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_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 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"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 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)"};
101 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)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 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."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 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."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 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"};
125 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"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 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"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
135 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
136 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
139 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
140 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
141 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
142 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
143 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
144 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
145 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
147 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)"};
148 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"};
150 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
151 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
152 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
154 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
155 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"};
156 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"};
157 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
158 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
159 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"};
160 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)"};
161 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)"};
162 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
164 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)"};
165 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
166 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)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
168 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)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
171 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"};
172 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."};
173 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
174 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)"};
175 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)"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
183 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)"};
184 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
185 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"};
186 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
187 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
188 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
189 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"};
190 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"};
191 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)"};
193 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
194 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
195 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
196 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
198 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
199 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
201 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
202 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
203 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
204 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
205 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
206 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
208 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
209 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
210 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
211 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
212 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
213 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
214 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
215 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
216 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
217 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
219 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"};
221 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"};
223 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
225 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
227 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
228 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"};
230 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."};
232 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)"};
234 extern cvar_t v_glslgamma;
235 extern cvar_t v_glslgamma_2d;
237 extern qboolean v_flipped_state;
239 r_framebufferstate_t r_fb;
241 /// shadow volume bsp struct with automatically growing nodes buffer
244 rtexture_t *r_texture_blanknormalmap;
245 rtexture_t *r_texture_white;
246 rtexture_t *r_texture_grey128;
247 rtexture_t *r_texture_black;
248 rtexture_t *r_texture_notexture;
249 rtexture_t *r_texture_whitecube;
250 rtexture_t *r_texture_normalizationcube;
251 rtexture_t *r_texture_fogattenuation;
252 rtexture_t *r_texture_fogheighttexture;
253 rtexture_t *r_texture_gammaramps;
254 unsigned int r_texture_gammaramps_serial;
255 //rtexture_t *r_texture_fogintensity;
256 rtexture_t *r_texture_reflectcube;
258 // TODO: hash lookups?
259 typedef struct cubemapinfo_s
266 int r_texture_numcubemaps;
267 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
269 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
270 unsigned int r_numqueries;
271 unsigned int r_maxqueries;
273 typedef struct r_qwskincache_s
275 char name[MAX_QPATH];
276 skinframe_t *skinframe;
280 static r_qwskincache_t *r_qwskincache;
281 static int r_qwskincache_size;
283 /// vertex coordinates for a quad that covers the screen exactly
284 extern const float r_screenvertex3f[12];
285 extern const float r_d3dscreenvertex3f[12];
286 const float r_screenvertex3f[12] =
293 const float r_d3dscreenvertex3f[12] =
301 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
304 for (i = 0;i < verts;i++)
315 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
318 for (i = 0;i < verts;i++)
328 // FIXME: move this to client?
331 if (gamemode == GAME_NEHAHRA)
333 Cvar_Set("gl_fogenable", "0");
334 Cvar_Set("gl_fogdensity", "0.2");
335 Cvar_Set("gl_fogred", "0.3");
336 Cvar_Set("gl_foggreen", "0.3");
337 Cvar_Set("gl_fogblue", "0.3");
339 r_refdef.fog_density = 0;
340 r_refdef.fog_red = 0;
341 r_refdef.fog_green = 0;
342 r_refdef.fog_blue = 0;
343 r_refdef.fog_alpha = 1;
344 r_refdef.fog_start = 0;
345 r_refdef.fog_end = 16384;
346 r_refdef.fog_height = 1<<30;
347 r_refdef.fog_fadedepth = 128;
348 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
351 static void R_BuildBlankTextures(void)
353 unsigned char data[4];
354 data[2] = 128; // normal X
355 data[1] = 128; // normal Y
356 data[0] = 255; // normal Z
357 data[3] = 255; // height
358 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
376 static void R_BuildNoTexture(void)
379 unsigned char pix[16][16][4];
380 // this makes a light grey/dark grey checkerboard texture
381 for (y = 0;y < 16;y++)
383 for (x = 0;x < 16;x++)
385 if ((y < 8) ^ (x < 8))
401 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
404 static void R_BuildWhiteCube(void)
406 unsigned char data[6*1*1*4];
407 memset(data, 255, sizeof(data));
408 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
411 static void R_BuildNormalizationCube(void)
415 vec_t s, t, intensity;
418 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
419 for (side = 0;side < 6;side++)
421 for (y = 0;y < NORMSIZE;y++)
423 for (x = 0;x < NORMSIZE;x++)
425 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
426 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
461 intensity = 127.0f / sqrt(DotProduct(v, v));
462 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
463 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
464 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
465 data[((side*64+y)*64+x)*4+3] = 255;
469 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
473 static void R_BuildFogTexture(void)
477 unsigned char data1[FOGWIDTH][4];
478 //unsigned char data2[FOGWIDTH][4];
481 r_refdef.fogmasktable_start = r_refdef.fog_start;
482 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
483 r_refdef.fogmasktable_range = r_refdef.fogrange;
484 r_refdef.fogmasktable_density = r_refdef.fog_density;
486 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
487 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
489 d = (x * r - r_refdef.fogmasktable_start);
490 if(developer_extra.integer)
491 Con_DPrintf("%f ", d);
493 if (r_fog_exp2.integer)
494 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
496 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
497 if(developer_extra.integer)
498 Con_DPrintf(" : %f ", alpha);
499 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
500 if(developer_extra.integer)
501 Con_DPrintf(" = %f\n", alpha);
502 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
505 for (x = 0;x < FOGWIDTH;x++)
507 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
512 //data2[x][0] = 255 - b;
513 //data2[x][1] = 255 - b;
514 //data2[x][2] = 255 - b;
517 if (r_texture_fogattenuation)
519 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
520 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
524 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
525 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
529 static void R_BuildFogHeightTexture(void)
531 unsigned char *inpixels;
539 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
540 if (r_refdef.fogheighttexturename[0])
541 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
544 r_refdef.fog_height_tablesize = 0;
545 if (r_texture_fogheighttexture)
546 R_FreeTexture(r_texture_fogheighttexture);
547 r_texture_fogheighttexture = NULL;
548 if (r_refdef.fog_height_table2d)
549 Mem_Free(r_refdef.fog_height_table2d);
550 r_refdef.fog_height_table2d = NULL;
551 if (r_refdef.fog_height_table1d)
552 Mem_Free(r_refdef.fog_height_table1d);
553 r_refdef.fog_height_table1d = NULL;
557 r_refdef.fog_height_tablesize = size;
558 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
559 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
560 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
562 // LordHavoc: now the magic - what is that table2d for? it is a cooked
563 // average fog color table accounting for every fog layer between a point
564 // and the camera. (Note: attenuation is handled separately!)
565 for (y = 0;y < size;y++)
567 for (x = 0;x < size;x++)
573 for (j = x;j <= y;j++)
575 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581 for (j = x;j >= y;j--)
583 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
588 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
589 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
591 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
594 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
597 //=======================================================================================================================================================
599 static const char *builtinshaderstring =
600 #include "shader_glsl.h"
603 const char *builtinhlslshaderstring =
604 #include "shader_hlsl.h"
607 char *glslshaderstring = NULL;
608 char *hlslshaderstring = NULL;
610 //=======================================================================================================================================================
612 typedef struct shaderpermutationinfo_s
617 shaderpermutationinfo_t;
619 typedef struct shadermodeinfo_s
621 const char *vertexfilename;
622 const char *geometryfilename;
623 const char *fragmentfilename;
629 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
630 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
632 {"#define USEDIFFUSE\n", " diffuse"},
633 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
634 {"#define USEVIEWTINT\n", " viewtint"},
635 {"#define USECOLORMAPPING\n", " colormapping"},
636 {"#define USESATURATION\n", " saturation"},
637 {"#define USEFOGINSIDE\n", " foginside"},
638 {"#define USEFOGOUTSIDE\n", " fogoutside"},
639 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
640 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
641 {"#define USEGAMMARAMPS\n", " gammaramps"},
642 {"#define USECUBEFILTER\n", " cubefilter"},
643 {"#define USEGLOW\n", " glow"},
644 {"#define USEBLOOM\n", " bloom"},
645 {"#define USESPECULAR\n", " specular"},
646 {"#define USEPOSTPROCESSING\n", " postprocessing"},
647 {"#define USEREFLECTION\n", " reflection"},
648 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
649 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
650 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
651 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
652 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
653 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
654 {"#define USEALPHAKILL\n", " alphakill"},
655 {"#define USEREFLECTCUBE\n", " reflectcube"},
656 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
657 {"#define USEBOUNCEGRID\n", " bouncegrid"},
658 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
659 {"#define USETRIPPY\n", " trippy"},
660 {"#define USEDEPTHRGB\n", " depthrgb"},
661 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
664 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
665 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
687 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 struct r_glsl_permutation_s;
710 typedef struct r_glsl_permutation_s
713 struct r_glsl_permutation_s *hashnext;
715 unsigned int permutation;
717 /// indicates if we have tried compiling this permutation already
719 /// 0 if compilation failed
721 // texture units assigned to each detected uniform
722 int tex_Texture_First;
723 int tex_Texture_Second;
724 int tex_Texture_GammaRamps;
725 int tex_Texture_Normal;
726 int tex_Texture_Color;
727 int tex_Texture_Gloss;
728 int tex_Texture_Glow;
729 int tex_Texture_SecondaryNormal;
730 int tex_Texture_SecondaryColor;
731 int tex_Texture_SecondaryGloss;
732 int tex_Texture_SecondaryGlow;
733 int tex_Texture_Pants;
734 int tex_Texture_Shirt;
735 int tex_Texture_FogHeightTexture;
736 int tex_Texture_FogMask;
737 int tex_Texture_Lightmap;
738 int tex_Texture_Deluxemap;
739 int tex_Texture_Attenuation;
740 int tex_Texture_Cube;
741 int tex_Texture_Refraction;
742 int tex_Texture_Reflection;
743 int tex_Texture_ShadowMap2D;
