void R_DrawLightningBeams (void);
7009 extern void VM_CL_AddPolygonsToMeshQueue (void);
7010 extern void R_DrawPortals (void);
7011 extern cvar_t cl_locs_show;
7012 static void R_DrawLocs(void);
7013 static void R_DrawEntityBBoxes(void);
7014 static void R_DrawModelDecals(void);
7015 extern cvar_t cl_decals_newsystem;
7016 extern qboolean r_shadow_usingdeferredprepass;
7017 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7019 qboolean shadowmapping = false;
7021 if (r_timereport_active)
7022 R_TimeReport("beginscene");
7024 r_refdef.stats.renders++;
7028 // don't let sound skip if going slow
7029 if (r_refdef.scene.extraupdate)
7032 R_MeshQueue_BeginScene();
7036 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);
7038 if (r_timereport_active)
7039 R_TimeReport("skystartframe");
7041 if (cl.csqc_vidvars.drawworld)
7043 // don't let sound skip if going slow
7044 if (r_refdef.scene.extraupdate)
7047 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7049 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7050 if (r_timereport_active)
7051 R_TimeReport("worldsky");
7054 if (R_DrawBrushModelsSky() && r_timereport_active)
7055 R_TimeReport("bmodelsky");
7057 if (skyrendermasked && skyrenderlater)
7059 // we have to force off the water clipping plane while rendering sky
7060 R_SetupView(false, fbo, depthtexture, colortexture);
7062 R_SetupView(true, fbo, depthtexture, colortexture);
7063 if (r_timereport_active)
7064 R_TimeReport("sky");
7068 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7069 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7070 R_Shadow_PrepareModelShadows();
7071 if (r_timereport_active)
7072 R_TimeReport("preparelights");
7074 if (R_Shadow_ShadowMappingEnabled())
7075 shadowmapping = true;
7077 if (r_shadow_usingdeferredprepass)
7078 R_Shadow_DrawPrepass();
7080 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7082 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7083 if (r_timereport_active)
7084 R_TimeReport("worlddepth");
7086 if (r_depthfirst.integer >= 2)
7088 R_DrawModelsDepth();
7089 if (r_timereport_active)
7090 R_TimeReport("modeldepth");
7093 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7095 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7096 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7097 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7098 // don't let sound skip if going slow
7099 if (r_refdef.scene.extraupdate)
7103 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7105 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7106 if (r_timereport_active)
7107 R_TimeReport("world");
7110 // don't let sound skip if going slow
7111 if (r_refdef.scene.extraupdate)
7115 if (r_timereport_active)
7116 R_TimeReport("models");
7118 // don't let sound skip if going slow
7119 if (r_refdef.scene.extraupdate)
7122 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7124 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7125 R_DrawModelShadows(fbo, depthtexture, colortexture);
7126 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7127 // don't let sound skip if going slow
7128 if (r_refdef.scene.extraupdate)
7132 if (!r_shadow_usingdeferredprepass)
7134 R_Shadow_DrawLights();
7135 if (r_timereport_active)
7136 R_TimeReport("rtlights");
7139 // don't let sound skip if going slow
7140 if (r_refdef.scene.extraupdate)
7143 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7145 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7146 R_DrawModelShadows(fbo, depthtexture, colortexture);
7147 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7148 // don't let sound skip if going slow
7149 if (r_refdef.scene.extraupdate)
7153 if (cl.csqc_vidvars.drawworld)
7155 if (cl_decals_newsystem.integer)
7157 R_DrawModelDecals();
7158 if (r_timereport_active)
7159 R_TimeReport("modeldecals");
7164 if (r_timereport_active)
7165 R_TimeReport("decals");
7169 if (r_timereport_active)
7170 R_TimeReport("particles");
7173 if (r_timereport_active)
7174 R_TimeReport("explosions");
7176 R_DrawLightningBeams();
7177 if (r_timereport_active)
7178 R_TimeReport("lightning");
7181 VM_CL_AddPolygonsToMeshQueue();
7183 if (r_refdef.view.showdebug)
7185 if (cl_locs_show.integer)
7188 if (r_timereport_active)
7189 R_TimeReport("showlocs");
7192 if (r_drawportals.integer)
7195 if (r_timereport_active)
7196 R_TimeReport("portals");
7199 if (r_showbboxes.value > 0)
7201 R_DrawEntityBBoxes();
7202 if (r_timereport_active)
7203 R_TimeReport("bboxes");
7207 if (r_transparent.integer)
7209 R_MeshQueue_RenderTransparent();
7210 if (r_timereport_active)
7211 R_TimeReport("drawtrans");
7214 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7216 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7217 if (r_timereport_active)
7218 R_TimeReport("worlddebug");
7219 R_DrawModelsDebug();
7220 if (r_timereport_active)
7221 R_TimeReport("modeldebug");
7224 if (cl.csqc_vidvars.drawworld)
7226 R_Shadow_DrawCoronas();
7227 if (r_timereport_active)
7228 R_TimeReport("coronas");
7233 GL_DepthTest(false);
7234 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7235 GL_Color(1, 1, 1, 1);
7236 qglBegin(GL_POLYGON);
7237 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7238 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7239 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7240 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7242 qglBegin(GL_POLYGON);
7243 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7244 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7245 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7246 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7248 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7252 // don't let sound skip if going slow
7253 if (r_refdef.scene.extraupdate)
7257 static const unsigned short bboxelements[36] =
7267 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7270 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7272 RSurf_ActiveWorldEntity();
7274 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7275 GL_DepthMask(false);
7276 GL_DepthRange(0, 1);
7277 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7278 // R_Mesh_ResetTextureState();
7280 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7281 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7282 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7283 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7284 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7285 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7286 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7287 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7288 R_FillColors(color4f, 8, cr, cg, cb, ca);
7289 if (r_refdef.fogenabled)
7291 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7293 f1 = RSurf_FogVertex(v);
7295 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7296 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7297 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7300 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7301 R_Mesh_ResetTextureState();
7302 R_SetupShader_Generic_NoTexture(false, false);
7303 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7306 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7310 prvm_edict_t *edict;
7311 prvm_prog_t *prog_save = prog;
7313 // this function draws bounding boxes of server entities
7317 GL_CullFace(GL_NONE);
7318 R_SetupShader_Generic_NoTexture(false, false);
7322 for (i = 0;i < numsurfaces;i++)
7324 edict = PRVM_EDICT_NUM(surfacelist[i]);
7325 switch ((int)PRVM_serveredictfloat(edict, solid))
7327 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7328 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7329 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7330 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7331 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7332 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7334 color[3] *= r_showbboxes.value;
7335 color[3] = bound(0, color[3], 1);
7336 GL_DepthTest(!r_showdisabledepthtest.integer);
7337 GL_CullFace(r_refdef.view.cullface_front);
7338 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7344 static void R_DrawEntityBBoxes(void)
7347 prvm_edict_t *edict;
7349 prvm_prog_t *prog_save = prog;
7351 // this function draws bounding boxes of server entities
7357 for (i = 0;i < prog->num_edicts;i++)
7359 edict = PRVM_EDICT_NUM(i);
7360 if (edict->priv.server->free)
7362 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7363 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7365 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7367 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7368 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7374 static const int nomodelelement3i[24] =
7386 static const unsigned short nomodelelement3s[24] =
7398 static const float nomodelvertex3f[6*3] =
7408 static const float nomodelcolor4f[6*4] =
7410 0.0f, 0.0f, 0.5f, 1.0f,
7411 0.0f, 0.0f, 0.5f, 1.0f,
7412 0.0f, 0.5f, 0.0f, 1.0f,
7413 0.0f, 0.5f, 0.0f, 1.0f,
7414 0.5f, 0.0f, 0.0f, 1.0f,
7415 0.5f, 0.0f, 0.0f, 1.0f
7418 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7424 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7426 // this is only called once per entity so numsurfaces is always 1, and
7427 // surfacelist is always {0}, so this code does not handle batches
7429 if (rsurface.ent_flags & RENDER_ADDITIVE)
7431 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7432 GL_DepthMask(false);
7434 else if (rsurface.colormod[3] < 1)
7436 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7437 GL_DepthMask(false);
7441 GL_BlendFunc(GL_ONE, GL_ZERO);
7444 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7445 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7446 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7447 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7448 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7449 for (i = 0, c = color4f;i < 6;i++, c += 4)
7451 c[0] *= rsurface.colormod[0];
7452 c[1] *= rsurface.colormod[1];
7453 c[2] *= rsurface.colormod[2];
7454 c[3] *= rsurface.colormod[3];
7456 if (r_refdef.fogenabled)
7458 for (i = 0, c = color4f;i < 6;i++, c += 4)
7460 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7462 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7463 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7464 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7467 // R_Mesh_ResetTextureState();
7468 R_SetupShader_Generic_NoTexture(false, false);
7469 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7470 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7473 void R_DrawNoModel(entity_render_t *ent)
7476 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7477 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7478 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7480 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7483 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7485 vec3_t right1, right2, diff, normal;
7487 VectorSubtract (org2, org1, normal);
7489 // calculate 'right' vector for start
7490 VectorSubtract (r_refdef.view.origin, org1, diff);
7491 CrossProduct (normal, diff, right1);
7492 VectorNormalize (right1);
7494 // calculate 'right' vector for end
7495 VectorSubtract (r_refdef.view.origin, org2, diff);
7496 CrossProduct (normal, diff, right2);
7497 VectorNormalize (right2);
7499 vert[ 0] = org1[0] + width * right1[0];
7500 vert[ 1] = org1[1] + width * right1[1];
7501 vert[ 2] = org1[2] + width * right1[2];
7502 vert[ 3] = org1[0] - width * right1[0];
7503 vert[ 4] = org1[1] - width * right1[1];
7504 vert[ 5] = org1[2] - width * right1[2];
7505 vert[ 6] = org2[0] - width * right2[0];
7506 vert[ 7] = org2[1] - width * right2[1];
7507 vert[ 8] = org2[2] - width * right2[2];
7508 vert[ 9] = org2[0] + width * right2[0];
7509 vert[10] = org2[1] + width * right2[1];
7510 vert[11] = org2[2] + width * right2[2];
7513 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7515 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7516 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7517 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7518 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7519 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7520 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7521 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7522 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7523 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7524 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7525 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7526 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7529 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7534 VectorSet(v, x, y, z);
7535 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7536 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7538 if (i == mesh->numvertices)
7540 if (mesh->numvertices < mesh->maxvertices)
7542 VectorCopy(v, vertex3f);
7543 mesh->numvertices++;
7545 return mesh->numvertices;
7551 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7555 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7556 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7557 e = mesh->element3i + mesh->numtriangles * 3;
7558 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7560 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7561 if (mesh->numtriangles < mesh->maxtriangles)
7566 mesh->numtriangles++;
7568 element[1] = element[2];
7572 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7576 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7577 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7578 e = mesh->element3i + mesh->numtriangles * 3;
7579 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7581 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7582 if (mesh->numtriangles < mesh->maxtriangles)
7587 mesh->numtriangles++;
7589 element[1] = element[2];
7593 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7594 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7596 int planenum, planenum2;
7599 mplane_t *plane, *plane2;
7601 double temppoints[2][256*3];
7602 // figure out how large a bounding box we need to properly compute this brush
7604 for (w = 0;w < numplanes;w++)
7605 maxdist = max(maxdist, fabs(planes[w].dist));
7606 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7607 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7608 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7612 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7613 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7615 if (planenum2 == planenum)
7617 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);
7620 if (tempnumpoints < 3)
7622 // generate elements forming a triangle fan for this polygon
7623 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7627 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)
7629 texturelayer_t *layer;
7630 layer = t->currentlayers + t->currentnumlayers++;
7632 layer->depthmask = depthmask;
7633 layer->blendfunc1 = blendfunc1;
7634 layer->blendfunc2 = blendfunc2;
7635 layer->texture = texture;
7636 layer->texmatrix = *matrix;
7637 layer->color[0] = r;
7638 layer->color[1] = g;
7639 layer->color[2] = b;
7640 layer->color[3] = a;
7643 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7645 if(parms[0] == 0 && parms[1] == 0)
7647 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7648 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7653 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7656 index = parms[2] + rsurface.shadertime * parms[3];
7657 index -= floor(index);
7658 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7661 case Q3WAVEFUNC_NONE:
7662 case Q3WAVEFUNC_NOISE:
7663 case Q3WAVEFUNC_COUNT:
7666 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7667 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7668 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7669 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7670 case Q3WAVEFUNC_TRIANGLE:
7672 f = index - floor(index);
7685 f = parms[0] + parms[1] * f;
7686 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7687 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7691 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7697 matrix4x4_t matrix, temp;
7698 switch(tcmod->tcmod)
7702 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7703 matrix = r_waterscrollmatrix;
7705 matrix = identitymatrix;
7707 case Q3TCMOD_ENTITYTRANSLATE:
7708 // this is used in Q3 to allow the gamecode to control texcoord
7709 // scrolling on the entity, which is not supported in darkplaces yet.