744 int tex_Texture_CubeProjection;
745 int tex_Texture_ScreenNormalMap;
746 int tex_Texture_ScreenDiffuse;
747 int tex_Texture_ScreenSpecular;
748 int tex_Texture_ReflectMask;
749 int tex_Texture_ReflectCube;
750 int tex_Texture_BounceGrid;
751 /// locations of detected uniforms in program object, or -1 if not found
752 int loc_Texture_First;
753 int loc_Texture_Second;
754 int loc_Texture_GammaRamps;
755 int loc_Texture_Normal;
756 int loc_Texture_Color;
757 int loc_Texture_Gloss;
758 int loc_Texture_Glow;
759 int loc_Texture_SecondaryNormal;
760 int loc_Texture_SecondaryColor;
761 int loc_Texture_SecondaryGloss;
762 int loc_Texture_SecondaryGlow;
763 int loc_Texture_Pants;
764 int loc_Texture_Shirt;
765 int loc_Texture_FogHeightTexture;
766 int loc_Texture_FogMask;
767 int loc_Texture_Lightmap;
768 int loc_Texture_Deluxemap;
769 int loc_Texture_Attenuation;
770 int loc_Texture_Cube;
771 int loc_Texture_Refraction;
772 int loc_Texture_Reflection;
773 int loc_Texture_ShadowMap2D;
774 int loc_Texture_CubeProjection;
775 int loc_Texture_ScreenNormalMap;
776 int loc_Texture_ScreenDiffuse;
777 int loc_Texture_ScreenSpecular;
778 int loc_Texture_ReflectMask;
779 int loc_Texture_ReflectCube;
780 int loc_Texture_BounceGrid;
782 int loc_BloomBlur_Parameters;
784 int loc_Color_Ambient;
785 int loc_Color_Diffuse;
786 int loc_Color_Specular;
790 int loc_DeferredColor_Ambient;
791 int loc_DeferredColor_Diffuse;
792 int loc_DeferredColor_Specular;
793 int loc_DeferredMod_Diffuse;
794 int loc_DeferredMod_Specular;
795 int loc_DistortScaleRefractReflect;
798 int loc_FogHeightFade;
800 int loc_FogPlaneViewDist;
801 int loc_FogRangeRecip;
804 int loc_LightPosition;
805 int loc_OffsetMapping_ScaleSteps;
806 int loc_OffsetMapping_LodDistance;
807 int loc_OffsetMapping_Bias;
809 int loc_ReflectColor;
810 int loc_ReflectFactor;
811 int loc_ReflectOffset;
812 int loc_RefractColor;
814 int loc_ScreenCenterRefractReflect;
815 int loc_ScreenScaleRefractReflect;
816 int loc_ScreenToDepth;
817 int loc_ShadowMap_Parameters;
818 int loc_ShadowMap_TextureScale;
819 int loc_SpecularPower;
824 int loc_ViewTintColor;
826 int loc_ModelToLight;
828 int loc_BackgroundTexMatrix;
829 int loc_ModelViewProjectionMatrix;
830 int loc_ModelViewMatrix;
831 int loc_PixelToScreenTexCoord;
832 int loc_ModelToReflectCube;
833 int loc_ShadowMapMatrix;
834 int loc_BloomColorSubtract;
835 int loc_NormalmapScrollBlend;
836 int loc_BounceGridMatrix;
837 int loc_BounceGridIntensity;
839 r_glsl_permutation_t;
841 #define SHADERPERMUTATION_HASHSIZE 256
844 // non-degradable "lightweight" shader parameters to keep the permutations simpler
845 // these can NOT degrade! only use for simple stuff
848 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
849 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
850 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
851 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
854 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
855 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
856 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
857 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
858 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
859 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
860 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
862 #define SHADERSTATICPARMS_COUNT 13
864 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
865 static int shaderstaticparms_count = 0;
867 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
868 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
870 extern qboolean r_shadow_shadowmapsampler;
871 extern int r_shadow_shadowmappcf;
872 qboolean R_CompileShader_CheckStaticParms(void)
874 static int r_compileshader_staticparms_save[1];
875 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
876 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
879 if (r_glsl_saturation_redcompensate.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
881 if (r_glsl_vertextextureblend_usebothalphas.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
883 if (r_shadow_glossexact.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
885 if (r_glsl_postprocess.integer)
887 if (r_glsl_postprocess_uservec1_enable.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
889 if (r_glsl_postprocess_uservec2_enable.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
891 if (r_glsl_postprocess_uservec3_enable.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
893 if (r_glsl_postprocess_uservec4_enable.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
896 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
899 if (r_shadow_shadowmapsampler)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
901 if (r_shadow_shadowmappcf > 1)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
903 else if (r_shadow_shadowmappcf)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
905 if (r_celshading.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
907 if (r_celoutlines.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
910 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
913 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
914 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
915 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
917 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
918 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
920 shaderstaticparms_count = 0;
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
938 /// information about each possible shader permutation
939 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
940 /// currently selected permutation
941 r_glsl_permutation_t *r_glsl_permutation;
942 /// storage for permutations linked in the hash table
943 memexpandablearray_t r_glsl_permutationarray;
945 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
947 //unsigned int hashdepth = 0;
948 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
949 r_glsl_permutation_t *p;
950 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
952 if (p->mode == mode && p->permutation == permutation)
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
960 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
962 p->permutation = permutation;
963 p->hashnext = r_glsl_permutationhash[mode][hashindex];
964 r_glsl_permutationhash[mode][hashindex] = p;
965 //if (hashdepth > 10)
966 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
970 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
973 if (!filename || !filename[0])
975 if (!strcmp(filename, "glsl/default.glsl"))
977 if (!glslshaderstring)
979 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
980 if (glslshaderstring)
981 Con_DPrintf("Loading shaders from file %s...\n", filename);
983 glslshaderstring = (char *)builtinshaderstring;
985 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
986 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
989 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
992 if (printfromdisknotice)
993 Con_DPrintf("from disk %s... ", filename);
999 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1003 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1004 char *vertexstring, *geometrystring, *fragmentstring;
1005 char permutationname[256];
1006 int vertstrings_count = 0;
1007 int geomstrings_count = 0;
1008 int fragstrings_count = 0;
1009 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1010 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1011 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1018 permutationname[0] = 0;
1019 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1020 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1021 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1023 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1025 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1026 if(vid.support.gl20shaders130)
1028 vertstrings_list[vertstrings_count++] = "#version 130\n";
1029 geomstrings_list[geomstrings_count++] = "#version 130\n";
1030 fragstrings_list[fragstrings_count++] = "#version 130\n";
1031 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1032 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1033 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1036 // the first pretext is which type of shader to compile as
1037 // (later these will all be bound together as a program object)
1038 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1039 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1040 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1042 // the second pretext is the mode (for example a light source)
1043 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1044 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1045 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1046 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1048 // now add all the permutation pretexts
1049 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1051 if (permutation & (1<<i))
1053 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1054 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1055 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1056 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1060 // keep line numbers correct
1061 vertstrings_list[vertstrings_count++] = "\n";
1062 geomstrings_list[geomstrings_count++] = "\n";
1063 fragstrings_list[fragstrings_count++] = "\n";
1068 R_CompileShader_AddStaticParms(mode, permutation);
1069 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1070 vertstrings_count += shaderstaticparms_count;
1071 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1072 geomstrings_count += shaderstaticparms_count;
1073 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1074 fragstrings_count += shaderstaticparms_count;
1076 // now append the shader text itself
1077 vertstrings_list[vertstrings_count++] = vertexstring;
1078 geomstrings_list[geomstrings_count++] = geometrystring;
1079 fragstrings_list[fragstrings_count++] = fragmentstring;
1081 // if any sources were NULL, clear the respective list
1083 vertstrings_count = 0;
1084 if (!geometrystring)
1085 geomstrings_count = 0;
1086 if (!fragmentstring)
1087 fragstrings_count = 0;
1089 // compile the shader program
1090 if (vertstrings_count + geomstrings_count + fragstrings_count)
1091 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1095 qglUseProgram(p->program);CHECKGLERROR
1096 // look up all the uniform variable names we care about, so we don't
1097 // have to look them up every time we set them
1099 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1100 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1101 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1102 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1103 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1104 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1105 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1106 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1107 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1108 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1109 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1110 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1111 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1112 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1113 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1114 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1115 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1116 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1117 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1118 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1119 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1120 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1121 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenNormalMap = -1;
1210 p->tex_Texture_ScreenDiffuse = -1;
1211 p->tex_Texture_ScreenSpecular = -1;
1212 p->tex_Texture_ReflectMask = -1;
1213 p->tex_Texture_ReflectCube = -1;
1214 p->tex_Texture_BounceGrid = -1;
1216 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1217 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1218 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1219 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1220 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1221 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1222 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1223 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1227 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1228 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1229 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1230 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1231 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1232 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1233 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1234 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1235 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1236 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1237 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1238 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1239 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1242 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1243 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1244 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1246 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1249 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1253 Mem_Free(vertexstring);
1255 Mem_Free(geometrystring);
1257 Mem_Free(fragmentstring);
1260 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1262 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1263 if (r_glsl_permutation != perm)
1265 r_glsl_permutation = perm;
1266 if (!r_glsl_permutation->program)
1268 if (!r_glsl_permutation->compiled)
1269 R_GLSL_CompilePermutation(perm, mode, permutation);
1270 if (!r_glsl_permutation->program)
1272 // remove features until we find a valid permutation
1274 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1276 // reduce i more quickly whenever it would not remove any bits
1277 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1278 if (!(permutation & j))
1281 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1282 if (!r_glsl_permutation->compiled)
1283 R_GLSL_CompilePermutation(perm, mode, permutation);
1284 if (r_glsl_permutation->program)
1287 if (i >= SHADERPERMUTATION_COUNT)
1289 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1290 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1291 qglUseProgram(0);CHECKGLERROR
1292 return; // no bit left to clear, entire mode is broken
1297 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1299 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1300 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1301 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1308 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1309 extern D3DCAPS9 vid_d3d9caps;
1312 struct r_hlsl_permutation_s;
1313 typedef struct r_hlsl_permutation_s
1315 /// hash lookup data
1316 struct r_hlsl_permutation_s *hashnext;
1318 unsigned int permutation;
1320 /// indicates if we have tried compiling this permutation already
1322 /// NULL if compilation failed
1323 IDirect3DVertexShader9 *vertexshader;
1324 IDirect3DPixelShader9 *pixelshader;
1326 r_hlsl_permutation_t;
1328 typedef enum D3DVSREGISTER_e
1330 D3DVSREGISTER_TexMatrix = 0, // float4x4
1331 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1332 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1333 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1334 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1335 D3DVSREGISTER_ModelToLight = 20, // float4x4
1336 D3DVSREGISTER_EyePosition = 24,
1337 D3DVSREGISTER_FogPlane = 25,
1338 D3DVSREGISTER_LightDir = 26,
1339 D3DVSREGISTER_LightPosition = 27,
1343 typedef enum D3DPSREGISTER_e
1345 D3DPSREGISTER_Alpha = 0,
1346 D3DPSREGISTER_BloomBlur_Parameters = 1,
1347 D3DPSREGISTER_ClientTime = 2,
1348 D3DPSREGISTER_Color_Ambient = 3,
1349 D3DPSREGISTER_Color_Diffuse = 4,
1350 D3DPSREGISTER_Color_Specular = 5,
1351 D3DPSREGISTER_Color_Glow = 6,
1352 D3DPSREGISTER_Color_Pants = 7,
1353 D3DPSREGISTER_Color_Shirt = 8,
1354 D3DPSREGISTER_DeferredColor_Ambient = 9,
1355 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1356 D3DPSREGISTER_DeferredColor_Specular = 11,
1357 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1358 D3DPSREGISTER_DeferredMod_Specular = 13,
1359 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1360 D3DPSREGISTER_EyePosition = 15, // unused
1361 D3DPSREGISTER_FogColor = 16,
1362 D3DPSREGISTER_FogHeightFade = 17,
1363 D3DPSREGISTER_FogPlane = 18,
1364 D3DPSREGISTER_FogPlaneViewDist = 19,
1365 D3DPSREGISTER_FogRangeRecip = 20,
1366 D3DPSREGISTER_LightColor = 21,
1367 D3DPSREGISTER_LightDir = 22, // unused
1368 D3DPSREGISTER_LightPosition = 23,
1369 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1370 D3DPSREGISTER_PixelSize = 25,
1371 D3DPSREGISTER_ReflectColor = 26,
1372 D3DPSREGISTER_ReflectFactor = 27,
1373 D3DPSREGISTER_ReflectOffset = 28,
1374 D3DPSREGISTER_RefractColor = 29,
1375 D3DPSREGISTER_Saturation = 30,
1376 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1377 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1378 D3DPSREGISTER_ScreenToDepth = 33,
1379 D3DPSREGISTER_ShadowMap_Parameters = 34,
1380 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1381 D3DPSREGISTER_SpecularPower = 36,
1382 D3DPSREGISTER_UserVec1 = 37,
1383 D3DPSREGISTER_UserVec2 = 38,
1384 D3DPSREGISTER_UserVec3 = 39,
1385 D3DPSREGISTER_UserVec4 = 40,
1386 D3DPSREGISTER_ViewTintColor = 41,
1387 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1388 D3DPSREGISTER_BloomColorSubtract = 43,
1389 D3DPSREGISTER_ViewToLight = 44, // float4x4
1390 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1391 D3DPSREGISTER_NormalmapScrollBlend = 52,
1392 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1393 D3DPSREGISTER_OffsetMapping_Bias = 54,
1398 /// information about each possible shader permutation
1399 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1400 /// currently selected permutation
1401 r_hlsl_permutation_t *r_hlsl_permutation;
1402 /// storage for permutations linked in the hash table
1403 memexpandablearray_t r_hlsl_permutationarray;
1405 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1407 //unsigned int hashdepth = 0;
1408 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1409 r_hlsl_permutation_t *p;
1410 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1412 if (p->mode == mode && p->permutation == permutation)
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1420 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1422 p->permutation = permutation;
1423 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1424 r_hlsl_permutationhash[mode][hashindex] = p;
1425 //if (hashdepth > 10)
1426 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1430 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1433 if (!filename || !filename[0])
1435 if (!strcmp(filename, "hlsl/default.hlsl"))
1437 if (!hlslshaderstring)
1439 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1440 if (hlslshaderstring)
1441 Con_DPrintf("Loading shaders from file %s...\n", filename);
1443 hlslshaderstring = (char *)builtinhlslshaderstring;
1445 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1446 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1447 return shaderstring;
1449 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1452 if (printfromdisknotice)
1453 Con_DPrintf("from disk %s... ", filename);
1454 return shaderstring;
1456 return shaderstring;
1460 //#include <d3dx9shader.h>
1461 //#include <d3dx9mesh.h>
1463 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1465 DWORD *vsbin = NULL;
1466 DWORD *psbin = NULL;
1467 fs_offset_t vsbinsize;
1468 fs_offset_t psbinsize;
1469 // IDirect3DVertexShader9 *vs = NULL;
1470 // IDirect3DPixelShader9 *ps = NULL;
1471 ID3DXBuffer *vslog = NULL;
1472 ID3DXBuffer *vsbuffer = NULL;
1473 ID3DXConstantTable *vsconstanttable = NULL;
1474 ID3DXBuffer *pslog = NULL;
1475 ID3DXBuffer *psbuffer = NULL;
1476 ID3DXConstantTable *psconstanttable = NULL;
1479 char temp[MAX_INPUTLINE];
1480 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1482 qboolean debugshader = gl_paranoid.integer != 0;
1483 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1487 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1488 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1490 if ((!vsbin && vertstring) || (!psbin && fragstring))
1492 const char* dllnames_d3dx9 [] =
1516 dllhandle_t d3dx9_dll = NULL;
1517 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1518 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1519 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1520 dllfunction_t d3dx9_dllfuncs[] =
1522 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1523 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1524 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1527 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1529 DWORD shaderflags = 0;
1531 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1532 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1533 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1534 if (vertstring && vertstring[0])
1538 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1539 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1540 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1541 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1544 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1547 vsbinsize = vsbuffer->GetBufferSize();
1548 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1549 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1550 vsbuffer->Release();
1554 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1555 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1559 if (fragstring && fragstring[0])
1563 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1564 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1565 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1566 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1569 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1572 psbinsize = psbuffer->GetBufferSize();
1573 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1574 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1575 psbuffer->Release();
1579 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1580 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1584 Sys_UnloadLibrary(&d3dx9_dll);
1587 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1591 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1592 if (FAILED(vsresult))
1593 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1594 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1595 if (FAILED(psresult))
1596 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598 // free the shader data
1599 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1600 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1603 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1606 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1607 int vertstring_length = 0;
1608 int geomstring_length = 0;
1609 int fragstring_length = 0;
1611 char *vertexstring, *geometrystring, *fragmentstring;
1612 char *vertstring, *geomstring, *fragstring;
1613 char permutationname[256];
1614 char cachename[256];
1615 int vertstrings_count = 0;
1616 int geomstrings_count = 0;
1617 int fragstrings_count = 0;
1618 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1619 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1620 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1625 p->vertexshader = NULL;
1626 p->pixelshader = NULL;
1628 permutationname[0] = 0;
1630 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1631 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1632 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1635 strlcat(cachename, "hlsl/", sizeof(cachename));
1637 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1638 vertstrings_count = 0;
1639 geomstrings_count = 0;
1640 fragstrings_count = 0;
1641 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1642 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1643 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645 // the first pretext is which type of shader to compile as
1646 // (later these will all be bound together as a program object)
1647 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1648 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1649 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651 // the second pretext is the mode (for example a light source)
1652 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1653 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1654 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1655 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1656 strlcat(cachename, modeinfo->name, sizeof(cachename));
1658 // now add all the permutation pretexts
1659 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661 if (permutation & (1<<i))
1663 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1664 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1665 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1666 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1667 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1671 // keep line numbers correct
1672 vertstrings_list[vertstrings_count++] = "\n";
1673 geomstrings_list[geomstrings_count++] = "\n";
1674 fragstrings_list[fragstrings_count++] = "\n";
1679 R_CompileShader_AddStaticParms(mode, permutation);
1680 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1681 vertstrings_count += shaderstaticparms_count;
1682 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1683 geomstrings_count += shaderstaticparms_count;
1684 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1685 fragstrings_count += shaderstaticparms_count;
1687 // replace spaces in the cachename with _ characters
1688 for (i = 0;cachename[i];i++)
1689 if (cachename[i] == ' ')
1692 // now append the shader text itself
1693 vertstrings_list[vertstrings_count++] = vertexstring;
1694 geomstrings_list[geomstrings_count++] = geometrystring;
1695 fragstrings_list[fragstrings_count++] = fragmentstring;
1697 // if any sources were NULL, clear the respective list
1699 vertstrings_count = 0;
1700 if (!geometrystring)
1701 geomstrings_count = 0;
1702 if (!fragmentstring)
1703 fragstrings_count = 0;
1705 vertstring_length = 0;
1706 for (i = 0;i < vertstrings_count;i++)
1707 vertstring_length += strlen(vertstrings_list[i]);
1708 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1709 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1710 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712 geomstring_length = 0;
1713 for (i = 0;i < geomstrings_count;i++)
1714 geomstring_length += strlen(geomstrings_list[i]);
1715 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1716 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1717 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719 fragstring_length = 0;
1720 for (i = 0;i < fragstrings_count;i++)
1721 fragstring_length += strlen(fragstrings_list[i]);
1722 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1723 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1724 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726 // try to load the cached shader, or generate one
1727 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1730 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1736 Mem_Free(vertstring);
1738 Mem_Free(geomstring);
1740 Mem_Free(fragstring);
1742 Mem_Free(vertexstring);
1744 Mem_Free(geometrystring);
1746 Mem_Free(fragmentstring);
1749 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1750 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1751 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);}
1752 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);}
1753 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);}
1754 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);}
1756 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1757 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1758 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);}
1759 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);}
1760 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);}
1761 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);}
1763 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1766 if (r_hlsl_permutation != perm)
1768 r_hlsl_permutation = perm;
1769 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771 if (!r_hlsl_permutation->compiled)
1772 R_HLSL_CompilePermutation(perm, mode, permutation);
1773 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775 // remove features until we find a valid permutation
1777 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779 // reduce i more quickly whenever it would not remove any bits
1780 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1781 if (!(permutation & j))
1784 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1785 if (!r_hlsl_permutation->compiled)
1786 R_HLSL_CompilePermutation(perm, mode, permutation);
1787 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1790 if (i >= SHADERPERMUTATION_COUNT)
1792 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1793 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1794 return; // no bit left to clear, entire mode is broken
1798 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1799 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1803 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1807 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1810 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1812 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1815 void R_GLSL_Restart_f(void)
1817 unsigned int i, limit;
1818 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1819 Mem_Free(glslshaderstring);
1820 glslshaderstring = NULL;
1821 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1822 Mem_Free(hlslshaderstring);
1823 hlslshaderstring = NULL;
1824 switch(vid.renderpath)