7710 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7712 case Q3TCMOD_ROTATE:
7713 f = tcmod->parms[0] * rsurface.shadertime;
7714 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7715 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7716 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7719 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7721 case Q3TCMOD_SCROLL:
7722 // extra care is needed because of precision breakdown with large values of time
7723 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7724 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7725 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7727 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7728 w = (int) tcmod->parms[0];
7729 h = (int) tcmod->parms[1];
7730 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7732 idx = (int) floor(f * w * h);
7733 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7735 case Q3TCMOD_STRETCH:
7736 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7737 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7739 case Q3TCMOD_TRANSFORM:
7740 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7741 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7742 VectorSet(tcmat + 6, 0 , 0 , 1);
7743 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7744 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7746 case Q3TCMOD_TURBULENT:
7747 // this is handled in the RSurf_PrepareVertices function
7748 matrix = identitymatrix;
7752 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7755 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7757 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7758 char name[MAX_QPATH];
7759 skinframe_t *skinframe;
7760 unsigned char pixels[296*194];
7761 strlcpy(cache->name, skinname, sizeof(cache->name));
7762 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7763 if (developer_loading.integer)
7764 Con_Printf("loading %s\n", name);
7765 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7766 if (!skinframe || !skinframe->base)
7769 fs_offset_t filesize;
7771 f = FS_LoadFile(name, tempmempool, true, &filesize);
7774 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7775 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7779 cache->skinframe = skinframe;
7782 texture_t *R_GetCurrentTexture(texture_t *t)
7785 const entity_render_t *ent = rsurface.entity;
7786 dp_model_t *model = ent->model;
7787 q3shaderinfo_layer_tcmod_t *tcmod;
7789 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7790 return t->currentframe;
7791 t->update_lastrenderframe = r_textureframe;
7792 t->update_lastrenderentity = (void *)ent;
7794 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7795 t->camera_entity = ent->entitynumber;
7797 t->camera_entity = 0;
7799 // switch to an alternate material if this is a q1bsp animated material
7801 texture_t *texture = t;
7802 int s = rsurface.ent_skinnum;
7803 if ((unsigned int)s >= (unsigned int)model->numskins)
7805 if (model->skinscenes)
7807 if (model->skinscenes[s].framecount > 1)
7808 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7810 s = model->skinscenes[s].firstframe;
7813 t = t + s * model->num_surfaces;
7816 // use an alternate animation if the entity's frame is not 0,
7817 // and only if the texture has an alternate animation
7818 if (rsurface.ent_alttextures && t->anim_total[1])
7819 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7821 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7823 texture->currentframe = t;
7826 // update currentskinframe to be a qw skin or animation frame
7827 if (rsurface.ent_qwskin >= 0)
7829 i = rsurface.ent_qwskin;
7830 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7832 r_qwskincache_size = cl.maxclients;
7834 Mem_Free(r_qwskincache);
7835 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7837 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7838 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7839 t->currentskinframe = r_qwskincache[i].skinframe;
7840 if (t->currentskinframe == NULL)
7841 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7843 else if (t->numskinframes >= 2)
7844 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7845 if (t->backgroundnumskinframes >= 2)
7846 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7848 t->currentmaterialflags = t->basematerialflags;
7849 t->currentalpha = rsurface.colormod[3];
7850 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7851 t->currentalpha *= r_wateralpha.value;
7852 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7853 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7854 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7855 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7856 if (!(rsurface.ent_flags & RENDER_LIGHT))
7857 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7858 else if (FAKELIGHT_ENABLED)
7860 // no modellight if using fakelight for the map
7862 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7864 // pick a model lighting mode
7865 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7866 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7868 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7870 if (rsurface.ent_flags & RENDER_ADDITIVE)
7871 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7872 else if (t->currentalpha < 1)
7873 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7874 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7875 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7876 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7877 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7878 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7879 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7880 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7881 if (t->backgroundnumskinframes)
7882 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7883 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7885 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7886 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7889 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7890 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7892 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7893 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7895 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7896 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7898 // there is no tcmod
7899 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7901 t->currenttexmatrix = r_waterscrollmatrix;
7902 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7904 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7906 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7907 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7910 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7911 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7912 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7913 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7915 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7916 if (t->currentskinframe->qpixels)
7917 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7918 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7919 if (!t->basetexture)
7920 t->basetexture = r_texture_notexture;
7921 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7922 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7923 t->nmaptexture = t->currentskinframe->nmap;
7924 if (!t->nmaptexture)
7925 t->nmaptexture = r_texture_blanknormalmap;
7926 t->glosstexture = r_texture_black;
7927 t->glowtexture = t->currentskinframe->glow;
7928 t->fogtexture = t->currentskinframe->fog;
7929 t->reflectmasktexture = t->currentskinframe->reflect;
7930 if (t->backgroundnumskinframes)
7932 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7933 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7934 t->backgroundglosstexture = r_texture_black;
7935 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7936 if (!t->backgroundnmaptexture)
7937 t->backgroundnmaptexture = r_texture_blanknormalmap;
7941 t->backgroundbasetexture = r_texture_white;
7942 t->backgroundnmaptexture = r_texture_blanknormalmap;
7943 t->backgroundglosstexture = r_texture_black;
7944 t->backgroundglowtexture = NULL;
7946 t->specularpower = r_shadow_glossexponent.value;
7947 // TODO: store reference values for these in the texture?
7948 t->specularscale = 0;
7949 if (r_shadow_gloss.integer > 0)
7951 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7953 if (r_shadow_glossintensity.value > 0)
7955 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7956 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7957 t->specularscale = r_shadow_glossintensity.value;
7960 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7962 t->glosstexture = r_texture_white;
7963 t->backgroundglosstexture = r_texture_white;
7964 t->specularscale = r_shadow_gloss2intensity.value;
7965 t->specularpower = r_shadow_gloss2exponent.value;
7968 t->specularscale *= t->specularscalemod;
7969 t->specularpower *= t->specularpowermod;
7970 t->rtlightambient = 0;
7972 // lightmaps mode looks bad with dlights using actual texturing, so turn
7973 // off the colormap and glossmap, but leave the normalmap on as it still
7974 // accurately represents the shading involved
7975 if (gl_lightmaps.integer)
7977 t->basetexture = r_texture_grey128;
7978 t->pantstexture = r_texture_black;
7979 t->shirttexture = r_texture_black;
7980 t->nmaptexture = r_texture_blanknormalmap;
7981 t->glosstexture = r_texture_black;
7982 t->glowtexture = NULL;
7983 t->fogtexture = NULL;
7984 t->reflectmasktexture = NULL;
7985 t->backgroundbasetexture = NULL;
7986 t->backgroundnmaptexture = r_texture_blanknormalmap;
7987 t->backgroundglosstexture = r_texture_black;
7988 t->backgroundglowtexture = NULL;
7989 t->specularscale = 0;
7990 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7993 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7994 VectorClear(t->dlightcolor);
7995 t->currentnumlayers = 0;
7996 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7998 int blendfunc1, blendfunc2;
8000 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8002 blendfunc1 = GL_SRC_ALPHA;
8003 blendfunc2 = GL_ONE;
8005 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8007 blendfunc1 = GL_SRC_ALPHA;
8008 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8010 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8012 blendfunc1 = t->customblendfunc[0];
8013 blendfunc2 = t->customblendfunc[1];
8017 blendfunc1 = GL_ONE;
8018 blendfunc2 = GL_ZERO;
8020 // don't colormod evilblend textures
8021 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8022 VectorSet(t->lightmapcolor, 1, 1, 1);
8023 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8024 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8026 // fullbright is not affected by r_refdef.lightmapintensity
8027 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]);
8028 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8029 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8030 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8031 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8035 vec3_t ambientcolor;
8037 // set the color tint used for lights affecting this surface
8038 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8040 // q3bsp has no lightmap updates, so the lightstylevalue that
8041 // would normally be baked into the lightmap must be
8042 // applied to the color
8043 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8044 if (model->type == mod_brushq3)
8045 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8046 colorscale *= r_refdef.lightmapintensity;
8047 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8048 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8049 // basic lit geometry
8050 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]);
8051 // add pants/shirt if needed
8052 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8053 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8054 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8055 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8056 // now add ambient passes if needed
8057 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8059 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]);
8060 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8061 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8062 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8063 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8066 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8067 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8068 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8070 // if this is opaque use alpha blend which will darken the earlier
8073 // if this is an alpha blended material, all the earlier passes
8074 // were darkened by fog already, so we only need to add the fog
8075 // color ontop through the fog mask texture
8077 // if this is an additive blended material, all the earlier passes
8078 // were darkened by fog already, and we should not add fog color
8079 // (because the background was not darkened, there is no fog color
8080 // that was lost behind it).
8081 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8085 return t->currentframe;
8088 rsurfacestate_t rsurface;
8090 void RSurf_ActiveWorldEntity(void)
8092 dp_model_t *model = r_refdef.scene.worldmodel;
8093 //if (rsurface.entity == r_refdef.scene.worldentity)
8095 rsurface.entity = r_refdef.scene.worldentity;
8096 rsurface.skeleton = NULL;
8097 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8098 rsurface.ent_skinnum = 0;
8099 rsurface.ent_qwskin = -1;
8100 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8101 rsurface.shadertime = r_refdef.scene.time;
8102 rsurface.matrix = identitymatrix;
8103 rsurface.inversematrix = identitymatrix;
8104 rsurface.matrixscale = 1;
8105 rsurface.inversematrixscale = 1;
8106 R_EntityMatrix(&identitymatrix);
8107 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8108 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8109 rsurface.fograngerecip = r_refdef.fograngerecip;
8110 rsurface.fogheightfade = r_refdef.fogheightfade;
8111 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8112 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8113 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8114 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8115 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8116 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8117 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8118 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8119 rsurface.colormod[3] = 1;
8120 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8121 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8122 rsurface.frameblend[0].lerp = 1;
8123 rsurface.ent_alttextures = false;
8124 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8125 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8126 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8127 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8128 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8129 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8130 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8131 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8132 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8133 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8134 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8135 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8136 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8137 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8138 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8139 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8140 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8141 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8142 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8143 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8144 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8145 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8146 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8147 rsurface.modelelement3i = model->surfmesh.data_element3i;
8148 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8149 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8150 rsurface.modelelement3s = model->surfmesh.data_element3s;
8151 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8152 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8153 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8154 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8155 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8156 rsurface.modelsurfaces = model->data_surfaces;
8157 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8158 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8159 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8160 rsurface.modelgeneratedvertex = false;
8161 rsurface.batchgeneratedvertex = false;
8162 rsurface.batchfirstvertex = 0;
8163 rsurface.batchnumvertices = 0;
8164 rsurface.batchfirsttriangle = 0;
8165 rsurface.batchnumtriangles = 0;
8166 rsurface.batchvertex3f = NULL;
8167 rsurface.batchvertex3f_vertexbuffer = NULL;
8168 rsurface.batchvertex3f_bufferoffset = 0;
8169 rsurface.batchsvector3f = NULL;
8170 rsurface.batchsvector3f_vertexbuffer = NULL;
8171 rsurface.batchsvector3f_bufferoffset = 0;
8172 rsurface.batchtvector3f = NULL;
8173 rsurface.batchtvector3f_vertexbuffer = NULL;
8174 rsurface.batchtvector3f_bufferoffset = 0;
8175 rsurface.batchnormal3f = NULL;
8176 rsurface.batchnormal3f_vertexbuffer = NULL;
8177 rsurface.batchnormal3f_bufferoffset = 0;
8178 rsurface.batchlightmapcolor4f = NULL;
8179 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8180 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8181 rsurface.batchtexcoordtexture2f = NULL;
8182 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8183 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8184 rsurface.batchtexcoordlightmap2f = NULL;
8185 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8186 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8187 rsurface.batchvertexmesh = NULL;
8188 rsurface.batchvertexmeshbuffer = NULL;
8189 rsurface.batchvertex3fbuffer = NULL;
8190 rsurface.batchelement3i = NULL;
8191 rsurface.batchelement3i_indexbuffer = NULL;
8192 rsurface.batchelement3i_bufferoffset = 0;
8193 rsurface.batchelement3s = NULL;
8194 rsurface.batchelement3s_indexbuffer = NULL;
8195 rsurface.batchelement3s_bufferoffset = 0;
8196 rsurface.passcolor4f = NULL;
8197 rsurface.passcolor4f_vertexbuffer = NULL;
8198 rsurface.passcolor4f_bufferoffset = 0;
8201 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8203 dp_model_t *model = ent->model;
8204 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8206 rsurface.entity = (entity_render_t *)ent;
8207 rsurface.skeleton = ent->skeleton;
8208 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8209 rsurface.ent_skinnum = ent->skinnum;
8210 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8211 rsurface.ent_flags = ent->flags;
8212 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8213 rsurface.matrix = ent->matrix;
8214 rsurface.inversematrix = ent->inversematrix;
8215 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8216 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8217 R_EntityMatrix(&rsurface.matrix);
8218 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8219 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8220 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8221 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8222 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8223 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8224 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8225 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8226 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8227 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8228 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8229 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8230 rsurface.colormod[3] = ent->alpha;
8231 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8232 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8233 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8234 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8235 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8236 if (ent->model->brush.submodel && !prepass)
8238 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8239 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8241 if (model->surfmesh.isanimated && model->AnimateVertices)
8243 if (ent->animcache_vertex3f)
8245 rsurface.modelvertex3f = ent->animcache_vertex3f;
8246 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8247 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8248 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8249 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8250 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8251 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8253 else if (wanttangents)
8255 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8256 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8257 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8258 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8260 rsurface.modelvertexmesh = NULL;
8261 rsurface.modelvertexmeshbuffer = NULL;
8262 rsurface.modelvertex3fbuffer = NULL;
8264 else if (wantnormals)
8266 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8267 rsurface.modelsvector3f = NULL;
8268 rsurface.modeltvector3f = NULL;
8269 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8270 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8271 rsurface.modelvertexmesh = NULL;
8272 rsurface.modelvertexmeshbuffer = NULL;
8273 rsurface.modelvertex3fbuffer = NULL;
8277 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8278 rsurface.modelsvector3f = NULL;
8279 rsurface.modeltvector3f = NULL;
8280 rsurface.modelnormal3f = NULL;
8281 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8282 rsurface.modelvertexmesh = NULL;
8283 rsurface.modelvertexmeshbuffer = NULL;
8284 rsurface.modelvertex3fbuffer = NULL;
8286 rsurface.modelvertex3f_vertexbuffer = 0;
8287 rsurface.modelvertex3f_bufferoffset = 0;
8288 rsurface.modelsvector3f_vertexbuffer = 0;
8289 rsurface.modelsvector3f_bufferoffset = 0;
8290 rsurface.modeltvector3f_vertexbuffer = 0;
8291 rsurface.modeltvector3f_bufferoffset = 0;
8292 rsurface.modelnormal3f_vertexbuffer = 0;
8293 rsurface.modelnormal3f_bufferoffset = 0;
8294 rsurface.modelgeneratedvertex = true;
8298 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8299 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8301 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8302 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8303 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8304 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8305 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8306 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8307 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8308 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8309 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8310 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8311 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8312 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8313 rsurface.modelgeneratedvertex = false;
8315 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8316 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8317 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8318 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8319 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8320 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8321 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8322 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8323 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8324 rsurface.modelelement3i = model->surfmesh.data_element3i;
8325 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8326 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8327 rsurface.modelelement3s = model->surfmesh.data_element3s;
8328 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8329 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8330 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8331 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8332 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8333 rsurface.modelsurfaces = model->data_surfaces;
8334 rsurface.batchgeneratedvertex = false;
8335 rsurface.batchfirstvertex = 0;
8336 rsurface.batchnumvertices = 0;
8337 rsurface.batchfirsttriangle = 0;
8338 rsurface.batchnumtriangles = 0;
8339 rsurface.batchvertex3f = NULL;
8340 rsurface.batchvertex3f_vertexbuffer = NULL;
8341 rsurface.batchvertex3f_bufferoffset = 0;
8342 rsurface.batchsvector3f = NULL;
8343 rsurface.batchsvector3f_vertexbuffer = NULL;
8344 rsurface.batchsvector3f_bufferoffset = 0;
8345 rsurface.batchtvector3f = NULL;
8346 rsurface.batchtvector3f_vertexbuffer = NULL;
8347 rsurface.batchtvector3f_bufferoffset = 0;
8348 rsurface.batchnormal3f = NULL;
8349 rsurface.batchnormal3f_vertexbuffer = NULL;
8350 rsurface.batchnormal3f_bufferoffset = 0;
8351 rsurface.batchlightmapcolor4f = NULL;
8352 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8353 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8354 rsurface.batchtexcoordtexture2f = NULL;
8355 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8356 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8357 rsurface.batchtexcoordlightmap2f = NULL;
8358 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8359 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8360 rsurface.batchvertexmesh = NULL;
8361 rsurface.batchvertexmeshbuffer = NULL;
8362 rsurface.batchvertex3fbuffer = NULL;
8363 rsurface.batchelement3i = NULL;
8364 rsurface.batchelement3i_indexbuffer = NULL;
8365 rsurface.batchelement3i_bufferoffset = 0;
8366 rsurface.batchelement3s = NULL;
8367 rsurface.batchelement3s_indexbuffer = NULL;
8368 rsurface.batchelement3s_bufferoffset = 0;
8369 rsurface.passcolor4f = NULL;
8370 rsurface.passcolor4f_vertexbuffer = NULL;
8371 rsurface.passcolor4f_bufferoffset = 0;
8374 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8376 rsurface.entity = r_refdef.scene.worldentity;
8377 rsurface.skeleton = NULL;
8378 rsurface.ent_skinnum = 0;
8379 rsurface.ent_qwskin = -1;
8380 rsurface.ent_flags = entflags;
8381 rsurface.shadertime = r_refdef.scene.time - shadertime;
8382 rsurface.modelnumvertices = numvertices;
8383 rsurface.modelnumtriangles = numtriangles;
8384 rsurface.matrix = *matrix;
8385 rsurface.inversematrix = *inversematrix;
8386 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8387 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8388 R_EntityMatrix(&rsurface.matrix);
8389 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8390 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8391 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8392 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8393 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8394 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8395 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8396 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8397 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8398 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8399 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8400 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8401 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8402 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8403 rsurface.frameblend[0].lerp = 1;
8404 rsurface.ent_alttextures = false;
8405 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8406 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8409 rsurface.modelvertex3f = (float *)vertex3f;
8410 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8411 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8412 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8414 else if (wantnormals)
8416 rsurface.modelvertex3f = (float *)vertex3f;
8417 rsurface.modelsvector3f = NULL;
8418 rsurface.modeltvector3f = NULL;
8419 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8423 rsurface.modelvertex3f = (float *)vertex3f;
8424 rsurface.modelsvector3f = NULL;
8425 rsurface.modeltvector3f = NULL;
8426 rsurface.modelnormal3f = NULL;
8428 rsurface.modelvertexmesh = NULL;
8429 rsurface.modelvertexmeshbuffer = NULL;
8430 rsurface.modelvertex3fbuffer = NULL;
8431 rsurface.modelvertex3f_vertexbuffer = 0;
8432 rsurface.modelvertex3f_bufferoffset = 0;
8433 rsurface.modelsvector3f_vertexbuffer = 0;
8434 rsurface.modelsvector3f_bufferoffset = 0;
8435 rsurface.modeltvector3f_vertexbuffer = 0;
8436 rsurface.modeltvector3f_bufferoffset = 0;
8437 rsurface.modelnormal3f_vertexbuffer = 0;
8438 rsurface.modelnormal3f_bufferoffset = 0;
8439 rsurface.modelgeneratedvertex = true;
8440 rsurface.modellightmapcolor4f = (float *)color4f;
8441 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8442 rsurface.modellightmapcolor4f_bufferoffset = 0;
8443 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8444 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8445 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8446 rsurface.modeltexcoordlightmap2f = NULL;
8447 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8448 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8449 rsurface.modelelement3i = (int *)element3i;
8450 rsurface.modelelement3i_indexbuffer = NULL;
8451 rsurface.modelelement3i_bufferoffset = 0;
8452 rsurface.modelelement3s = (unsigned short *)element3s;
8453 rsurface.modelelement3s_indexbuffer = NULL;
8454 rsurface.modelelement3s_bufferoffset = 0;
8455 rsurface.modellightmapoffsets = NULL;
8456 rsurface.modelsurfaces = NULL;
8457 rsurface.batchgeneratedvertex = false;
8458 rsurface.batchfirstvertex = 0;
8459 rsurface.batchnumvertices = 0;
8460 rsurface.batchfirsttriangle = 0;
8461 rsurface.batchnumtriangles = 0;
8462 rsurface.batchvertex3f = NULL;
8463 rsurface.batchvertex3f_vertexbuffer = NULL;
8464 rsurface.batchvertex3f_bufferoffset = 0;
8465 rsurface.batchsvector3f = NULL;
8466 rsurface.batchsvector3f_vertexbuffer = NULL;
8467 rsurface.batchsvector3f_bufferoffset = 0;
8468 rsurface.batchtvector3f = NULL;
8469 rsurface.batchtvector3f_vertexbuffer = NULL;
8470 rsurface.batchtvector3f_bufferoffset = 0;
8471 rsurface.batchnormal3f = NULL;
8472 rsurface.batchnormal3f_vertexbuffer = NULL;
8473 rsurface.batchnormal3f_bufferoffset = 0;
8474 rsurface.batchlightmapcolor4f = NULL;
8475 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8476 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8477 rsurface.batchtexcoordtexture2f = NULL;
8478 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8479 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8480 rsurface.batchtexcoordlightmap2f = NULL;
8481 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8482 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8483 rsurface.batchvertexmesh = NULL;
8484 rsurface.batchvertexmeshbuffer = NULL;
8485 rsurface.batchvertex3fbuffer = NULL;
8486 rsurface.batchelement3i = NULL;
8487 rsurface.batchelement3i_indexbuffer = NULL;
8488 rsurface.batchelement3i_bufferoffset = 0;
8489 rsurface.batchelement3s = NULL;
8490 rsurface.batchelement3s_indexbuffer = NULL;
8491 rsurface.batchelement3s_bufferoffset = 0;
8492 rsurface.passcolor4f = NULL;
8493 rsurface.passcolor4f_vertexbuffer = NULL;
8494 rsurface.passcolor4f_bufferoffset = 0;
8496 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8498 if ((wantnormals || wanttangents) && !normal3f)
8500 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8501 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8503 if (wanttangents && !svector3f)
8505 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8506 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8507 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8512 float RSurf_FogPoint(const float *v)
8514 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8515 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8516 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8517 float FogHeightFade = r_refdef.fogheightfade;
8519 unsigned int fogmasktableindex;
8520 if (r_refdef.fogplaneviewabove)
8521 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8523 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8524 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8525 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8528 float RSurf_FogVertex(const float *v)
8530 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8531 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8532 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8533 float FogHeightFade = rsurface.fogheightfade;
8535 unsigned int fogmasktableindex;
8536 if (r_refdef.fogplaneviewabove)
8537 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8539 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8540 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8541 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8544 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8547 for (i = 0;i < numelements;i++)
8548 outelement3i[i] = inelement3i[i] + adjust;
8551 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8552 extern cvar_t gl_vbo;
8553 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8561 int surfacefirsttriangle;
8562 int surfacenumtriangles;
8563 int surfacefirstvertex;
8564 int surfaceendvertex;
8565 int surfacenumvertices;
8566 int batchnumvertices;
8567 int batchnumtriangles;
8571 qboolean dynamicvertex;
8575 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8577 q3shaderinfo_deform_t *deform;
8578 const msurface_t *surface, *firstsurface;
8579 r_vertexmesh_t *vertexmesh;
8580 if (!texturenumsurfaces)
8582 // find vertex range of this surface batch
8584 firstsurface = texturesurfacelist[0];
8585 firsttriangle = firstsurface->num_firsttriangle;
8586 batchnumvertices = 0;
8587 batchnumtriangles = 0;
8588 firstvertex = endvertex = firstsurface->num_firstvertex;
8589 for (i = 0;i < texturenumsurfaces;i++)
8591 surface = texturesurfacelist[i];
8592 if (surface != firstsurface + i)
8594 surfacefirstvertex = surface->num_firstvertex;
8595 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8596 surfacenumvertices = surface->num_vertices;
8597 surfacenumtriangles = surface->num_triangles;
8598 if (firstvertex > surfacefirstvertex)
8599 firstvertex = surfacefirstvertex;
8600 if (endvertex < surfaceendvertex)
8601 endvertex = surfaceendvertex;
8602 batchnumvertices += surfacenumvertices;
8603 batchnumtriangles += surfacenumtriangles;
8606 // we now know the vertex range used, and if there are any gaps in it
8607 rsurface.batchfirstvertex = firstvertex;
8608 rsurface.batchnumvertices = endvertex - firstvertex;
8609 rsurface.batchfirsttriangle = firsttriangle;
8610 rsurface.batchnumtriangles = batchnumtriangles;
8612 // this variable holds flags for which properties have been updated that
8613 // may require regenerating vertexmesh array...
8616 // check if any dynamic vertex processing must occur
8617 dynamicvertex = false;
8619 // if there is a chance of animated vertex colors, it's a dynamic batch
8620 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8622 dynamicvertex = true;
8623 batchneed |= BATCHNEED_NOGAPS;
8624 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8627 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8629 switch (deform->deform)
8632 case Q3DEFORM_PROJECTIONSHADOW:
8633 case Q3DEFORM_TEXT0:
8634 case Q3DEFORM_TEXT1:
8635 case Q3DEFORM_TEXT2:
8636 case Q3DEFORM_TEXT3:
8637 case Q3DEFORM_TEXT4:
8638 case Q3DEFORM_TEXT5:
8639 case Q3DEFORM_TEXT6:
8640 case Q3DEFORM_TEXT7:
8643 case Q3DEFORM_AUTOSPRITE:
8644 dynamicvertex = true;
8645 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8646 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8648 case Q3DEFORM_AUTOSPRITE2:
8649 dynamicvertex = true;
8650 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8651 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8653 case Q3DEFORM_NORMAL:
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8659 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8660 break; // if wavefunc is a nop, ignore this transform
8661 dynamicvertex = true;
8662 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8663 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8665 case Q3DEFORM_BULGE:
8666 dynamicvertex = true;
8667 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8668 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8671 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8672 break; // if wavefunc is a nop, ignore this transform
8673 dynamicvertex = true;
8674 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8675 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8679 switch(rsurface.texture->tcgen.tcgen)
8682 case Q3TCGEN_TEXTURE:
8684 case Q3TCGEN_LIGHTMAP:
8685 dynamicvertex = true;
8686 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8687 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8689 case Q3TCGEN_VECTOR:
8690 dynamicvertex = true;
8691 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8692 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8694 case Q3TCGEN_ENVIRONMENT:
8695 dynamicvertex = true;
8696 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8697 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8700 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8702 dynamicvertex = true;
8703 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8704 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8707 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8709 dynamicvertex = true;
8710 batchneed |= BATCHNEED_NOGAPS;
8711 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8714 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8716 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8717 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8718 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8719 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8720 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8721 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8722 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8725 // when the model data has no vertex buffer (dynamic mesh), we need to
8727 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8728 batchneed |= BATCHNEED_NOGAPS;
8730 // if needsupdate, we have to do a dynamic vertex batch for sure
8731 if (needsupdate & batchneed)
8732 dynamicvertex = true;
8734 // see if we need to build vertexmesh from arrays
8735 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8736 dynamicvertex = true;
8738 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8739 // also some drivers strongly dislike firstvertex
8740 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8741 dynamicvertex = true;
8743 rsurface.batchvertex3f = rsurface.modelvertex3f;
8744 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8745 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8746 rsurface.batchsvector3f = rsurface.modelsvector3f;
8747 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8748 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8749 rsurface.batchtvector3f = rsurface.modeltvector3f;
8750 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8751 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8752 rsurface.batchnormal3f = rsurface.modelnormal3f;
8753 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8754 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8755 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8756 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8757 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8758 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8759 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8760 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8761 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8762 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8763 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8764 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8765 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8766 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8767 rsurface.batchelement3i = rsurface.modelelement3i;
8768 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8769 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8770 rsurface.batchelement3s = rsurface.modelelement3s;
8771 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8772 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8774 // if any dynamic vertex processing has to occur in software, we copy the
8775 // entire surface list together before processing to rebase the vertices
8776 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8778 // if any gaps exist and we do not have a static vertex buffer, we have to
8779 // copy the surface list together to avoid wasting upload bandwidth on the
8780 // vertices in the gaps.