1826 case RENDERPATH_D3D9:
1829 r_hlsl_permutation_t *p;
1830 r_hlsl_permutation = NULL;
1831 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1832 for (i = 0;i < limit;i++)
1834 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836 if (p->vertexshader)
1837 IDirect3DVertexShader9_Release(p->vertexshader);
1839 IDirect3DPixelShader9_Release(p->pixelshader);
1840 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1843 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1847 case RENDERPATH_D3D10:
1848 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850 case RENDERPATH_D3D11:
1851 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853 case RENDERPATH_GL20:
1854 case RENDERPATH_GLES2:
1856 r_glsl_permutation_t *p;
1857 r_glsl_permutation = NULL;
1858 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1859 for (i = 0;i < limit;i++)
1861 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863 GL_Backend_FreeProgram(p->program);
1864 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1867 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1870 case RENDERPATH_GL11:
1871 case RENDERPATH_GL13:
1872 case RENDERPATH_GLES1:
1874 case RENDERPATH_SOFT:
1879 static void R_GLSL_DumpShader_f(void)
1884 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1887 FS_Print(file, "/* The engine may define the following macros:\n");
1888 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1889 for (i = 0;i < SHADERMODE_COUNT;i++)
1890 FS_Print(file, glslshadermodeinfo[i].pretext);
1891 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1892 FS_Print(file, shaderpermutationinfo[i].pretext);
1893 FS_Print(file, "*/\n");
1894 FS_Print(file, builtinshaderstring);
1896 Con_Printf("glsl/default.glsl written\n");
1899 Con_Printf("failed to write to glsl/default.glsl\n");
1901 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1904 FS_Print(file, "/* The engine may define the following macros:\n");
1905 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1906 for (i = 0;i < SHADERMODE_COUNT;i++)
1907 FS_Print(file, hlslshadermodeinfo[i].pretext);
1908 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1909 FS_Print(file, shaderpermutationinfo[i].pretext);
1910 FS_Print(file, "*/\n");
1911 FS_Print(file, builtinhlslshaderstring);
1913 Con_Printf("hlsl/default.hlsl written\n");
1916 Con_Printf("failed to write to hlsl/default.hlsl\n");
1919 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1921 unsigned int permutation = 0;
1922 if (r_trippy.integer && !notrippy)
1923 permutation |= SHADERPERMUTATION_TRIPPY;
1924 permutation |= SHADERPERMUTATION_VIEWTINT;
1926 permutation |= SHADERPERMUTATION_DIFFUSE;
1928 permutation |= SHADERPERMUTATION_SPECULAR;
1929 if (texturemode == GL_MODULATE)
1930 permutation |= SHADERPERMUTATION_COLORMAPPING;
1931 else if (texturemode == GL_ADD)
1932 permutation |= SHADERPERMUTATION_GLOW;
1933 else if (texturemode == GL_DECAL)
1934 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1935 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1936 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1937 if (suppresstexalpha)
1938 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1940 texturemode = GL_MODULATE;
1941 if (vid.allowalphatocoverage)
1942 GL_AlphaToCoverage(false);
1943 switch (vid.renderpath)
1945 case RENDERPATH_D3D9:
1947 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(GL20TU_FIRST , first );
1949 R_Mesh_TexBind(GL20TU_SECOND, second);
1950 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1954 case RENDERPATH_D3D10:
1955 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1957 case RENDERPATH_D3D11:
1958 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1960 case RENDERPATH_GL20:
1961 case RENDERPATH_GLES2:
1962 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1964 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1965 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1966 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1968 case RENDERPATH_GL13:
1969 case RENDERPATH_GLES1:
1970 R_Mesh_TexBind(0, first );
1971 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1972 R_Mesh_TexBind(1, second);
1974 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1976 case RENDERPATH_GL11:
1977 R_Mesh_TexBind(0, first );
1979 case RENDERPATH_SOFT:
1980 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1981 R_Mesh_TexBind(GL20TU_FIRST , first );
1982 R_Mesh_TexBind(GL20TU_SECOND, second);
1987 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1989 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1992 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1994 unsigned int permutation = 0;
1995 if (r_trippy.integer && !notrippy)
1996 permutation |= SHADERPERMUTATION_TRIPPY;
1998 permutation |= SHADERPERMUTATION_DEPTHRGB;
1999 if (vid.allowalphatocoverage)
2000 GL_AlphaToCoverage(false);
2001 switch (vid.renderpath)
2003 case RENDERPATH_D3D9:
2005 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2008 case RENDERPATH_D3D10:
2009 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011 case RENDERPATH_D3D11:
2012 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_GL20:
2015 case RENDERPATH_GLES2:
2016 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2018 case RENDERPATH_GL13:
2019 case RENDERPATH_GLES1:
2020 R_Mesh_TexBind(0, 0);
2021 R_Mesh_TexBind(1, 0);
2023 case RENDERPATH_GL11:
2024 R_Mesh_TexBind(0, 0);
2026 case RENDERPATH_SOFT:
2027 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2032 void R_SetupShader_ShowDepth(qboolean notrippy)
2034 int permutation = 0;
2035 if (r_trippy.integer && !notrippy)
2036 permutation |= SHADERPERMUTATION_TRIPPY;
2037 if (vid.allowalphatocoverage)
2038 GL_AlphaToCoverage(false);
2039 switch (vid.renderpath)
2041 case RENDERPATH_D3D9:
2043 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2046 case RENDERPATH_D3D10:
2047 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2049 case RENDERPATH_D3D11:
2050 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2052 case RENDERPATH_GL20:
2053 case RENDERPATH_GLES2:
2054 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2056 case RENDERPATH_GL13:
2057 case RENDERPATH_GLES1:
2059 case RENDERPATH_GL11:
2061 case RENDERPATH_SOFT:
2062 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2067 extern qboolean r_shadow_usingdeferredprepass;
2068 extern rtexture_t *r_shadow_attenuationgradienttexture;
2069 extern rtexture_t *r_shadow_attenuation2dtexture;
2070 extern rtexture_t *r_shadow_attenuation3dtexture;
2071 extern qboolean r_shadow_usingshadowmap2d;
2072 extern qboolean r_shadow_usingshadowmaportho;
2073 extern float r_shadow_shadowmap_texturescale[2];
2074 extern float r_shadow_shadowmap_parameters[4];
2075 extern qboolean r_shadow_shadowmapvsdct;
2076 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2077 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2078 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2079 extern matrix4x4_t r_shadow_shadowmapmatrix;
2080 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2081 extern int r_shadow_prepass_width;
2082 extern int r_shadow_prepass_height;
2083 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2084 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2085 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2086 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2088 #define BLENDFUNC_ALLOWS_COLORMOD 1
2089 #define BLENDFUNC_ALLOWS_FOG 2
2090 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2091 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2092 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2093 static int R_BlendFuncFlags(int src, int dst)
2097 // a blendfunc allows colormod if:
2098 // a) it can never keep the destination pixel invariant, or
2099 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2100 // this is to prevent unintended side effects from colormod
2102 // a blendfunc allows fog if:
2103 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2104 // this is to prevent unintended side effects from fog
2106 // these checks are the output of fogeval.pl
2108 r |= BLENDFUNC_ALLOWS_COLORMOD;
2109 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2118 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2121 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2122 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2125 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2127 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2128 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2129 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2134 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)
2136 // select a permutation of the lighting shader appropriate to this
2137 // combination of texture, entity, light source, and fogging, only use the
2138 // minimum features necessary to avoid wasting rendering time in the
2139 // fragment shader on features that are not being used
2140 unsigned int permutation = 0;
2141 unsigned int mode = 0;
2143 static float dummy_colormod[3] = {1, 1, 1};
2144 float *colormod = rsurface.colormod;
2146 matrix4x4_t tempmatrix;
2147 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2148 if (r_trippy.integer && !notrippy)
2149 permutation |= SHADERPERMUTATION_TRIPPY;
2150 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2151 permutation |= SHADERPERMUTATION_ALPHAKILL;
2152 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2153 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2154 if (rsurfacepass == RSURFPASS_BACKGROUND)
2156 // distorted background
2157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2159 mode = SHADERMODE_WATER;
2160 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2161 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2162 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2164 // this is the right thing to do for wateralpha
2165 GL_BlendFunc(GL_ONE, GL_ZERO);
2166 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2170 // this is the right thing to do for entity alpha
2171 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2172 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2175 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2177 mode = SHADERMODE_REFRACTION;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2179 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2181 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2185 mode = SHADERMODE_GENERIC;
2186 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2187 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2188 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2190 if (vid.allowalphatocoverage)
2191 GL_AlphaToCoverage(false);
2193 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2195 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2197 switch(rsurface.texture->offsetmapping)
2199 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2200 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2202 case OFFSETMAPPING_OFF: break;
2205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2206 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2207 // normalmap (deferred prepass), may use alpha test on diffuse
2208 mode = SHADERMODE_DEFERREDGEOMETRY;
2209 GL_BlendFunc(GL_ONE, GL_ZERO);
2210 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2211 if (vid.allowalphatocoverage)
2212 GL_AlphaToCoverage(false);
2214 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2216 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2218 switch(rsurface.texture->offsetmapping)
2220 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2221 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2222 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2223 case OFFSETMAPPING_OFF: break;
2226 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2227 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2229 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2231 mode = SHADERMODE_LIGHTSOURCE;
2232 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2233 permutation |= SHADERPERMUTATION_CUBEFILTER;
2234 if (diffusescale > 0)
2235 permutation |= SHADERPERMUTATION_DIFFUSE;
2236 if (specularscale > 0)
2237 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2238 if (r_refdef.fogenabled)
2239 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2240 if (rsurface.texture->colormapping)
2241 permutation |= SHADERPERMUTATION_COLORMAPPING;
2242 if (r_shadow_usingshadowmap2d)
2244 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2245 if(r_shadow_shadowmapvsdct)
2246 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2248 if (r_shadow_shadowmap2ddepthbuffer)
2249 permutation |= SHADERPERMUTATION_DEPTHRGB;
2251 if (rsurface.texture->reflectmasktexture)
2252 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2254 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2255 if (vid.allowalphatocoverage)
2256 GL_AlphaToCoverage(false);
2258 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2260 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2262 switch(rsurface.texture->offsetmapping)
2264 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2265 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2266 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2267 case OFFSETMAPPING_OFF: break;
2270 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2271 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2273 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2274 // unshaded geometry (fullbright or ambient model lighting)
2275 mode = SHADERMODE_FLATCOLOR;
2276 ambientscale = diffusescale = specularscale = 0;
2277 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2278 permutation |= SHADERPERMUTATION_GLOW;
2279 if (r_refdef.fogenabled)
2280 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2281 if (rsurface.texture->colormapping)
2282 permutation |= SHADERPERMUTATION_COLORMAPPING;
2283 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2285 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2286 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2288 if (r_shadow_shadowmap2ddepthbuffer)
2289 permutation |= SHADERPERMUTATION_DEPTHRGB;
2291 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2292 permutation |= SHADERPERMUTATION_REFLECTION;
2293 if (rsurface.texture->reflectmasktexture)
2294 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2295 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2296 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2297 // when using alphatocoverage, we don't need alphakill
2298 if (vid.allowalphatocoverage)
2300 if (r_transparent_alphatocoverage.integer)
2302 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2303 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2306 GL_AlphaToCoverage(false);
2309 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2311 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2313 switch(rsurface.texture->offsetmapping)
2315 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2316 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2317 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2318 case OFFSETMAPPING_OFF: break;