8782 // if gaps exist and we have a static vertex buffer, we still have to
8783 // combine the index buffer ranges into one dynamic index buffer.
8785 // in all cases we end up with data that can be drawn in one call.
8789 // static vertex data, just set pointers...
8790 rsurface.batchgeneratedvertex = false;
8791 // if there are gaps, we want to build a combined index buffer,
8792 // otherwise use the original static buffer with an appropriate offset
8795 // build a new triangle elements array for this batch
8796 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8797 rsurface.batchfirsttriangle = 0;
8799 for (i = 0;i < texturenumsurfaces;i++)
8801 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8802 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8803 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8804 numtriangles += surfacenumtriangles;
8806 rsurface.batchelement3i_indexbuffer = NULL;
8807 rsurface.batchelement3i_bufferoffset = 0;
8808 rsurface.batchelement3s = NULL;
8809 rsurface.batchelement3s_indexbuffer = NULL;
8810 rsurface.batchelement3s_bufferoffset = 0;
8811 if (endvertex <= 65536)
8813 // make a 16bit (unsigned short) index array if possible
8814 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8815 for (i = 0;i < numtriangles*3;i++)
8816 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8822 // something needs software processing, do it for real...
8823 // we only directly handle separate array data in this case and then
8824 // generate interleaved data if needed...
8825 rsurface.batchgeneratedvertex = true;
8827 // now copy the vertex data into a combined array and make an index array
8828 // (this is what Quake3 does all the time)
8829 //if (gaps || rsurface.batchfirstvertex)
8831 rsurface.batchvertex3fbuffer = NULL;
8832 rsurface.batchvertexmesh = NULL;
8833 rsurface.batchvertexmeshbuffer = NULL;
8834 rsurface.batchvertex3f = NULL;
8835 rsurface.batchvertex3f_vertexbuffer = NULL;
8836 rsurface.batchvertex3f_bufferoffset = 0;
8837 rsurface.batchsvector3f = NULL;
8838 rsurface.batchsvector3f_vertexbuffer = NULL;
8839 rsurface.batchsvector3f_bufferoffset = 0;
8840 rsurface.batchtvector3f = NULL;
8841 rsurface.batchtvector3f_vertexbuffer = NULL;
8842 rsurface.batchtvector3f_bufferoffset = 0;
8843 rsurface.batchnormal3f = NULL;
8844 rsurface.batchnormal3f_vertexbuffer = NULL;
8845 rsurface.batchnormal3f_bufferoffset = 0;
8846 rsurface.batchlightmapcolor4f = NULL;
8847 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8848 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8849 rsurface.batchtexcoordtexture2f = NULL;
8850 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8851 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8852 rsurface.batchtexcoordlightmap2f = NULL;
8853 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8854 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8855 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8856 rsurface.batchelement3i_indexbuffer = NULL;
8857 rsurface.batchelement3i_bufferoffset = 0;
8858 rsurface.batchelement3s = NULL;
8859 rsurface.batchelement3s_indexbuffer = NULL;
8860 rsurface.batchelement3s_bufferoffset = 0;
8861 // we'll only be setting up certain arrays as needed
8862 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8863 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8864 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8865 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8866 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8867 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8868 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8870 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8871 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8873 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8874 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8875 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8876 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8877 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8878 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8881 for (i = 0;i < texturenumsurfaces;i++)
8883 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8884 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8885 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8886 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8887 // copy only the data requested
8888 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8889 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8890 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8892 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8894 if (rsurface.batchvertex3f)
8895 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8897 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8899 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8901 if (rsurface.modelnormal3f)
8902 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8904 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8906 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8908 if (rsurface.modelsvector3f)
8910 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8911 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8915 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8916 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8919 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8921 if (rsurface.modellightmapcolor4f)
8922 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8924 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8926 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8928 if (rsurface.modeltexcoordtexture2f)
8929 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8931 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8933 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8935 if (rsurface.modeltexcoordlightmap2f)
8936 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8938 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8941 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8942 numvertices += surfacenumvertices;
8943 numtriangles += surfacenumtriangles;
8946 // generate a 16bit index array as well if possible
8947 // (in general, dynamic batches fit)
8948 if (numvertices <= 65536)
8950 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8951 for (i = 0;i < numtriangles*3;i++)
8952 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8955 // since we've copied everything, the batch now starts at 0
8956 rsurface.batchfirstvertex = 0;
8957 rsurface.batchnumvertices = batchnumvertices;
8958 rsurface.batchfirsttriangle = 0;
8959 rsurface.batchnumtriangles = batchnumtriangles;
8962 // q1bsp surfaces rendered in vertex color mode have to have colors
8963 // calculated based on lightstyles
8964 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8966 // generate color arrays for the surfaces in this list
8971 const unsigned char *lm;
8972 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8973 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8974 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8976 for (i = 0;i < texturenumsurfaces;i++)
8978 surface = texturesurfacelist[i];
8979 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8980 surfacenumvertices = surface->num_vertices;
8981 if (surface->lightmapinfo->samples)
8983 for (j = 0;j < surfacenumvertices;j++)
8985 lm = surface->lightmapinfo->samples + offsets[j];
8986 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8987 VectorScale(lm, scale, c);
8988 if (surface->lightmapinfo->styles[1] != 255)
8990 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8992 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8993 VectorMA(c, scale, lm, c);
8994 if (surface->lightmapinfo->styles[2] != 255)
8997 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8998 VectorMA(c, scale, lm, c);
8999 if (surface->lightmapinfo->styles[3] != 255)
9002 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9003 VectorMA(c, scale, lm, c);
9010 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
9016 for (j = 0;j < surfacenumvertices;j++)
9018 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9025 // if vertices are deformed (sprite flares and things in maps, possibly
9026 // water waves, bulges and other deformations), modify the copied vertices
9028 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9030 switch (deform->deform)
9033 case Q3DEFORM_PROJECTIONSHADOW:
9034 case Q3DEFORM_TEXT0:
9035 case Q3DEFORM_TEXT1:
9036 case Q3DEFORM_TEXT2:
9037 case Q3DEFORM_TEXT3:
9038 case Q3DEFORM_TEXT4:
9039 case Q3DEFORM_TEXT5:
9040 case Q3DEFORM_TEXT6:
9041 case Q3DEFORM_TEXT7:
9044 case Q3DEFORM_AUTOSPRITE:
9045 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9046 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9047 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9048 VectorNormalize(newforward);
9049 VectorNormalize(newright);
9050 VectorNormalize(newup);
9051 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9052 // rsurface.batchvertex3f_vertexbuffer = NULL;
9053 // rsurface.batchvertex3f_bufferoffset = 0;
9054 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9055 // rsurface.batchsvector3f_vertexbuffer = NULL;
9056 // rsurface.batchsvector3f_bufferoffset = 0;
9057 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9058 // rsurface.batchtvector3f_vertexbuffer = NULL;
9059 // rsurface.batchtvector3f_bufferoffset = 0;
9060 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9061 // rsurface.batchnormal3f_vertexbuffer = NULL;
9062 // rsurface.batchnormal3f_bufferoffset = 0;
9063 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9064 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9065 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9066 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9067 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9068 // a single autosprite surface can contain multiple sprites...
9069 for (j = 0;j < batchnumvertices - 3;j += 4)
9071 VectorClear(center);
9072 for (i = 0;i < 4;i++)
9073 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9074 VectorScale(center, 0.25f, center);
9075 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9076 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9077 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9078 for (i = 0;i < 4;i++)
9080 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9081 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9084 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9085 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9086 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9088 case Q3DEFORM_AUTOSPRITE2:
9089 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9090 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9091 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9092 VectorNormalize(newforward);
9093 VectorNormalize(newright);
9094 VectorNormalize(newup);
9095 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9096 // rsurface.batchvertex3f_vertexbuffer = NULL;
9097 // rsurface.batchvertex3f_bufferoffset = 0;
9099 const float *v1, *v2;
9109 memset(shortest, 0, sizeof(shortest));
9110 // a single autosprite surface can contain multiple sprites...
9111 for (j = 0;j < batchnumvertices - 3;j += 4)
9113 VectorClear(center);
9114 for (i = 0;i < 4;i++)
9115 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9116 VectorScale(center, 0.25f, center);
9117 // find the two shortest edges, then use them to define the
9118 // axis vectors for rotating around the central axis
9119 for (i = 0;i < 6;i++)
9121 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9122 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9123 l = VectorDistance2(v1, v2);
9124 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9126 l += (1.0f / 1024.0f);
9127 if (shortest[0].length2 > l || i == 0)
9129 shortest[1] = shortest[0];
9130 shortest[0].length2 = l;
9131 shortest[0].v1 = v1;
9132 shortest[0].v2 = v2;
9134 else if (shortest[1].length2 > l || i == 1)
9136 shortest[1].length2 = l;
9137 shortest[1].v1 = v1;
9138 shortest[1].v2 = v2;
9141 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9142 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9143 // this calculates the right vector from the shortest edge
9144 // and the up vector from the edge midpoints
9145 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9146 VectorNormalize(right);
9147 VectorSubtract(end, start, up);
9148 VectorNormalize(up);
9149 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9150 VectorSubtract(rsurface.localvieworigin, center, forward);
9151 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9152 VectorNegate(forward, forward);
9153 VectorReflect(forward, 0, up, forward);
9154 VectorNormalize(forward);
9155 CrossProduct(up, forward, newright);
9156 VectorNormalize(newright);
9157 // rotate the quad around the up axis vector, this is made
9158 // especially easy by the fact we know the quad is flat,
9159 // so we only have to subtract the center position and
9160 // measure distance along the right vector, and then
9161 // multiply that by the newright vector and add back the
9163 // we also need to subtract the old position to undo the
9164 // displacement from the center, which we do with a
9165 // DotProduct, the subtraction/addition of center is also
9166 // optimized into DotProducts here
9167 l = DotProduct(right, center);
9168 for (i = 0;i < 4;i++)
9170 v1 = rsurface.batchvertex3f + 3*(j+i);
9171 f = DotProduct(right, v1) - l;
9172 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9176 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9178 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9179 // rsurface.batchnormal3f_vertexbuffer = NULL;
9180 // rsurface.batchnormal3f_bufferoffset = 0;
9181 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9183 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9185 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9186 // rsurface.batchsvector3f_vertexbuffer = NULL;
9187 // rsurface.batchsvector3f_bufferoffset = 0;
9188 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9189 // rsurface.batchtvector3f_vertexbuffer = NULL;
9190 // rsurface.batchtvector3f_bufferoffset = 0;
9191 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9194 case Q3DEFORM_NORMAL:
9195 // deform the normals to make reflections wavey
9196 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9197 rsurface.batchnormal3f_vertexbuffer = NULL;
9198 rsurface.batchnormal3f_bufferoffset = 0;
9199 for (j = 0;j < batchnumvertices;j++)
9202 float *normal = rsurface.batchnormal3f + 3*j;
9203 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9204 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9205 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9206 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9207 VectorNormalize(normal);
9209 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9211 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9212 // rsurface.batchsvector3f_vertexbuffer = NULL;
9213 // rsurface.batchsvector3f_bufferoffset = 0;
9214 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9215 // rsurface.batchtvector3f_vertexbuffer = NULL;
9216 // rsurface.batchtvector3f_bufferoffset = 0;
9217 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9221 // deform vertex array to make wavey water and flags and such
9222 waveparms[0] = deform->waveparms[0];
9223 waveparms[1] = deform->waveparms[1];
9224 waveparms[2] = deform->waveparms[2];
9225 waveparms[3] = deform->waveparms[3];
9226 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9227 break; // if wavefunc is a nop, don't make a dynamic vertex array
9228 // this is how a divisor of vertex influence on deformation
9229 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9230 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9231 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9232 // rsurface.batchvertex3f_vertexbuffer = NULL;
9233 // rsurface.batchvertex3f_bufferoffset = 0;
9234 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9235 // rsurface.batchnormal3f_vertexbuffer = NULL;
9236 // rsurface.batchnormal3f_bufferoffset = 0;
9237 for (j = 0;j < batchnumvertices;j++)
9239 // if the wavefunc depends on time, evaluate it per-vertex
9242 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9243 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9245 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9247 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9248 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9249 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9251 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9252 // rsurface.batchsvector3f_vertexbuffer = NULL;
9253 // rsurface.batchsvector3f_bufferoffset = 0;
9254 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9255 // rsurface.batchtvector3f_vertexbuffer = NULL;
9256 // rsurface.batchtvector3f_bufferoffset = 0;
9257 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9260 case Q3DEFORM_BULGE:
9261 // deform vertex array to make the surface have moving bulges
9262 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9263 // rsurface.batchvertex3f_vertexbuffer = NULL;
9264 // rsurface.batchvertex3f_bufferoffset = 0;
9265 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9266 // rsurface.batchnormal3f_vertexbuffer = NULL;
9267 // rsurface.batchnormal3f_bufferoffset = 0;
9268 for (j = 0;j < batchnumvertices;j++)
9270 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9271 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9273 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9274 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9275 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9277 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9278 // rsurface.batchsvector3f_vertexbuffer = NULL;
9279 // rsurface.batchsvector3f_bufferoffset = 0;
9280 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9281 // rsurface.batchtvector3f_vertexbuffer = NULL;
9282 // rsurface.batchtvector3f_bufferoffset = 0;
9283 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9287 // deform vertex array
9288 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9289 break; // if wavefunc is a nop, don't make a dynamic vertex array
9290 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9291 VectorScale(deform->parms, scale, waveparms);
9292 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9293 // rsurface.batchvertex3f_vertexbuffer = NULL;
9294 // rsurface.batchvertex3f_bufferoffset = 0;
9295 for (j = 0;j < batchnumvertices;j++)
9296 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9301 // generate texcoords based on the chosen texcoord source
9302 switch(rsurface.texture->tcgen.tcgen)
9305 case Q3TCGEN_TEXTURE:
9307 case Q3TCGEN_LIGHTMAP:
9308 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9309 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9310 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9311 if (rsurface.batchtexcoordlightmap2f)
9312 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9314 case Q3TCGEN_VECTOR:
9315 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9316 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9317 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9318 for (j = 0;j < batchnumvertices;j++)
9320 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9321 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9324 case Q3TCGEN_ENVIRONMENT:
9325 // make environment reflections using a spheremap
9326 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9327 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9328 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9329 for (j = 0;j < batchnumvertices;j++)
9331 // identical to Q3A's method, but executed in worldspace so
9332 // carried models can be shiny too
9334 float viewer[3], d, reflected[3], worldreflected[3];
9336 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9337 // VectorNormalize(viewer);
9339 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9341 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9342 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9343 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9344 // note: this is proportinal to viewer, so we can normalize later
9346 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9347 VectorNormalize(worldreflected);
9349 // note: this sphere map only uses world x and z!