2321 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2322 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2324 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2325 // directional model lighting
2326 mode = SHADERMODE_LIGHTDIRECTION;
2327 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2328 permutation |= SHADERPERMUTATION_GLOW;
2329 permutation |= SHADERPERMUTATION_DIFFUSE;
2330 if (specularscale > 0)
2331 permutation |= SHADERPERMUTATION_SPECULAR;
2332 if (r_refdef.fogenabled)
2333 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334 if (rsurface.texture->colormapping)
2335 permutation |= SHADERPERMUTATION_COLORMAPPING;
2336 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2338 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2341 if (r_shadow_shadowmap2ddepthbuffer)
2342 permutation |= SHADERPERMUTATION_DEPTHRGB;
2344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345 permutation |= SHADERPERMUTATION_REFLECTION;
2346 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2347 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2348 if (rsurface.texture->reflectmasktexture)
2349 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2350 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2353 if (r_shadow_bouncegriddirectional)
2354 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2356 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2357 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2358 // when using alphatocoverage, we don't need alphakill
2359 if (vid.allowalphatocoverage)
2361 if (r_transparent_alphatocoverage.integer)
2363 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2364 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2367 GL_AlphaToCoverage(false);
2370 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2372 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2374 switch(rsurface.texture->offsetmapping)
2376 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2377 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2378 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2379 case OFFSETMAPPING_OFF: break;
2382 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2383 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2385 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2386 // ambient model lighting
2387 mode = SHADERMODE_LIGHTDIRECTION;
2388 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2389 permutation |= SHADERPERMUTATION_GLOW;
2390 if (r_refdef.fogenabled)
2391 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2392 if (rsurface.texture->colormapping)
2393 permutation |= SHADERPERMUTATION_COLORMAPPING;
2394 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2396 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2397 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2399 if (r_shadow_shadowmap2ddepthbuffer)
2400 permutation |= SHADERPERMUTATION_DEPTHRGB;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2443 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2445 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2446 permutation |= SHADERPERMUTATION_GLOW;
2447 if (r_refdef.fogenabled)
2448 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2449 if (rsurface.texture->colormapping)
2450 permutation |= SHADERPERMUTATION_COLORMAPPING;
2451 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2453 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2454 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2456 if (r_shadow_shadowmap2ddepthbuffer)
2457 permutation |= SHADERPERMUTATION_DEPTHRGB;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2460 permutation |= SHADERPERMUTATION_REFLECTION;
2461 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2462 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2463 if (rsurface.texture->reflectmasktexture)
2464 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2465 if (FAKELIGHT_ENABLED)
2467 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2468 mode = SHADERMODE_FAKELIGHT;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2475 // deluxemapping (light direction texture)
2476 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (r_glsl_deluxemapping.integer >= 2)
2486 // fake deluxemapping (uniform light direction in tangentspace)
2487 if (rsurface.uselightmaptexture)
2488 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2491 permutation |= SHADERPERMUTATION_DIFFUSE;
2492 if (specularscale > 0)
2493 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2495 else if (rsurface.uselightmaptexture)
2497 // ordinary lightmapping (q1bsp, q3bsp)
2498 mode = SHADERMODE_LIGHTMAP;
2502 // ordinary vertex coloring (q3bsp)
2503 mode = SHADERMODE_VERTEXCOLOR;
2505 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2507 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2508 if (r_shadow_bouncegriddirectional)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2511 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2512 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2513 // when using alphatocoverage, we don't need alphakill
2514 if (vid.allowalphatocoverage)
2516 if (r_transparent_alphatocoverage.integer)
2518 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2519 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522 GL_AlphaToCoverage(false);
2525 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2526 colormod = dummy_colormod;
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2528 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2529 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2530 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2531 switch(vid.renderpath)
2533 case RENDERPATH_D3D9:
2535 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);
2536 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2537 R_SetupShader_SetPermutationHLSL(mode, permutation);
2538 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2542 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2546 if (mode == SHADERMODE_LIGHTDIRECTION)
2548 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2552 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2553 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2554 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2555 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2557 if (mode == SHADERMODE_LIGHTSOURCE)
2559 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2565 // additive passes are only darkened by fog, not tinted
2566 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2567 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2571 if (mode == SHADERMODE_FLATCOLOR)
2573 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2575 else if (mode == SHADERMODE_LIGHTDIRECTION)
2577 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]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2579 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);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2583 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2587 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2589 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);
2590 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2591 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2593 // additive passes are only darkened by fog, not tinted
2594 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2595 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2598 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);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2601 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2603 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2604 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2605 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2606 if (mode == SHADERMODE_WATER)
2607 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2609 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2610 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2612 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));
2613 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2614 if (rsurface.texture->pantstexture)
2615 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2618 if (rsurface.texture->shirttexture)
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2622 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2623 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2624 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2626 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2627 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2628 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2629 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2630 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2632 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2633 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2634 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2635 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2637 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2638 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2639 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2640 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2641 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2642 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2645 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2646 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2647 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2648 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2649 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2650 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2651 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2652 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2653 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2654 if (rsurfacepass == RSURFPASS_BACKGROUND)
2656 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2657 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2658 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2662 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2665 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2666 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2667 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2669 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2670 if (rsurface.rtlight)
2672 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2673 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2678 case RENDERPATH_D3D10:
2679 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2681 case RENDERPATH_D3D11:
2682 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_GL20:
2685 case RENDERPATH_GLES2:
2686 if (!vid.useinterleavedarrays)
2688 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);
2689 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2690 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2691 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2692 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2693 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2694 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2695 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699 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);
2700 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2702 R_SetupShader_SetPermutationGLSL(mode, permutation);
2703 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2704 if (mode == SHADERMODE_LIGHTSOURCE)
2706 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2707 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2708 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2710 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2711 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);
2713 // additive passes are only darkened by fog, not tinted
2714 if (r_glsl_permutation->loc_FogColor >= 0)
2715 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2716 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);
2720 if (mode == SHADERMODE_FLATCOLOR)
2722 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2724 else if (mode == SHADERMODE_LIGHTDIRECTION)
2726 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]);
2727 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]);
2728 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);
2729 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2730 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 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]);
2732 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]);
2736 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]);
2737 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]);
2738 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);
2739 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2740 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2742 // additive passes are only darkened by fog, not tinted
2743 if (r_glsl_permutation->loc_FogColor >= 0)
2745 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2746 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2748 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2750 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);
2751 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]);
2752 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]);
2753 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]);
2754 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]);
2755 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2756 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2757 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);
2758 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]);
2760 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2761 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2762 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2763 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]);
2764 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]);
2766 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2767 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));
2768 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2769 if (r_glsl_permutation->loc_Color_Pants >= 0)
2771 if (rsurface.texture->pantstexture)
2772 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2774 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2776 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2778 if (rsurface.texture->shirttexture)
2779 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2781 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2783 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]);
2784 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2785 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2786 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2787 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2788 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2789 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2790 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2791 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2793 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2794 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2795 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]);