9350 // so positive and negative y will LOOK THE SAME.
9351 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9352 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9356 // the only tcmod that needs software vertex processing is turbulent, so
9357 // check for it here and apply the changes if needed
9358 // and we only support that as the first one
9359 // (handling a mixture of turbulent and other tcmods would be problematic
9360 // without punting it entirely to a software path)
9361 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9363 amplitude = rsurface.texture->tcmods[0].parms[1];
9364 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9365 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9366 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9367 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9368 for (j = 0;j < batchnumvertices;j++)
9370 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9371 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9375 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9377 // convert the modified arrays to vertex structs
9378 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9379 // rsurface.batchvertexmeshbuffer = NULL;
9380 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9381 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9382 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9383 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9384 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9385 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9386 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9388 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9390 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9391 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9394 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9395 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9396 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9397 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9398 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9399 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9400 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9401 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9402 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9406 void RSurf_DrawBatch(void)
9408 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9409 // through the pipeline, killing it earlier in the pipeline would have
9410 // per-surface overhead rather than per-batch overhead, so it's best to
9411 // reject it here, before it hits glDraw.
9412 if (rsurface.batchnumtriangles == 0)
9415 // batch debugging code
9416 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9422 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9423 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9426 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9428 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9430 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9431 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9438 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9441 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9443 // pick the closest matching water plane
9444 int planeindex, vertexindex, bestplaneindex = -1;
9448 r_waterstate_waterplane_t *p;
9449 qboolean prepared = false;
9451 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9453 if(p->camera_entity != rsurface.texture->camera_entity)
9458 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9460 if(rsurface.batchnumvertices == 0)
9463 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9465 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9466 d += fabs(PlaneDiff(vert, &p->plane));
9468 if (bestd > d || bestplaneindex < 0)
9471 bestplaneindex = planeindex;
9474 return bestplaneindex;
9475 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9476 // this situation though, as it might be better to render single larger
9477 // batches with useless stuff (backface culled for example) than to
9478 // render multiple smaller batches
9481 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9484 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9485 rsurface.passcolor4f_vertexbuffer = 0;
9486 rsurface.passcolor4f_bufferoffset = 0;
9487 for (i = 0;i < rsurface.batchnumvertices;i++)
9488 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9491 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9498 if (rsurface.passcolor4f)
9500 // generate color arrays
9501 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9502 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9503 rsurface.passcolor4f_vertexbuffer = 0;
9504 rsurface.passcolor4f_bufferoffset = 0;
9505 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9507 f = RSurf_FogVertex(v);
9516 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9517 rsurface.passcolor4f_vertexbuffer = 0;
9518 rsurface.passcolor4f_bufferoffset = 0;
9519 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9521 f = RSurf_FogVertex(v);
9530 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9537 if (!rsurface.passcolor4f)
9539 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9540 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9541 rsurface.passcolor4f_vertexbuffer = 0;
9542 rsurface.passcolor4f_bufferoffset = 0;
9543 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9545 f = RSurf_FogVertex(v);
9546 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9547 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9548 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9553 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9558 if (!rsurface.passcolor4f)
9560 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9561 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9562 rsurface.passcolor4f_vertexbuffer = 0;
9563 rsurface.passcolor4f_bufferoffset = 0;
9564 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9573 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9578 if (!rsurface.passcolor4f)
9580 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9581 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9582 rsurface.passcolor4f_vertexbuffer = 0;
9583 rsurface.passcolor4f_bufferoffset = 0;
9584 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9586 c2[0] = c[0] + r_refdef.scene.ambient;
9587 c2[1] = c[1] + r_refdef.scene.ambient;
9588 c2[2] = c[2] + r_refdef.scene.ambient;
9593 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9596 rsurface.passcolor4f = NULL;
9597 rsurface.passcolor4f_vertexbuffer = 0;
9598 rsurface.passcolor4f_bufferoffset = 0;
9599 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9600 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9601 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9602 GL_Color(r, g, b, a);
9603 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9607 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9609 // TODO: optimize applyfog && applycolor case
9610 // just apply fog if necessary, and tint the fog color array if necessary
9611 rsurface.passcolor4f = NULL;
9612 rsurface.passcolor4f_vertexbuffer = 0;
9613 rsurface.passcolor4f_bufferoffset = 0;
9614 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9615 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9616 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9617 GL_Color(r, g, b, a);
9621 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9624 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9625 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9626 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9627 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9628 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9629 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9630 GL_Color(r, g, b, a);
9634 static void RSurf_DrawBatch_GL11_ClampColor(void)
9639 if (!rsurface.passcolor4f)
9641 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9643 c2[0] = bound(0.0f, c1[0], 1.0f);
9644 c2[1] = bound(0.0f, c1[1], 1.0f);
9645 c2[2] = bound(0.0f, c1[2], 1.0f);
9646 c2[3] = bound(0.0f, c1[3], 1.0f);
9650 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9660 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9661 rsurface.passcolor4f_vertexbuffer = 0;
9662 rsurface.passcolor4f_bufferoffset = 0;
9663 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9665 f = -DotProduct(r_refdef.view.forward, n);
9667 f = f * 0.85 + 0.15; // work around so stuff won't get black
9668 f *= r_refdef.lightmapintensity;
9669 Vector4Set(c, f, f, f, 1);
9673 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9675 RSurf_DrawBatch_GL11_ApplyFakeLight();
9676 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9677 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9678 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9679 GL_Color(r, g, b, a);
9683 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9691 vec3_t ambientcolor;
9692 vec3_t diffusecolor;
9696 VectorCopy(rsurface.modellight_lightdir, lightdir);
9697 f = 0.5f * r_refdef.lightmapintensity;
9698 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9699 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9700 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9701 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9702 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9703 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9705 if (VectorLength2(diffusecolor) > 0)
9707 // q3-style directional shading
9708 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9709 rsurface.passcolor4f_vertexbuffer = 0;
9710 rsurface.passcolor4f_bufferoffset = 0;
9711 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9713 if ((f = DotProduct(n, lightdir)) > 0)
9714 VectorMA(ambientcolor, f, diffusecolor, c);
9716 VectorCopy(ambientcolor, c);
9723 *applycolor = false;
9727 *r = ambientcolor[0];
9728 *g = ambientcolor[1];
9729 *b = ambientcolor[2];
9730 rsurface.passcolor4f = NULL;
9731 rsurface.passcolor4f_vertexbuffer = 0;
9732 rsurface.passcolor4f_bufferoffset = 0;
9736 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9738 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9739 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9740 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9741 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9742 GL_Color(r, g, b, a);
9746 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9754 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9755 rsurface.passcolor4f_vertexbuffer = 0;
9756 rsurface.passcolor4f_bufferoffset = 0;
9758 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9760 f = 1 - RSurf_FogVertex(v);
9768 void RSurf_SetupDepthAndCulling(void)
9770 // submodels are biased to avoid z-fighting with world surfaces that they
9771 // may be exactly overlapping (avoids z-fighting artifacts on certain
9772 // doors and things in Quake maps)
9773 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9774 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9775 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9776 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9779 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9781 // transparent sky would be ridiculous
9782 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9784 R_SetupShader_Generic_NoTexture(false, false);
9785 skyrenderlater = true;
9786 RSurf_SetupDepthAndCulling();
9788 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9789 // skymasking on them, and Quake3 never did sky masking (unlike
9790 // software Quake and software Quake2), so disable the sky masking
9791 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9792 // and skymasking also looks very bad when noclipping outside the
9793 // level, so don't use it then either.
9794 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9796 R_Mesh_ResetTextureState();
9797 if (skyrendermasked)
9799 R_SetupShader_DepthOrShadow(false);
9800 // depth-only (masking)
9801 GL_ColorMask(0,0,0,0);
9802 // just to make sure that braindead drivers don't draw
9803 // anything despite that colormask...