2796 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2797 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);}
2798 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2800 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2801 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2802 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2803 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2804 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2805 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2806 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2807 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2808 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2809 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2811 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2812 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2813 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2814 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);
2815 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2816 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2817 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2818 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2819 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2820 if (rsurfacepass == RSURFPASS_BACKGROUND)
2822 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);
2823 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);
2824 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);
2828 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);
2830 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2831 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2832 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2833 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2835 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2836 if (rsurface.rtlight)
2838 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2839 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2842 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2845 case RENDERPATH_GL11:
2846 case RENDERPATH_GL13:
2847 case RENDERPATH_GLES1:
2849 case RENDERPATH_SOFT:
2850 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);
2851 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2852 R_SetupShader_SetPermutationSoft(mode, permutation);
2853 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2854 if (mode == SHADERMODE_LIGHTSOURCE)
2856 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2863 // additive passes are only darkened by fog, not tinted
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2865 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2869 if (mode == SHADERMODE_FLATCOLOR)
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2873 else if (mode == SHADERMODE_LIGHTDIRECTION)
2875 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]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2877 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);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 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]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2887 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);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2891 // additive passes are only darkened by fog, not tinted
2892 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2896 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);
2897 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]);
2898 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]);
2899 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]);
2900 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]);
2901 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2904 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2906 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2907 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2908 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2909 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2910 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]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2913 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));
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2915 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2917 if (rsurface.texture->pantstexture)
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2920 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2922 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2924 if (rsurface.texture->shirttexture)
2925 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2927 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2929 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2934 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2935 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2936 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2937 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2939 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2940 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2941 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2942 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2944 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2945 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2946 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2947 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2948 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2949 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2952 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2953 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2954 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2955 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2956 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2957 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2958 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2959 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2960 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2961 if (rsurfacepass == RSURFPASS_BACKGROUND)
2963 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2964 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2965 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2969 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2971 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2972 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2973 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2974 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2976 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2977 if (rsurface.rtlight)
2979 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2980 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2987 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2989 // select a permutation of the lighting shader appropriate to this
2990 // combination of texture, entity, light source, and fogging, only use the
2991 // minimum features necessary to avoid wasting rendering time in the
2992 // fragment shader on features that are not being used
2993 unsigned int permutation = 0;
2994 unsigned int mode = 0;
2995 const float *lightcolorbase = rtlight->currentcolor;
2996 float ambientscale = rtlight->ambientscale;
2997 float diffusescale = rtlight->diffusescale;
2998 float specularscale = rtlight->specularscale;
2999 // this is the location of the light in view space
3000 vec3_t viewlightorigin;
3001 // this transforms from view space (camera) to light space (cubemap)
3002 matrix4x4_t viewtolight;
3003 matrix4x4_t lighttoview;
3004 float viewtolight16f[16];
3006 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3007 if (rtlight->currentcubemap != r_texture_whitecube)
3008 permutation |= SHADERPERMUTATION_CUBEFILTER;
3009 if (diffusescale > 0)
3010 permutation |= SHADERPERMUTATION_DIFFUSE;
3011 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3012 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3013 if (r_shadow_usingshadowmap2d)
3015 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3016 if (r_shadow_shadowmapvsdct)
3017 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3019 if (r_shadow_shadowmap2ddepthbuffer)
3020 permutation |= SHADERPERMUTATION_DEPTHRGB;
3022 if (vid.allowalphatocoverage)
3023 GL_AlphaToCoverage(false);
3024 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3025 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3026 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3027 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3028 switch(vid.renderpath)
3030 case RENDERPATH_D3D9:
3032 R_SetupShader_SetPermutationHLSL(mode, permutation);
3033 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3034 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3035 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3036 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3037 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3038 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3039 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3040 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);
3041 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3042 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3044 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3045 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3046 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3047 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3048 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3051 case RENDERPATH_D3D10:
3052 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3054 case RENDERPATH_D3D11:
3055 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3057 case RENDERPATH_GL20:
3058 case RENDERPATH_GLES2:
3059 R_SetupShader_SetPermutationGLSL(mode, permutation);
3060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3065 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]);
3066 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]);
3067 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);
3068 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]);
3069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3077 case RENDERPATH_GL11:
3078 case RENDERPATH_GL13:
3079 case RENDERPATH_GLES1:
3081 case RENDERPATH_SOFT:
3082 R_SetupShader_SetPermutationGLSL(mode, permutation);
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3084 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3086 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3087 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3088 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3089 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]);
3090 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);
3091 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3092 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3094 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3095 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3096 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3097 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3098 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3103 #define SKINFRAME_HASH 1024
3107 int loadsequence; // incremented each level change
3108 memexpandablearray_t array;
3109 skinframe_t *hash[SKINFRAME_HASH];
3112 r_skinframe_t r_skinframe;
3114 void R_SkinFrame_PrepareForPurge(void)
3116 r_skinframe.loadsequence++;
3117 // wrap it without hitting zero
3118 if (r_skinframe.loadsequence >= 200)
3119 r_skinframe.loadsequence = 1;
3122 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3126 // mark the skinframe as used for the purging code
3127 skinframe->loadsequence = r_skinframe.loadsequence;
3130 void R_SkinFrame_Purge(void)
3134 for (i = 0;i < SKINFRAME_HASH;i++)
3136 for (s = r_skinframe.hash[i];s;s = s->next)
3138 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3140 if (s->merged == s->base)
3142 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3143 R_PurgeTexture(s->stain );s->stain = NULL;
3144 R_PurgeTexture(s->merged);s->merged = NULL;
3145 R_PurgeTexture(s->base );s->base = NULL;
3146 R_PurgeTexture(s->pants );s->pants = NULL;
3147 R_PurgeTexture(s->shirt );s->shirt = NULL;
3148 R_PurgeTexture(s->nmap );s->nmap = NULL;
3149 R_PurgeTexture(s->gloss );s->gloss = NULL;
3150 R_PurgeTexture(s->glow );s->glow = NULL;
3151 R_PurgeTexture(s->fog );s->fog = NULL;
3152 R_PurgeTexture(s->reflect);s->reflect = NULL;
3153 s->loadsequence = 0;
3159 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3161 char basename[MAX_QPATH];
3163 Image_StripImageExtension(name, basename, sizeof(basename));
3165 if( last == NULL ) {
3167 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3168 item = r_skinframe.hash[hashindex];
3173 // linearly search through the hash bucket
3174 for( ; item ; item = item->next ) {
3175 if( !strcmp( item->basename, basename ) ) {
3182 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3186 char basename[MAX_QPATH];
3188 Image_StripImageExtension(name, basename, sizeof(basename));
3190 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3191 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3192 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3196 rtexture_t *dyntexture;
3197 // check whether its a dynamic texture
3198 dyntexture = CL_GetDynTexture( basename );
3199 if (!add && !dyntexture)
3201 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3202 memset(item, 0, sizeof(*item));
3203 strlcpy(item->basename, basename, sizeof(item->basename));
3204 item->base = dyntexture; // either NULL or dyntexture handle
3205 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3206 item->comparewidth = comparewidth;
3207 item->compareheight = compareheight;
3208 item->comparecrc = comparecrc;
3209 item->next = r_skinframe.hash[hashindex];
3210 r_skinframe.hash[hashindex] = item;
3212 else if (textureflags & TEXF_FORCE_RELOAD)
3214 rtexture_t *dyntexture;
3215 // check whether its a dynamic texture
3216 dyntexture = CL_GetDynTexture( basename );
3217 if (!add && !dyntexture)
3219 if (item->merged == item->base)
3220 item->merged = NULL;
3221 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3222 R_PurgeTexture(item->stain );item->stain = NULL;
3223 R_PurgeTexture(item->merged);item->merged = NULL;
3224 R_PurgeTexture(item->base );item->base = NULL;
3225 R_PurgeTexture(item->pants );item->pants = NULL;
3226 R_PurgeTexture(item->shirt );item->shirt = NULL;
3227 R_PurgeTexture(item->nmap );item->nmap = NULL;
3228 R_PurgeTexture(item->gloss );item->gloss = NULL;
3229 R_PurgeTexture(item->glow );item->glow = NULL;
3230 R_PurgeTexture(item->fog );item->fog = NULL;
3231 R_PurgeTexture(item->reflect);item->reflect = NULL;
3232 item->loadsequence = 0;
3234 else if( item->base == NULL )
3236 rtexture_t *dyntexture;
3237 // check whether its a dynamic texture
3238 // 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]
3239 dyntexture = CL_GetDynTexture( basename );
3240 item->base = dyntexture; // either NULL or dyntexture handle
3243 R_SkinFrame_MarkUsed(item);