9804 GL_BlendFunc(GL_ZERO, GL_ONE);
9805 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9806 if (rsurface.batchvertex3fbuffer)
9807 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9809 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9813 R_SetupShader_Generic_NoTexture(false, false);
9815 GL_BlendFunc(GL_ONE, GL_ZERO);
9816 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9817 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9818 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9821 if (skyrendermasked)
9822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9824 R_Mesh_ResetTextureState();
9825 GL_Color(1, 1, 1, 1);
9828 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9829 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9830 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9832 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9836 // render screenspace normalmap to texture
9838 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9843 // bind lightmap texture
9845 // water/refraction/reflection/camera surfaces have to be handled specially
9846 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9848 int start, end, startplaneindex;
9849 for (start = 0;start < texturenumsurfaces;start = end)
9851 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9852 if(startplaneindex < 0)
9854 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9855 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9859 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9861 // now that we have a batch using the same planeindex, render it
9862 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9864 // render water or distortion background
9866 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9868 // blend surface on top
9869 GL_DepthMask(false);
9870 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9873 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9875 // render surface with reflection texture as input
9876 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9877 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9884 // render surface batch normally
9885 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9886 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9890 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9892 // OpenGL 1.3 path - anything not completely ancient
9893 qboolean applycolor;
9896 const texturelayer_t *layer;
9897 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9898 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9900 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9903 int layertexrgbscale;
9904 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9906 if (layerindex == 0)
9910 GL_AlphaTest(false);
9911 GL_DepthFunc(GL_EQUAL);
9914 GL_DepthMask(layer->depthmask && writedepth);
9915 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9916 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9918 layertexrgbscale = 4;
9919 VectorScale(layer->color, 0.25f, layercolor);
9921 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9923 layertexrgbscale = 2;
9924 VectorScale(layer->color, 0.5f, layercolor);
9928 layertexrgbscale = 1;
9929 VectorScale(layer->color, 1.0f, layercolor);
9931 layercolor[3] = layer->color[3];
9932 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9933 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9934 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9935 switch (layer->type)
9937 case TEXTURELAYERTYPE_LITTEXTURE:
9938 // single-pass lightmapped texture with 2x rgbscale
9939 R_Mesh_TexBind(0, r_texture_white);
9940 R_Mesh_TexMatrix(0, NULL);
9941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9943 R_Mesh_TexBind(1, layer->texture);
9944 R_Mesh_TexMatrix(1, &layer->texmatrix);
9945 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9946 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9947 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9948 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9949 else if (FAKELIGHT_ENABLED)
9950 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9951 else if (rsurface.uselightmaptexture)
9952 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9954 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9956 case TEXTURELAYERTYPE_TEXTURE:
9957 // singletexture unlit texture with transparency support
9958 R_Mesh_TexBind(0, layer->texture);
9959 R_Mesh_TexMatrix(0, &layer->texmatrix);
9960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9961 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9962 R_Mesh_TexBind(1, 0);
9963 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9964 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9966 case TEXTURELAYERTYPE_FOG:
9967 // singletexture fogging
9970 R_Mesh_TexBind(0, layer->texture);
9971 R_Mesh_TexMatrix(0, &layer->texmatrix);
9972 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9973 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9977 R_Mesh_TexBind(0, 0);
9978 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9980 R_Mesh_TexBind(1, 0);
9981 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9982 // generate a color array for the fog pass
9983 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9984 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9988 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9991 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9993 GL_DepthFunc(GL_LEQUAL);
9994 GL_AlphaTest(false);
9998 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10000 // OpenGL 1.1 - crusty old voodoo path
10003 const texturelayer_t *layer;
10004 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10005 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10007 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10009 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10011 if (layerindex == 0)
10012 GL_AlphaTest(true);
10015 GL_AlphaTest(false);
10016 GL_DepthFunc(GL_EQUAL);
10019 GL_DepthMask(layer->depthmask && writedepth);
10020 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10021 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10022 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10023 switch (layer->type)
10025 case TEXTURELAYERTYPE_LITTEXTURE:
10026 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10028 // two-pass lit texture with 2x rgbscale
10029 // first the lightmap pass
10030 R_Mesh_TexBind(0, r_texture_white);
10031 R_Mesh_TexMatrix(0, NULL);
10032 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10033 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10034 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10035 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10036 else if (FAKELIGHT_ENABLED)
10037 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10038 else if (rsurface.uselightmaptexture)
10039 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10041 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10042 // then apply the texture to it
10043 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10044 R_Mesh_TexBind(0, layer->texture);
10045 R_Mesh_TexMatrix(0, &layer->texmatrix);
10046 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10048 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10052 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10053 R_Mesh_TexBind(0, layer->texture);
10054 R_Mesh_TexMatrix(0, &layer->texmatrix);
10055 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10056 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10057 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10058 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10060 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10063 case TEXTURELAYERTYPE_TEXTURE:
10064 // singletexture unlit texture with transparency support
10065 R_Mesh_TexBind(0, layer->texture);
10066 R_Mesh_TexMatrix(0, &layer->texmatrix);
10067 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10068 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10069 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10071 case TEXTURELAYERTYPE_FOG:
10072 // singletexture fogging
10073 if (layer->texture)
10075 R_Mesh_TexBind(0, layer->texture);
10076 R_Mesh_TexMatrix(0, &layer->texmatrix);
10077 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10078 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10082 R_Mesh_TexBind(0, 0);
10083 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10085 // generate a color array for the fog pass
10086 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10087 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10091 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10094 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10096 GL_DepthFunc(GL_LEQUAL);
10097 GL_AlphaTest(false);
10101 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10105 r_vertexgeneric_t *batchvertex;
10108 // R_Mesh_ResetTextureState();
10109 R_SetupShader_Generic_NoTexture(false, false);
10111 if(rsurface.texture && rsurface.texture->currentskinframe)
10113 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10114 c[3] *= rsurface.texture->currentalpha;
10124 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10126 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10127 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10128 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10131 // brighten it up (as texture value 127 means "unlit")
10132 c[0] *= 2 * r_refdef.view.colorscale;
10133 c[1] *= 2 * r_refdef.view.colorscale;
10134 c[2] *= 2 * r_refdef.view.colorscale;
10136 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10137 c[3] *= r_wateralpha.value;
10139 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10141 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10142 GL_DepthMask(false);
10144 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10146 GL_BlendFunc(GL_ONE, GL_ONE);
10147 GL_DepthMask(false);
10149 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10151 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10152 GL_DepthMask(false);
10154 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10156 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10157 GL_DepthMask(false);
10161 GL_BlendFunc(GL_ONE, GL_ZERO);
10162 GL_DepthMask(writedepth);
10165 if (r_showsurfaces.integer == 3)
10167 rsurface.passcolor4f = NULL;
10169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10171 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10173 rsurface.passcolor4f = NULL;
10174 rsurface.passcolor4f_vertexbuffer = 0;
10175 rsurface.passcolor4f_bufferoffset = 0;
10177 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10179 qboolean applycolor = true;
10182 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10184 r_refdef.lightmapintensity = 1;
10185 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10186 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10188 else if (FAKELIGHT_ENABLED)
10190 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10192 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10193 RSurf_DrawBatch_GL11_ApplyFakeLight();
10194 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10198 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10200 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10201 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10202 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10205 if(!rsurface.passcolor4f)
10206 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10208 RSurf_DrawBatch_GL11_ApplyAmbient();
10209 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10210 if(r_refdef.fogenabled)
10211 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10212 RSurf_DrawBatch_GL11_ClampColor();
10214 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10215 R_SetupShader_Generic_NoTexture(false, false);
10218 else if (!r_refdef.view.showdebug)
10220 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10221 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10222 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10224 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10225 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10227 R_Mesh_PrepareVertices_Generic_Unlock();
10230 else if (r_showsurfaces.integer == 4)
10232 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10233 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10234 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10236 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10237 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10238 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10240 R_Mesh_PrepareVertices_Generic_Unlock();
10243 else if (r_showsurfaces.integer == 2)
10246 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10247 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10248 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10250 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10251 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10252 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10253 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10254 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10255 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10256 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10258 R_Mesh_PrepareVertices_Generic_Unlock();
10259 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10263 int texturesurfaceindex;
10265 const msurface_t *surface;
10266 float surfacecolor4f[4];
10267 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10268 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10270 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10272 surface = texturesurfacelist[texturesurfaceindex];
10273 k = (int)(((size_t)surface) / sizeof(msurface_t));
10274 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10275 for (j = 0;j < surface->num_vertices;j++)
10277 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10278 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10282 R_Mesh_PrepareVertices_Generic_Unlock();
10287 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10290 RSurf_SetupDepthAndCulling();
10291 if (r_showsurfaces.integer)
10293 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10296 switch (vid.renderpath)
10298 case RENDERPATH_GL20:
10299 case RENDERPATH_D3D9:
10300 case RENDERPATH_D3D10:
10301 case RENDERPATH_D3D11:
10302 case RENDERPATH_SOFT:
10303 case RENDERPATH_GLES2:
10304 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10306 case RENDERPATH_GL13:
10307 case RENDERPATH_GLES1:
10308 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10310 case RENDERPATH_GL11:
10311 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10317 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10320 RSurf_SetupDepthAndCulling();
10321 if (r_showsurfaces.integer)
10323 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10326 switch (vid.renderpath)
10328 case RENDERPATH_GL20:
10329 case RENDERPATH_D3D9:
10330 case RENDERPATH_D3D10:
10331 case RENDERPATH_D3D11:
10332 case RENDERPATH_SOFT:
10333 case RENDERPATH_GLES2:
10334 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10336 case RENDERPATH_GL13:
10337 case RENDERPATH_GLES1:
10338 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10340 case RENDERPATH_GL11:
10341 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10347 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10350 int texturenumsurfaces, endsurface;
10351 texture_t *texture;
10352 const msurface_t *surface;
10353 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10355 // if the model is static it doesn't matter what value we give for
10356 // wantnormals and wanttangents, so this logic uses only rules applicable
10357 // to a model, knowing that they are meaningless otherwise
10358 if (ent == r_refdef.scene.worldentity)
10359 RSurf_ActiveWorldEntity();
10360 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10361 RSurf_ActiveModelEntity(ent, false, false, false);
10364 switch (vid.renderpath)
10366 case RENDERPATH_GL20:
10367 case RENDERPATH_D3D9:
10368 case RENDERPATH_D3D10:
10369 case RENDERPATH_D3D11:
10370 case RENDERPATH_SOFT:
10371 case RENDERPATH_GLES2:
10372 RSurf_ActiveModelEntity(ent, true, true, false);
10374 case RENDERPATH_GL11:
10375 case RENDERPATH_GL13:
10376 case RENDERPATH_GLES1:
10377 RSurf_ActiveModelEntity(ent, true, false, false);
10382 if (r_transparentdepthmasking.integer)
10384 qboolean setup = false;
10385 for (i = 0;i < numsurfaces;i = j)
10388 surface = rsurface.modelsurfaces + surfacelist[i];
10389 texture = surface->texture;
10390 rsurface.texture = R_GetCurrentTexture(texture);
10391 rsurface.lightmaptexture = NULL;
10392 rsurface.deluxemaptexture = NULL;
10393 rsurface.uselightmaptexture = false;
10394 // scan ahead until we find a different texture
10395 endsurface = min(i + 1024, numsurfaces);
10396 texturenumsurfaces = 0;
10397 texturesurfacelist[texturenumsurfaces++] = surface;
10398 for (;j < endsurface;j++)
10400 surface = rsurface.modelsurfaces + surfacelist[j];
10401 if (texture != surface->texture)
10403 texturesurfacelist[texturenumsurfaces++] = surface;
10405 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10407 // render the range of surfaces as depth
10411 GL_ColorMask(0,0,0,0);
10413 GL_DepthTest(true);
10414 GL_BlendFunc(GL_ONE, GL_ZERO);
10415 GL_DepthMask(true);
10416 // R_Mesh_ResetTextureState();
10417 R_SetupShader_DepthOrShadow(false);
10419 RSurf_SetupDepthAndCulling();
10420 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10421 if (rsurface.batchvertex3fbuffer)
10422 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10424 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10428 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10431 for (i = 0;i < numsurfaces;i = j)
10434 surface = rsurface.modelsurfaces + surfacelist[i];
10435 texture = surface->texture;
10436 rsurface.texture = R_GetCurrentTexture(texture);
10437 // scan ahead until we find a different texture
10438 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10439 texturenumsurfaces = 0;
10440 texturesurfacelist[texturenumsurfaces++] = surface;
10441 if(FAKELIGHT_ENABLED)
10443 rsurface.lightmaptexture = NULL;
10444 rsurface.deluxemaptexture = NULL;
10445 rsurface.uselightmaptexture = false;
10446 for (;j < endsurface;j++)
10448 surface = rsurface.modelsurfaces + surfacelist[j];
10449 if (texture != surface->texture)
10451 texturesurfacelist[texturenumsurfaces++] = surface;
10456 rsurface.lightmaptexture = surface->lightmaptexture;
10457 rsurface.deluxemaptexture = surface->deluxemaptexture;
10458 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10459 for (;j < endsurface;j++)
10461 surface = rsurface.modelsurfaces + surfacelist[j];
10462 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10464 texturesurfacelist[texturenumsurfaces++] = surface;
10467 // render the range of surfaces
10468 if (ent == r_refdef.scene.worldentity)
10469 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10471 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10473 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10476 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10478 // transparent surfaces get pushed off into the transparent queue
10479 int surfacelistindex;
10480 const msurface_t *surface;
10481 vec3_t tempcenter, center;
10482 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10484 surface = texturesurfacelist[surfacelistindex];
10485 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10486 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10487 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10488 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10489 if (queueentity->transparent_offset) // transparent offset
10491 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10492 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10493 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10495 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10499 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10501 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10503 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10505 RSurf_SetupDepthAndCulling();
10506 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10507 if (rsurface.batchvertex3fbuffer)
10508 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10510 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10514 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10516 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10519 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10522 if (!rsurface.texture->currentnumlayers)
10524 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10525 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10527 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10529 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10530 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10531 else if (!rsurface.texture->currentnumlayers)
10533 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10535 // in the deferred case, transparent surfaces were queued during prepass
10536 if (!r_shadow_usingdeferredprepass)
10537 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10541 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10542 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10547 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10550 texture_t *texture;
10551 R_FrameData_SetMark();
10552 // break the surface list down into batches by texture and use of lightmapping
10553 for (i = 0;i < numsurfaces;i = j)
10556 // texture is the base texture pointer, rsurface.texture is the
10557 // current frame/skin the texture is directing us to use (for example
10558 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10559 // use skin 1 instead)