3247 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3249 unsigned long long avgcolor[5], wsum; \
3257 for(pix = 0; pix < cnt; ++pix) \
3260 for(comp = 0; comp < 3; ++comp) \
3262 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3265 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3267 for(comp = 0; comp < 3; ++comp) \
3268 avgcolor[comp] += getpixel * w; \
3271 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3272 avgcolor[4] += getpixel; \
3274 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3276 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3277 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3278 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3279 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3282 extern cvar_t gl_picmip;
3283 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3286 unsigned char *pixels;
3287 unsigned char *bumppixels;
3288 unsigned char *basepixels = NULL;
3289 int basepixels_width = 0;
3290 int basepixels_height = 0;
3291 skinframe_t *skinframe;
3292 rtexture_t *ddsbase = NULL;
3293 qboolean ddshasalpha = false;
3294 float ddsavgcolor[4];
3295 char basename[MAX_QPATH];
3296 int miplevel = R_PicmipForFlags(textureflags);
3297 int savemiplevel = miplevel;
3301 if (cls.state == ca_dedicated)
3304 // return an existing skinframe if already loaded
3305 // if loading of the first image fails, don't make a new skinframe as it
3306 // would cause all future lookups of this to be missing
3307 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3308 if (skinframe && skinframe->base)
3311 Image_StripImageExtension(name, basename, sizeof(basename));
3313 // check for DDS texture file first
3314 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3316 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3317 if (basepixels == NULL)
3321 // FIXME handle miplevel
3323 if (developer_loading.integer)
3324 Con_Printf("loading skin \"%s\"\n", name);
3326 // we've got some pixels to store, so really allocate this new texture now
3328 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3329 textureflags &= ~TEXF_FORCE_RELOAD;
3330 skinframe->stain = NULL;
3331 skinframe->merged = NULL;
3332 skinframe->base = NULL;
3333 skinframe->pants = NULL;
3334 skinframe->shirt = NULL;
3335 skinframe->nmap = NULL;
3336 skinframe->gloss = NULL;
3337 skinframe->glow = NULL;
3338 skinframe->fog = NULL;
3339 skinframe->reflect = NULL;
3340 skinframe->hasalpha = false;
3344 skinframe->base = ddsbase;
3345 skinframe->hasalpha = ddshasalpha;
3346 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3347 if (r_loadfog && skinframe->hasalpha)
3348 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3349 //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]);
3353 basepixels_width = image_width;
3354 basepixels_height = image_height;
3355 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);
3356 if (textureflags & TEXF_ALPHA)
3358 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3360 if (basepixels[j] < 255)
3362 skinframe->hasalpha = true;
3366 if (r_loadfog && skinframe->hasalpha)
3368 // has transparent pixels
3369 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3370 for (j = 0;j < image_width * image_height * 4;j += 4)
3375 pixels[j+3] = basepixels[j+3];
3377 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3381 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3383 //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]);
3384 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3385 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3386 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3387 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3393 mymiplevel = savemiplevel;
3394 if (r_loadnormalmap)
3395 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3396 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3398 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3399 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3400 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3401 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3404 // _norm is the name used by tenebrae and has been adopted as standard
3405 if (r_loadnormalmap && skinframe->nmap == NULL)
3407 mymiplevel = savemiplevel;
3408 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3410 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3414 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3416 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3417 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3418 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3420 Mem_Free(bumppixels);
3422 else if (r_shadow_bumpscale_basetexture.value > 0)
3424 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3425 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3426 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3431 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3435 // _luma is supported only for tenebrae compatibility
3436 // _glow is the preferred name
3437 mymiplevel = savemiplevel;
3438 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3440 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3443 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3445 Mem_Free(pixels);pixels = NULL;
3448 mymiplevel = savemiplevel;
3449 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3451 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3454 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3460 mymiplevel = savemiplevel;
3461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3466 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3478 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3490 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3497 Mem_Free(basepixels);
3502 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3503 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3506 unsigned char *temp1, *temp2;
3507 skinframe_t *skinframe;
3510 if (cls.state == ca_dedicated)
3513 // if already loaded just return it, otherwise make a new skinframe
3514 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3515 if (skinframe->base)
3517 textureflags &= ~TEXF_FORCE_RELOAD;
3519 skinframe->stain = NULL;
3520 skinframe->merged = NULL;
3521 skinframe->base = NULL;
3522 skinframe->pants = NULL;
3523 skinframe->shirt = NULL;
3524 skinframe->nmap = NULL;
3525 skinframe->gloss = NULL;
3526 skinframe->glow = NULL;
3527 skinframe->fog = NULL;
3528 skinframe->reflect = NULL;
3529 skinframe->hasalpha = false;
3531 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3535 if (developer_loading.integer)
3536 Con_Printf("loading 32bit skin \"%s\"\n", name);
3538 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3540 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3541 temp2 = temp1 + width * height * 4;
3542 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3543 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3546 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3547 if (textureflags & TEXF_ALPHA)
3549 for (i = 3;i < width * height * 4;i += 4)
3551 if (skindata[i] < 255)
3553 skinframe->hasalpha = true;
3557 if (r_loadfog && skinframe->hasalpha)
3559 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3560 memcpy(fogpixels, skindata, width * height * 4);
3561 for (i = 0;i < width * height * 4;i += 4)
3562 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3563 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3564 Mem_Free(fogpixels);
3568 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3569 //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]);
3574 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3578 skinframe_t *skinframe;
3580 if (cls.state == ca_dedicated)
3583 // if already loaded just return it, otherwise make a new skinframe
3584 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3585 if (skinframe->base)
3587 textureflags &= ~TEXF_FORCE_RELOAD;
3589 skinframe->stain = NULL;
3590 skinframe->merged = NULL;
3591 skinframe->base = NULL;
3592 skinframe->pants = NULL;
3593 skinframe->shirt = NULL;
3594 skinframe->nmap = NULL;
3595 skinframe->gloss = NULL;
3596 skinframe->glow = NULL;
3597 skinframe->fog = NULL;
3598 skinframe->reflect = NULL;
3599 skinframe->hasalpha = false;
3601 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3605 if (developer_loading.integer)
3606 Con_Printf("loading quake skin \"%s\"\n", name);
3608 // 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)
3609 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3610 memcpy(skinframe->qpixels, skindata, width*height);
3611 skinframe->qwidth = width;
3612 skinframe->qheight = height;
3615 for (i = 0;i < width * height;i++)
3616 featuresmask |= palette_featureflags[skindata[i]];
3618 skinframe->hasalpha = false;
3619 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3620 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3621 skinframe->qgeneratemerged = true;
3622 skinframe->qgeneratebase = skinframe->qhascolormapping;
3623 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3625 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3626 //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]);
3631 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3635 unsigned char *skindata;
3638 if (!skinframe->qpixels)
3641 if (!skinframe->qhascolormapping)
3642 colormapped = false;
3646 if (!skinframe->qgeneratebase)
3651 if (!skinframe->qgeneratemerged)
3655 width = skinframe->qwidth;
3656 height = skinframe->qheight;
3657 skindata = skinframe->qpixels;
3659 if (skinframe->qgeneratenmap)
3661 unsigned char *temp1, *temp2;
3662 skinframe->qgeneratenmap = false;
3663 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3664 temp2 = temp1 + width * height * 4;
3665 // use either a custom palette or the quake palette
3666 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3667 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3668 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3672 if (skinframe->qgenerateglow)
3674 skinframe->qgenerateglow = false;
3675 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3680 skinframe->qgeneratebase = false;
3681 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3682 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3683 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3687 skinframe->qgeneratemerged = false;
3688 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);
3691 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3693 Mem_Free(skinframe->qpixels);
3694 skinframe->qpixels = NULL;
3698 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)
3701 skinframe_t *skinframe;
3704 if (cls.state == ca_dedicated)
3707 // if already loaded just return it, otherwise make a new skinframe
3708 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3709 if (skinframe->base)
3711 textureflags &= ~TEXF_FORCE_RELOAD;
3713 skinframe->stain = NULL;
3714 skinframe->merged = NULL;
3715 skinframe->base = NULL;
3716 skinframe->pants = NULL;
3717 skinframe->shirt = NULL;
3718 skinframe->nmap = NULL;
3719 skinframe->gloss = NULL;
3720 skinframe->glow = NULL;
3721 skinframe->fog = NULL;
3722 skinframe->reflect = NULL;
3723 skinframe->hasalpha = false;
3725 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3729 if (developer_loading.integer)
3730 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3732 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3733 if (textureflags & TEXF_ALPHA)
3735 for (i = 0;i < width * height;i++)
3737 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3739 skinframe->hasalpha = true;
3743 if (r_loadfog && skinframe->hasalpha)
3744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3747 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3748 //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]);
3753 skinframe_t *R_SkinFrame_LoadMissing(void)
3755 skinframe_t *skinframe;
3757 if (cls.state == ca_dedicated)
3760 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3761 skinframe->stain = NULL;
3762 skinframe->merged = NULL;
3763 skinframe->base = NULL;
3764 skinframe->pants = NULL;
3765 skinframe->shirt = NULL;
3766 skinframe->nmap = NULL;
3767 skinframe->gloss = NULL;
3768 skinframe->glow = NULL;
3769 skinframe->fog = NULL;
3770 skinframe->reflect = NULL;
3771 skinframe->hasalpha = false;
3773 skinframe->avgcolor[0] = rand() / RAND_MAX;
3774 skinframe->avgcolor[1] = rand() / RAND_MAX;
3775 skinframe->avgcolor[2] = rand() / RAND_MAX;
3776 skinframe->avgcolor[3] = 1;
3781 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3782 typedef struct suffixinfo_s
3785 qboolean flipx, flipy, flipdiagonal;
3788 static suffixinfo_t suffix[3][6] =
3791 {"px", false, false, false},
3792 {"nx", false, false, false},
3793 {"py", false, false, false},
3794 {"ny", false, false, false},
3795 {"pz", false, false, false},
3796 {"nz", false, false, false}
3799 {"posx", false, false, false},
3800 {"negx", false, false, false},
3801 {"posy", false, false, false},
3802 {"negy", false, false, false},
3803 {"posz", false, false, false},
3804 {"negz", false, false, false}
3807 {"rt", true, false, true},
3808 {"lf", false, true, true},
3809 {"ft", true, true, false},
3810 {"bk", false, false, false},
3811 {"up", true, false, true},
3812 {"dn", true, false, true}
3816 static int componentorder[4] = {0, 1, 2, 3};
3818 static rtexture_t *R_LoadCubemap(const char *basename)
3820 int i, j, cubemapsize;
3821 unsigned char *cubemappixels, *image_buffer;
3822 rtexture_t *cubemaptexture;
3824 // must start 0 so the first loadimagepixels has no requested width/height
3826 cubemappixels = NULL;
3827 cubemaptexture = NULL;
3828 // keep trying different suffix groups (posx, px, rt) until one loads
3829 for (j = 0;j < 3 && !cubemappixels;j++)
3831 // load the 6 images in the suffix group
3832 for (i = 0;i < 6;i++)
3834 // generate an image name based on the base and and suffix
3835 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3837 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3839 // an image loaded, make sure width and height are equal
3840 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3842 // if this is the first image to load successfully, allocate the cubemap memory
3843 if (!cubemappixels && image_width >= 1)
3845 cubemapsize = image_width;
3846 // note this clears to black, so unavailable sides are black
3847 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3849 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3851 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);
3854 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3856 Mem_Free(image_buffer);
3860 // if a cubemap loaded, upload it
3863 if (developer_loading.integer)
3864 Con_Printf("loading cubemap \"%s\"\n", basename);
3866 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);
3867 Mem_Free(cubemappixels);
3871 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3872 if (developer_loading.integer)
3874 Con_Printf("(tried tried images ");
3875 for (j = 0;j < 3;j++)
3876 for (i = 0;i < 6;i++)
3877 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3878 Con_Print(" and was unable to find any of them).\n");
3881 return cubemaptexture;
3884 rtexture_t *R_GetCubemap(const char *basename)