10560 texture = surfacelist[i]->texture;
10561 rsurface.texture = R_GetCurrentTexture(texture);
10562 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10564 // if this texture is not the kind we want, skip ahead to the next one
10565 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10569 if(FAKELIGHT_ENABLED || depthonly || prepass)
10571 rsurface.lightmaptexture = NULL;
10572 rsurface.deluxemaptexture = NULL;
10573 rsurface.uselightmaptexture = false;
10574 // simply scan ahead until we find a different texture or lightmap state
10575 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10580 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10581 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10582 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10583 // simply scan ahead until we find a different texture or lightmap state
10584 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10587 // render the range of surfaces
10588 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10590 R_FrameData_ReturnToMark();
10593 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10597 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10600 if (!rsurface.texture->currentnumlayers)
10602 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10603 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10605 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10607 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10608 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10609 else if (!rsurface.texture->currentnumlayers)
10611 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10613 // in the deferred case, transparent surfaces were queued during prepass
10614 if (!r_shadow_usingdeferredprepass)
10615 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10619 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10620 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10625 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10628 texture_t *texture;
10629 R_FrameData_SetMark();
10630 // break the surface list down into batches by texture and use of lightmapping
10631 for (i = 0;i < numsurfaces;i = j)
10634 // texture is the base texture pointer, rsurface.texture is the
10635 // current frame/skin the texture is directing us to use (for example
10636 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10637 // use skin 1 instead)
10638 texture = surfacelist[i]->texture;
10639 rsurface.texture = R_GetCurrentTexture(texture);
10640 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10642 // if this texture is not the kind we want, skip ahead to the next one
10643 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10647 if(FAKELIGHT_ENABLED || depthonly || prepass)
10649 rsurface.lightmaptexture = NULL;
10650 rsurface.deluxemaptexture = NULL;
10651 rsurface.uselightmaptexture = false;
10652 // simply scan ahead until we find a different texture or lightmap state
10653 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10658 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10659 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10660 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10661 // simply scan ahead until we find a different texture or lightmap state
10662 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10665 // render the range of surfaces
10666 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10668 R_FrameData_ReturnToMark();
10671 float locboxvertex3f[6*4*3] =
10673 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10674 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10675 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10676 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10677 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10678 1,0,0, 0,0,0, 0,1,0, 1,1,0
10681 unsigned short locboxelements[6*2*3] =
10686 12,13,14, 12,14,15,
10687 16,17,18, 16,18,19,
10691 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10694 cl_locnode_t *loc = (cl_locnode_t *)ent;
10696 float vertex3f[6*4*3];
10698 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10699 GL_DepthMask(false);
10700 GL_DepthRange(0, 1);
10701 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10702 GL_DepthTest(true);
10703 GL_CullFace(GL_NONE);
10704 R_EntityMatrix(&identitymatrix);
10706 // R_Mesh_ResetTextureState();
10708 i = surfacelist[0];
10709 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10710 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10711 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10712 surfacelist[0] < 0 ? 0.5f : 0.125f);
10714 if (VectorCompare(loc->mins, loc->maxs))
10716 VectorSet(size, 2, 2, 2);
10717 VectorMA(loc->mins, -0.5f, size, mins);
10721 VectorCopy(loc->mins, mins);
10722 VectorSubtract(loc->maxs, loc->mins, size);
10725 for (i = 0;i < 6*4*3;)
10726 for (j = 0;j < 3;j++, i++)
10727 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10729 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10730 R_SetupShader_Generic_NoTexture(false, false);
10731 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10734 void R_DrawLocs(void)
10737 cl_locnode_t *loc, *nearestloc;
10739 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10740 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10742 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10743 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10747 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10749 if (decalsystem->decals)
10750 Mem_Free(decalsystem->decals);
10751 memset(decalsystem, 0, sizeof(*decalsystem));
10754 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10757 tridecal_t *decals;
10760 // expand or initialize the system
10761 if (decalsystem->maxdecals <= decalsystem->numdecals)
10763 decalsystem_t old = *decalsystem;
10764 qboolean useshortelements;
10765 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10766 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10767 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10768 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10769 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10770 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10771 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10772 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10773 if (decalsystem->numdecals)
10774 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10776 Mem_Free(old.decals);
10777 for (i = 0;i < decalsystem->maxdecals*3;i++)
10778 decalsystem->element3i[i] = i;
10779 if (useshortelements)
10780 for (i = 0;i < decalsystem->maxdecals*3;i++)
10781 decalsystem->element3s[i] = i;
10784 // grab a decal and search for another free slot for the next one
10785 decals = decalsystem->decals;
10786 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10787 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10789 decalsystem->freedecal = i;
10790 if (decalsystem->numdecals <= i)
10791 decalsystem->numdecals = i + 1;
10793 // initialize the decal
10795 decal->triangleindex = triangleindex;
10796 decal->surfaceindex = surfaceindex;
10797 decal->decalsequence = decalsequence;
10798 decal->color4f[0][0] = c0[0];
10799 decal->color4f[0][1] = c0[1];
10800 decal->color4f[0][2] = c0[2];
10801 decal->color4f[0][3] = 1;
10802 decal->color4f[1][0] = c1[0];
10803 decal->color4f[1][1] = c1[1];
10804 decal->color4f[1][2] = c1[2];
10805 decal->color4f[1][3] = 1;
10806 decal->color4f[2][0] = c2[0];
10807 decal->color4f[2][1] = c2[1];
10808 decal->color4f[2][2] = c2[2];
10809 decal->color4f[2][3] = 1;
10810 decal->vertex3f[0][0] = v0[0];
10811 decal->vertex3f[0][1] = v0[1];
10812 decal->vertex3f[0][2] = v0[2];
10813 decal->vertex3f[1][0] = v1[0];
10814 decal->vertex3f[1][1] = v1[1];
10815 decal->vertex3f[1][2] = v1[2];
10816 decal->vertex3f[2][0] = v2[0];
10817 decal->vertex3f[2][1] = v2[1];
10818 decal->vertex3f[2][2] = v2[2];
10819 decal->texcoord2f[0][0] = t0[0];
10820 decal->texcoord2f[0][1] = t0[1];
10821 decal->texcoord2f[1][0] = t1[0];
10822 decal->texcoord2f[1][1] = t1[1];
10823 decal->texcoord2f[2][0] = t2[0];
10824 decal->texcoord2f[2][1] = t2[1];
10825 TriangleNormal(v0, v1, v2, decal->plane);
10826 VectorNormalize(decal->plane);
10827 decal->plane[3] = DotProduct(v0, decal->plane);
10830 extern cvar_t cl_decals_bias;
10831 extern cvar_t cl_decals_models;
10832 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10833 // baseparms, parms, temps
10834 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10839 const float *vertex3f;
10840 const float *normal3f;
10842 float points[2][9][3];
10849 e = rsurface.modelelement3i + 3*triangleindex;
10851 vertex3f = rsurface.modelvertex3f;
10852 normal3f = rsurface.modelnormal3f;
10856 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10858 index = 3*e[cornerindex];
10859 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10864 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10866 index = 3*e[cornerindex];
10867 VectorCopy(vertex3f + index, v[cornerindex]);
10872 //TriangleNormal(v[0], v[1], v[2], normal);
10873 //if (DotProduct(normal, localnormal) < 0.0f)
10875 // clip by each of the box planes formed from the projection matrix
10876 // if anything survives, we emit the decal
10877 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10880 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10883 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10886 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10889 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10892 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10895 // some part of the triangle survived, so we have to accept it...
10898 // dynamic always uses the original triangle
10900 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10902 index = 3*e[cornerindex];
10903 VectorCopy(vertex3f + index, v[cornerindex]);
10906 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10908 // convert vertex positions to texcoords
10909 Matrix4x4_Transform(projection, v[cornerindex], temp);
10910 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10911 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10912 // calculate distance fade from the projection origin
10913 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10914 f = bound(0.0f, f, 1.0f);
10915 c[cornerindex][0] = r * f;
10916 c[cornerindex][1] = g * f;
10917 c[cornerindex][2] = b * f;
10918 c[cornerindex][3] = 1.0f;
10919 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10922 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10924 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10925 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10927 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10929 matrix4x4_t projection;
10930 decalsystem_t *decalsystem;
10933 const msurface_t *surface;
10934 const msurface_t *surfaces;
10935 const int *surfacelist;
10936 const texture_t *texture;
10938 int numsurfacelist;
10939 int surfacelistindex;
10942 float localorigin[3];
10943 float localnormal[3];
10944 float localmins[3];
10945 float localmaxs[3];
10948 float planes[6][4];
10951 int bih_triangles_count;
10952 int bih_triangles[256];
10953 int bih_surfaces[256];
10955 decalsystem = &ent->decalsystem;
10956 model = ent->model;
10957 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10959 R_DecalSystem_Reset(&ent->decalsystem);
10963 if (!model->brush.data_leafs && !cl_decals_models.integer)
10965 if (decalsystem->model)
10966 R_DecalSystem_Reset(decalsystem);
10970 if (decalsystem->model != model)
10971 R_DecalSystem_Reset(decalsystem);
10972 decalsystem->model = model;
10974 RSurf_ActiveModelEntity(ent, true, false, false);
10976 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10977 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10978 VectorNormalize(localnormal);
10979 localsize = worldsize*rsurface.inversematrixscale;
10980 localmins[0] = localorigin[0] - localsize;
10981 localmins[1] = localorigin[1] - localsize;
10982 localmins[2] = localorigin[2] - localsize;
10983 localmaxs[0] = localorigin[0] + localsize;
10984 localmaxs[1] = localorigin[1] + localsize;
10985 localmaxs[2] = localorigin[2] + localsize;
10987 //VectorCopy(localnormal, planes[4]);
10988 //VectorVectors(planes[4], planes[2], planes[0]);
10989 AnglesFromVectors(angles, localnormal, NULL, false);
10990 AngleVectors(angles, planes[0], planes[2], planes[4]);
10991 VectorNegate(planes[0], planes[1]);
10992 VectorNegate(planes[2], planes[3]);
10993 VectorNegate(planes[4], planes[5]);
10994 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10995 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10996 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10997 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10998 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10999 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11004 matrix4x4_t forwardprojection;
11005 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11006 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11011 float projectionvector[4][3];
11012 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11013 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11014 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11015 projectionvector[0][0] = planes[0][0] * ilocalsize;
11016 projectionvector[0][1] = planes[1][0] * ilocalsize;
11017 projectionvector[0][2] = planes[2][0] * ilocalsize;
11018 projectionvector[1][0] = planes[0][1] * ilocalsize;
11019 projectionvector[1][1] = planes[1][1] * ilocalsize;
11020 projectionvector[1][2] = planes[2][1] * ilocalsize;
11021 projectionvector[2][0] = planes[0][2] * ilocalsize;
11022 projectionvector[2][1] = planes[1][2] * ilocalsize;
11023 projectionvector[2][2] = planes[2][2] * ilocalsize;
11024 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11025 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11026 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11027 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11031 dynamic = model->surfmesh.isanimated;
11032 numsurfacelist = model->nummodelsurfaces;
11033 surfacelist = model->sortedmodelsurfaces;
11034 surfaces = model->data_surfaces;
11037 bih_triangles_count = -1;
11040 if(model->render_bih.numleafs)
11041 bih = &model->render_bih;
11042 else if(model->collision_bih.numleafs)
11043 bih = &model->collision_bih;
11046 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11047 if(bih_triangles_count == 0)
11049 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11051 if(bih_triangles_count > 0)
11053 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11055 surfaceindex = bih_surfaces[triangleindex];
11056 surface = surfaces + surfaceindex;
11057 texture = surface->texture;
11058 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11060 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11062 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11067 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11069 surfaceindex = surfacelist[surfacelistindex];
11070 surface = surfaces + surfaceindex;
11071 // check cull box first because it rejects more than any other check
11072 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11074 // skip transparent surfaces
11075 texture = surface->texture;
11076 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11078 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11080 numtriangles = surface->num_triangles;
11081 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11082 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11087 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11088 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11090 int renderentityindex;
11091 float worldmins[3];
11092 float worldmaxs[3];
11093 entity_render_t *ent;
11095 if (!cl_decals_newsystem.integer)
11098 worldmins[0] = worldorigin[0] - worldsize;
11099 worldmins[1] = worldorigin[1] - worldsize;
11100 worldmins[2] = worldorigin[2] - worldsize;
11101 worldmaxs[0] = worldorigin[0] + worldsize;
11102 worldmaxs[1] = worldorigin[1] + worldsize;
11103 worldmaxs[2] = worldorigin[2] + worldsize;
11105 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11107 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11109 ent = r_refdef.scene.entities[renderentityindex];
11110 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11113 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11117 typedef struct r_decalsystem_splatqueue_s
11119 vec3_t worldorigin;
11120 vec3_t worldnormal;
11126 r_decalsystem_splatqueue_t;
11128 int r_decalsystem_numqueued = 0;
11129 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11131 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11133 r_decalsystem_splatqueue_t *queue;
11135 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11138 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11139 VectorCopy(worldorigin, queue->worldorigin);
11140 VectorCopy(worldnormal, queue->worldnormal);
11141 Vector4Set(queue->color, r, g, b, a);
11142 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11143 queue->worldsize = worldsize;
11144 queue->decalsequence = cl.decalsequence++;
11147 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11150 r_decalsystem_splatqueue_t *queue;
11152 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11153 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11154 r_decalsystem_numqueued = 0;
11157 extern cvar_t cl_decals_max;
11158 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11161 decalsystem_t *decalsystem = &ent->decalsystem;
11168 if (!decalsystem->numdecals)
11171 if (r_showsurfaces.integer)
11174 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11176 R_DecalSystem_Reset(decalsystem);
11180 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11181 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11183 if (decalsystem->lastupdatetime)
11184 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11187 decalsystem->lastupdatetime = r_refdef.scene.time;
11188 decal = decalsystem->decals;
11189 numdecals = decalsystem->numdecals;
11191 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11193 if (decal->color4f[0][3])
11195 decal->lived += frametime;
11196 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11198 memset(decal, 0, sizeof(*decal));
11199 if (decalsystem->freedecal > i)
11200 decalsystem->freedecal = i;
11204 decal = decalsystem->decals;
11205 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11208 // collapse the array by shuffling the tail decals into the gaps
11211 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11212 decalsystem->freedecal++;
11213 if (decalsystem->freedecal == numdecals)
11215 decal[decalsystem->freedecal] = decal[--numdecals];
11218 decalsystem->numdecals = numdecals;
11220 if (numdecals <= 0)
11222 // if there are no decals left, reset decalsystem
11223 R_DecalSystem_Reset(decalsystem);
11227 extern skinframe_t *decalskinframe;
11228 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11231 decalsystem_t *decalsystem = &ent->decalsystem;
11240 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11243 numdecals = decalsystem->numdecals;
11247 if (r_showsurfaces.integer)
11250 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11252 R_DecalSystem_Reset(decalsystem);
11256 // if the model is static it doesn't matter what value we give for
11257 // wantnormals and wanttangents, so this logic uses only rules applicable
11258 // to a model, knowing that they are meaningless otherwise
11259 if (ent == r_refdef.scene.worldentity)
11260 RSurf_ActiveWorldEntity();
11262 RSurf_ActiveModelEntity(ent, false, false, false);
11264 decalsystem->lastupdatetime = r_refdef.scene.time;
11265 decal = decalsystem->decals;
11267 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11269 // update vertex positions for animated models
11270 v3f = decalsystem->vertex3f;
11271 c4f = decalsystem->color4f;
11272 t2f = decalsystem->texcoord2f;
11273 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11275 if (!decal->color4f[0][3])
11278 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11282 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11285 // update color values for fading decals
11286 if (decal->lived >= cl_decals_time.value)
11287 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11291 c4f[ 0] = decal->color4f[0][0] * alpha;
11292 c4f[ 1] = decal->color4f[0][1] * alpha;
11293 c4f[ 2] = decal->color4f[0][2] * alpha;
11295 c4f[ 4] = decal->color4f[1][0] * alpha;
11296 c4f[ 5] = decal->color4f[1][1] * alpha;
11297 c4f[ 6] = decal->color4f[1][2] * alpha;
11299 c4f[ 8] = decal->color4f[2][0] * alpha;
11300 c4f[ 9] = decal->color4f[2][1] * alpha;
11301 c4f[10] = decal->color4f[2][2] * alpha;
11304 t2f[0] = decal->texcoord2f[0][0];
11305 t2f[1] = decal->texcoord2f[0][1];
11306 t2f[2] = decal->texcoord2f[1][0];
11307 t2f[3] = decal->texcoord2f[1][1];
11308 t2f[4] = decal->texcoord2f[2][0];
11309 t2f[5] = decal->texcoord2f[2][1];
11311 // update vertex positions for animated models
11312 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11314 e = rsurface.modelelement3i + 3*decal->triangleindex;
11315 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11316 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11317 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11321 VectorCopy(decal->vertex3f[0], v3f);
11322 VectorCopy(decal->vertex3f[1], v3f + 3);
11323 VectorCopy(decal->vertex3f[2], v3f + 6);
11326 if (r_refdef.fogenabled)
11328 alpha = RSurf_FogVertex(v3f);
11329 VectorScale(c4f, alpha, c4f);
11330 alpha = RSurf_FogVertex(v3f + 3);
11331 VectorScale(c4f + 4, alpha, c4f + 4);
11332 alpha = RSurf_FogVertex(v3f + 6);
11333 VectorScale(c4f + 8, alpha, c4f + 8);
11344 r_refdef.stats.drawndecals += numtris;
11346 // now render the decals all at once
11347 // (this assumes they all use one particle font texture!)
11348 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11349 // R_Mesh_ResetTextureState();
11350 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11351 GL_DepthMask(false);
11352 GL_DepthRange(0, 1);
11353 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11354 GL_DepthTest(true);
11355 GL_CullFace(GL_NONE);
11356 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11357 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11358 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11362 static void R_DrawModelDecals(void)
11366 // fade faster when there are too many decals
11367 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11368 for (i = 0;i < r_refdef.scene.numentities;i++)
11369 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11371 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11372 for (i = 0;i < r_refdef.scene.numentities;i++)
11373 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11374 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11376 R_DecalSystem_ApplySplatEntitiesQueue();
11378 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11379 for (i = 0;i < r_refdef.scene.numentities;i++)
11380 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11382 r_refdef.stats.totaldecals += numdecals;
11384 if (r_showsurfaces.integer)
11387 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11389 for (i = 0;i < r_refdef.scene.numentities;i++)
11391 if (!r_refdef.viewcache.entityvisible[i])
11393 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11394 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11398 extern cvar_t mod_collision_bih;
11399 void R_DrawDebugModel(void)
11401 entity_render_t *ent = rsurface.entity;
11402 int i, j, k, l, flagsmask;
11403 const msurface_t *surface;
11404 dp_model_t *model = ent->model;
11407 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11410 if (r_showoverdraw.value > 0)
11412 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11413 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11414 R_SetupShader_Generic_NoTexture(false, false);
11415 GL_DepthTest(false);
11416 GL_DepthMask(false);
11417 GL_DepthRange(0, 1);
11418 GL_BlendFunc(GL_ONE, GL_ONE);
11419 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11421 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11423 rsurface.texture = R_GetCurrentTexture(surface->texture);
11424 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11426 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11427 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11428 if (!rsurface.texture->currentlayers->depthmask)
11429 GL_Color(c, 0, 0, 1.0f);
11430 else if (ent == r_refdef.scene.worldentity)
11431 GL_Color(c, c, c, 1.0f);
11433 GL_Color(0, c, 0, 1.0f);
11434 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11438 rsurface.texture = NULL;
11441 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11443 // R_Mesh_ResetTextureState();
11444 R_SetupShader_Generic_NoTexture(false, false);
11445 GL_DepthRange(0, 1);
11446 GL_DepthTest(!r_showdisabledepthtest.integer);
11447 GL_DepthMask(false);
11448 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11450 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11454 qboolean cullbox = ent == r_refdef.scene.worldentity;
11455 const q3mbrush_t *brush;
11456 const bih_t *bih = &model->collision_bih;
11457 const bih_leaf_t *bihleaf;
11458 float vertex3f[3][3];
11459 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11461 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11463 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11465 switch (bihleaf->type)
11468 brush = model->brush.data_brushes + bihleaf->itemindex;
11469 if (brush->colbrushf && brush->colbrushf->numtriangles)
11471 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11472 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11473 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11476 case BIH_COLLISIONTRIANGLE:
11477 triangleindex = bihleaf->itemindex;
11478 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11479 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11480 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11481 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11482 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11483 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11485 case BIH_RENDERTRIANGLE:
11486 triangleindex = bihleaf->itemindex;
11487 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11488 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11489 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11490 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11491 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11492 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11498 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11501 if (r_showtris.integer && qglPolygonMode)
11503 if (r_showdisabledepthtest.integer)
11505 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11506 GL_DepthMask(false);
11510 GL_BlendFunc(GL_ONE, GL_ZERO);
11511 GL_DepthMask(true);
11513 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11514 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11516 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11518 rsurface.texture = R_GetCurrentTexture(surface->texture);
11519 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11521 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11522 if (!rsurface.texture->currentlayers->depthmask)
11523 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11524 else if (ent == r_refdef.scene.worldentity)
11525 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11527 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11528 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11532 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11533 rsurface.texture = NULL;
11536 if (r_shownormals.value != 0 && qglBegin)
11538 if (r_showdisabledepthtest.integer)
11540 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11541 GL_DepthMask(false);
11545 GL_BlendFunc(GL_ONE, GL_ZERO);
11546 GL_DepthMask(true);
11548 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11550 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11552 rsurface.texture = R_GetCurrentTexture(surface->texture);
11553 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11555 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11556 qglBegin(GL_LINES);
11557 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11559 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11561 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11562 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11563 qglVertex3f(v[0], v[1], v[2]);
11564 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11565 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11566 qglVertex3f(v[0], v[1], v[2]);
11569 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11571 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11573 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11574 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11575 qglVertex3f(v[0], v[1], v[2]);
11576 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11577 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11578 qglVertex3f(v[0], v[1], v[2]);
11581 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11583 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11585 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11586 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11587 qglVertex3f(v[0], v[1], v[2]);
11588 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11589 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11590 qglVertex3f(v[0], v[1], v[2]);
11593 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11595 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11597 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11598 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11599 qglVertex3f(v[0], v[1], v[2]);
11600 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11601 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11602 qglVertex3f(v[0], v[1], v[2]);
11609 rsurface.texture = NULL;
11614 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11615 int r_maxsurfacelist = 0;
11616 const msurface_t **r_surfacelist = NULL;
11617 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11619 int i, j, endj, flagsmask;
11620 dp_model_t *model = r_refdef.scene.worldmodel;
11621 msurface_t *surfaces;
11622 unsigned char *update;
11623 int numsurfacelist = 0;
11627 if (r_maxsurfacelist < model->num_surfaces)
11629 r_maxsurfacelist = model->num_surfaces;
11631 Mem_Free((msurface_t**)r_surfacelist);
11632 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11635 RSurf_ActiveWorldEntity();
11637 surfaces = model->data_surfaces;
11638 update = model->brushq1.lightmapupdateflags;
11640 // update light styles on this submodel
11641 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11643 model_brush_lightstyleinfo_t *style;
11644 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11646 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11648 int *list = style->surfacelist;
11649 style->value = r_refdef.scene.lightstylevalue[style->style];
11650 for (j = 0;j < style->numsurfaces;j++)
11651 update[list[j]] = true;
11656 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11660 R_DrawDebugModel();
11661 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11665 rsurface.lightmaptexture = NULL;
11666 rsurface.deluxemaptexture = NULL;
11667 rsurface.uselightmaptexture = false;
11668 rsurface.texture = NULL;
11669 rsurface.rtlight = NULL;
11670 numsurfacelist = 0;
11671 // add visible surfaces to draw list
11672 for (i = 0;i < model->nummodelsurfaces;i++)
11674 j = model->sortedmodelsurfaces[i];
11675 if (r_refdef.viewcache.world_surfacevisible[j])
11676 r_surfacelist[numsurfacelist++] = surfaces + j;
11678 // update lightmaps if needed
11679 if (model->brushq1.firstrender)
11681 model->brushq1.firstrender = false;
11682 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11684 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11688 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11689 if (r_refdef.viewcache.world_surfacevisible[j])
11691 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11693 // don't do anything if there were no surfaces
11694 if (!numsurfacelist)
11696 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11699 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11701 // add to stats if desired
11702 if (r_speeds.integer && !skysurfaces && !depthonly)
11704 r_refdef.stats.world_surfaces += numsurfacelist;
11705 for (j = 0;j < numsurfacelist;j++)
11706 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11709 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11712 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11714 int i, j, endj, flagsmask;
11715 dp_model_t *model = ent->model;
11716 msurface_t *surfaces;
11717 unsigned char *update;
11718 int numsurfacelist = 0;
11722 if (r_maxsurfacelist < model->num_surfaces)
11724 r_maxsurfacelist = model->num_surfaces;
11726 Mem_Free((msurface_t **)r_surfacelist);
11727 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11730 // if the model is static it doesn't matter what value we give for
11731 // wantnormals and wanttangents, so this logic uses only rules applicable
11732 // to a model, knowing that they are meaningless otherwise
11733 if (ent == r_refdef.scene.worldentity)
11734 RSurf_ActiveWorldEntity();
11735 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11736 RSurf_ActiveModelEntity(ent, false, false, false);
11738 RSurf_ActiveModelEntity(ent, true, true, true);
11739 else if (depthonly)
11741 switch (vid.renderpath)
11743 case RENDERPATH_GL20:
11744 case RENDERPATH_D3D9:
11745 case RENDERPATH_D3D10:
11746 case RENDERPATH_D3D11:
11747 case RENDERPATH_SOFT:
11748 case RENDERPATH_GLES2:
11749 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11751 case RENDERPATH_GL11:
11752 case RENDERPATH_GL13:
11753 case RENDERPATH_GLES1:
11754 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11760 switch (vid.renderpath)
11762 case RENDERPATH_GL20:
11763 case RENDERPATH_D3D9:
11764 case RENDERPATH_D3D10:
11765 case RENDERPATH_D3D11:
11766 case RENDERPATH_SOFT:
11767 case RENDERPATH_GLES2:
11768 RSurf_ActiveModelEntity(ent, true, true, false);
11770 case RENDERPATH_GL11:
11771 case RENDERPATH_GL13:
11772 case RENDERPATH_GLES1:
11773 RSurf_ActiveModelEntity(ent, true, false, false);
11778 surfaces = model->data_surfaces;
11779 update = model->brushq1.lightmapupdateflags;
11781 // update light styles
11782 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11784 model_brush_lightstyleinfo_t *style;
11785 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11787 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11789 int *list = style->surfacelist;
11790 style->value = r_refdef.scene.lightstylevalue[style->style];
11791 for (j = 0;j < style->numsurfaces;j++)
11792 update[list[j]] = true;
11797 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11801 R_DrawDebugModel();
11802 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11806 rsurface.lightmaptexture = NULL;
11807 rsurface.deluxemaptexture = NULL;
11808 rsurface.uselightmaptexture = false;
11809 rsurface.texture = NULL;
11810 rsurface.rtlight = NULL;
11811 numsurfacelist = 0;
11812 // add visible surfaces to draw list
11813 for (i = 0;i < model->nummodelsurfaces;i++)
11814 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11815 // don't do anything if there were no surfaces
11816 if (!numsurfacelist)
11818 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11821 // update lightmaps if needed
11825 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11830 R_BuildLightMap(ent, surfaces + j);
11835 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11837 R_BuildLightMap(ent, surfaces + j);
11838 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11840 // add to stats if desired
11841 if (r_speeds.integer && !skysurfaces && !depthonly)
11843 r_refdef.stats.entities_surfaces += numsurfacelist;
11844 for (j = 0;j < numsurfacelist;j++)
11845 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11848 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11851 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11853 static texture_t texture;
11854 static msurface_t surface;
11855 const msurface_t *surfacelist = &surface;
11857 // fake enough texture and surface state to render this geometry
11859 texture.update_lastrenderframe = -1; // regenerate this texture
11860 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11861 texture.currentskinframe = skinframe;
11862 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11863 texture.offsetmapping = OFFSETMAPPING_OFF;
11864 texture.offsetscale = 1;
11865 texture.specularscalemod = 1;
11866 texture.specularpowermod = 1;
11868 surface.texture = &texture;
11869 surface.num_triangles = numtriangles;
11870 surface.num_firsttriangle = firsttriangle;
11871 surface.num_vertices = numvertices;
11872 surface.num_firstvertex = firstvertex;
11875 rsurface.texture = R_GetCurrentTexture(surface.texture);
11876 rsurface.lightmaptexture = NULL;
11877 rsurface.deluxemaptexture = NULL;
11878 rsurface.uselightmaptexture = false;
11879 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11882 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11884 static msurface_t surface;
11885 const msurface_t *surfacelist = &surface;
11887 // fake enough texture and surface state to render this geometry
11888 surface.texture = texture;
11889 surface.num_triangles = numtriangles;
11890 surface.num_firsttriangle = firsttriangle;
11891 surface.num_vertices = numvertices;
11892 surface.num_firstvertex = firstvertex;
11895 rsurface.texture = R_GetCurrentTexture(surface.texture);
11896 rsurface.lightmaptexture = NULL;
11897 rsurface.deluxemaptexture = NULL;
11898 rsurface.uselightmaptexture = false;
11899 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);