3887 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (r_texture_cubemaps[i] != NULL)
3889 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3890 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3891 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3892 return r_texture_whitecube;
3893 r_texture_numcubemaps++;
3894 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3895 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3896 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3897 return r_texture_cubemaps[i]->texture;
3900 static void R_Main_FreeViewCache(void)
3902 if (r_refdef.viewcache.entityvisible)
3903 Mem_Free(r_refdef.viewcache.entityvisible);
3904 if (r_refdef.viewcache.world_pvsbits)
3905 Mem_Free(r_refdef.viewcache.world_pvsbits);
3906 if (r_refdef.viewcache.world_leafvisible)
3907 Mem_Free(r_refdef.viewcache.world_leafvisible);
3908 if (r_refdef.viewcache.world_surfacevisible)
3909 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3910 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3913 static void R_Main_ResizeViewCache(void)
3915 int numentities = r_refdef.scene.numentities;
3916 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3917 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3918 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3919 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3920 if (r_refdef.viewcache.maxentities < numentities)
3922 r_refdef.viewcache.maxentities = numentities;
3923 if (r_refdef.viewcache.entityvisible)
3924 Mem_Free(r_refdef.viewcache.entityvisible);
3925 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927 if (r_refdef.viewcache.world_numclusters != numclusters)
3929 r_refdef.viewcache.world_numclusters = numclusters;
3930 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3931 if (r_refdef.viewcache.world_pvsbits)
3932 Mem_Free(r_refdef.viewcache.world_pvsbits);
3933 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935 if (r_refdef.viewcache.world_numleafs != numleafs)
3937 r_refdef.viewcache.world_numleafs = numleafs;
3938 if (r_refdef.viewcache.world_leafvisible)
3939 Mem_Free(r_refdef.viewcache.world_leafvisible);
3940 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3945 if (r_refdef.viewcache.world_surfacevisible)
3946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3947 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3951 extern rtexture_t *loadingscreentexture;
3952 static void gl_main_start(void)
3954 loadingscreentexture = NULL;
3955 r_texture_blanknormalmap = NULL;
3956 r_texture_white = NULL;
3957 r_texture_grey128 = NULL;
3958 r_texture_black = NULL;
3959 r_texture_whitecube = NULL;
3960 r_texture_normalizationcube = NULL;
3961 r_texture_fogattenuation = NULL;
3962 r_texture_fogheighttexture = NULL;
3963 r_texture_gammaramps = NULL;
3964 r_texture_numcubemaps = 0;
3966 r_loaddds = r_texture_dds_load.integer != 0;
3967 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3969 switch(vid.renderpath)
3971 case RENDERPATH_GL20:
3972 case RENDERPATH_D3D9:
3973 case RENDERPATH_D3D10:
3974 case RENDERPATH_D3D11:
3975 case RENDERPATH_SOFT:
3976 case RENDERPATH_GLES2:
3977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3978 Cvar_SetValueQuick(&gl_combine, 1);
3979 Cvar_SetValueQuick(&r_glsl, 1);
3980 r_loadnormalmap = true;
3984 case RENDERPATH_GL13:
3985 case RENDERPATH_GLES1:
3986 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3987 Cvar_SetValueQuick(&gl_combine, 1);
3988 Cvar_SetValueQuick(&r_glsl, 0);
3989 r_loadnormalmap = false;
3990 r_loadgloss = false;
3993 case RENDERPATH_GL11:
3994 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3995 Cvar_SetValueQuick(&gl_combine, 0);
3996 Cvar_SetValueQuick(&r_glsl, 0);
3997 r_loadnormalmap = false;
3998 r_loadgloss = false;
4004 R_FrameData_Reset();
4008 memset(r_queries, 0, sizeof(r_queries));
4010 r_qwskincache = NULL;
4011 r_qwskincache_size = 0;
4013 // due to caching of texture_t references, the collision cache must be reset
4014 Collision_Cache_Reset(true);
4016 // set up r_skinframe loading system for textures
4017 memset(&r_skinframe, 0, sizeof(r_skinframe));
4018 r_skinframe.loadsequence = 1;
4019 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4021 r_main_texturepool = R_AllocTexturePool();
4022 R_BuildBlankTextures();
4024 if (vid.support.arb_texture_cube_map)
4027 R_BuildNormalizationCube();
4029 r_texture_fogattenuation = NULL;
4030 r_texture_fogheighttexture = NULL;
4031 r_texture_gammaramps = NULL;
4032 //r_texture_fogintensity = NULL;
4033 memset(&r_fb, 0, sizeof(r_fb));
4034 r_glsl_permutation = NULL;
4035 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4036 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4037 glslshaderstring = NULL;
4039 r_hlsl_permutation = NULL;
4040 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4041 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4043 hlslshaderstring = NULL;
4044 memset(&r_svbsp, 0, sizeof (r_svbsp));
4046 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4047 r_texture_numcubemaps = 0;
4049 r_refdef.fogmasktable_density = 0;
4052 static void gl_main_shutdown(void)
4055 R_FrameData_Reset();
4057 R_Main_FreeViewCache();
4059 switch(vid.renderpath)
4061 case RENDERPATH_GL11:
4062 case RENDERPATH_GL13:
4063 case RENDERPATH_GL20:
4064 case RENDERPATH_GLES1:
4065 case RENDERPATH_GLES2:
4066 #ifdef GL_SAMPLES_PASSED_ARB
4068 qglDeleteQueriesARB(r_maxqueries, r_queries);
4071 case RENDERPATH_D3D9:
4072 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4074 case RENDERPATH_D3D10:
4075 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4077 case RENDERPATH_D3D11:
4078 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4080 case RENDERPATH_SOFT:
4086 memset(r_queries, 0, sizeof(r_queries));
4088 r_qwskincache = NULL;
4089 r_qwskincache_size = 0;
4091 // clear out the r_skinframe state
4092 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4093 memset(&r_skinframe, 0, sizeof(r_skinframe));
4096 Mem_Free(r_svbsp.nodes);
4097 memset(&r_svbsp, 0, sizeof (r_svbsp));
4098 R_FreeTexturePool(&r_main_texturepool);
4099 loadingscreentexture = NULL;
4100 r_texture_blanknormalmap = NULL;
4101 r_texture_white = NULL;
4102 r_texture_grey128 = NULL;
4103 r_texture_black = NULL;
4104 r_texture_whitecube = NULL;
4105 r_texture_normalizationcube = NULL;
4106 r_texture_fogattenuation = NULL;
4107 r_texture_fogheighttexture = NULL;
4108 r_texture_gammaramps = NULL;
4109 r_texture_numcubemaps = 0;
4110 //r_texture_fogintensity = NULL;
4111 memset(&r_fb, 0, sizeof(r_fb));
4114 r_glsl_permutation = NULL;
4115 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4116 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4117 glslshaderstring = NULL;
4119 r_hlsl_permutation = NULL;
4120 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4121 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4123 hlslshaderstring = NULL;
4126 static void gl_main_newmap(void)
4128 // FIXME: move this code to client
4129 char *entities, entname[MAX_QPATH];
4131 Mem_Free(r_qwskincache);
4132 r_qwskincache = NULL;
4133 r_qwskincache_size = 0;
4136 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4137 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4139 CL_ParseEntityLump(entities);
4143 if (cl.worldmodel->brush.entities)
4144 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4146 R_Main_FreeViewCache();
4148 R_FrameData_Reset();
4151 void GL_Main_Init(void)
4153 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4155 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4156 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4157 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4158 if (gamemode == GAME_NEHAHRA)
4160 Cvar_RegisterVariable (&gl_fogenable);
4161 Cvar_RegisterVariable (&gl_fogdensity);
4162 Cvar_RegisterVariable (&gl_fogred);
4163 Cvar_RegisterVariable (&gl_foggreen);
4164 Cvar_RegisterVariable (&gl_fogblue);
4165 Cvar_RegisterVariable (&gl_fogstart);
4166 Cvar_RegisterVariable (&gl_fogend);
4167 Cvar_RegisterVariable (&gl_skyclip);
4169 Cvar_RegisterVariable(&r_motionblur);
4170 Cvar_RegisterVariable(&r_damageblur);
4171 Cvar_RegisterVariable(&r_motionblur_averaging);
4172 Cvar_RegisterVariable(&r_motionblur_randomize);
4173 Cvar_RegisterVariable(&r_motionblur_minblur);
4174 Cvar_RegisterVariable(&r_motionblur_maxblur);
4175 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4176 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4177 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4178 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4179 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4180 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4181 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4182 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4183 Cvar_RegisterVariable(&r_equalize_entities_by);
4184 Cvar_RegisterVariable(&r_equalize_entities_to);
4185 Cvar_RegisterVariable(&r_depthfirst);
4186 Cvar_RegisterVariable(&r_useinfinitefarclip);
4187 Cvar_RegisterVariable(&r_farclip_base);
4188 Cvar_RegisterVariable(&r_farclip_world);
4189 Cvar_RegisterVariable(&r_nearclip);
4190 Cvar_RegisterVariable(&r_deformvertexes);
4191 Cvar_RegisterVariable(&r_transparent);
4192 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4193 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4194 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4195 Cvar_RegisterVariable(&r_showoverdraw);
4196 Cvar_RegisterVariable(&r_showbboxes);
4197 Cvar_RegisterVariable(&r_showsurfaces);
4198 Cvar_RegisterVariable(&r_showtris);
4199 Cvar_RegisterVariable(&r_shownormals);
4200 Cvar_RegisterVariable(&r_showlighting);
4201 Cvar_RegisterVariable(&r_showshadowvolumes);
4202 Cvar_RegisterVariable(&r_showcollisionbrushes);
4203 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4204 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4205 Cvar_RegisterVariable(&r_showdisabledepthtest);
4206 Cvar_RegisterVariable(&r_drawportals);
4207 Cvar_RegisterVariable(&r_drawentities);
4208 Cvar_RegisterVariable(&r_draw2d);
4209 Cvar_RegisterVariable(&r_drawworld);
4210 Cvar_RegisterVariable(&r_cullentities_trace);
4211 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4212 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4213 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4214 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4215 Cvar_RegisterVariable(&r_sortentities);
4216 Cvar_RegisterVariable(&r_drawviewmodel);
4217 Cvar_RegisterVariable(&r_drawexteriormodel);
4218 Cvar_RegisterVariable(&r_speeds);
4219 Cvar_RegisterVariable(&r_fullbrights);
4220 Cvar_RegisterVariable(&r_wateralpha);
4221 Cvar_RegisterVariable(&r_dynamic);
4222 Cvar_RegisterVariable(&r_fakelight);
4223 Cvar_RegisterVariable(&r_fakelight_intensity);
4224 Cvar_RegisterVariable(&r_fullbright);
4225 Cvar_RegisterVariable(&r_shadows);
4226 Cvar_RegisterVariable(&r_shadows_darken);
4227 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4228 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4229 Cvar_RegisterVariable(&r_shadows_throwdistance);
4230 Cvar_RegisterVariable(&r_shadows_throwdirection);
4231 Cvar_RegisterVariable(&r_shadows_focus);
4232 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4233 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4234 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4235 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4236 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4237 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4238 Cvar_RegisterVariable(&r_fog_exp2);
4239 Cvar_RegisterVariable(&r_fog_clear);
4240 Cvar_RegisterVariable(&r_drawfog);
4241 Cvar_RegisterVariable(&r_transparentdepthmasking);
4242 Cvar_RegisterVariable(&r_transparent_sortmindist);
4243 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4244 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4245 Cvar_RegisterVariable(&r_texture_dds_load);
4246 Cvar_RegisterVariable(&r_texture_dds_save);
4247 Cvar_RegisterVariable(&r_textureunits);
4248 Cvar_RegisterVariable(&gl_combine);
4249 Cvar_RegisterVariable(&r_usedepthtextures);
4250 Cvar_RegisterVariable(&r_viewfbo);
4251 Cvar_RegisterVariable(&r_viewscale);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4256 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4257 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4258 Cvar_RegisterVariable(&r_glsl);
4259 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4266 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4267 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4268 Cvar_RegisterVariable(&r_glsl_postprocess);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4277 Cvar_RegisterVariable(&r_celshading);
4278 Cvar_RegisterVariable(&r_celoutlines);
4280 Cvar_RegisterVariable(&r_water);
4281 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4282 Cvar_RegisterVariable(&r_water_clippingplanebias);
4283 Cvar_RegisterVariable(&r_water_refractdistort);
4284 Cvar_RegisterVariable(&r_water_reflectdistort);
4285 Cvar_RegisterVariable(&r_water_scissormode);
4286 Cvar_RegisterVariable(&r_water_lowquality);
4287 Cvar_RegisterVariable(&r_water_hideplayer);
4288 Cvar_RegisterVariable(&r_water_fbo);
4290 Cvar_RegisterVariable(&r_lerpsprites);
4291 Cvar_RegisterVariable(&r_lerpmodels);
4292 Cvar_RegisterVariable(&r_lerplightstyles);
4293 Cvar_RegisterVariable(&r_waterscroll);
4294 Cvar_RegisterVariable(&r_bloom);
4295 Cvar_RegisterVariable(&r_bloom_colorscale);
4296 Cvar_RegisterVariable(&r_bloom_brighten);
4297 Cvar_RegisterVariable(&r_bloom_blur);
4298 Cvar_RegisterVariable(&r_bloom_resolution);
4299 Cvar_RegisterVariable(&r_bloom_colorexponent);
4300 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4301 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4302 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4303 Cvar_RegisterVariable(&r_hdr_glowintensity);
4304 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4307 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4308 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4309 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4310 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4311 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4312 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4313 Cvar_RegisterVariable(&developer_texturelogging);
4314 Cvar_RegisterVariable(&gl_lightmaps);
4315 Cvar_RegisterVariable(&r_test);
4316 Cvar_RegisterVariable(&r_glsl_saturation);
4317 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4318 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4319 Cvar_RegisterVariable(&r_framedatasize);
4320 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4321 Cvar_SetValue("r_fullbrights", 0);
4322 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4325 void Render_Init(void)
4338 R_LightningBeams_Init();
4348 extern char *ENGINE_EXTENSIONS;
4351 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4352 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4353 gl_version = (const char *)qglGetString(GL_VERSION);
4354 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4358 if (!gl_platformextensions)
4359 gl_platformextensions = "";
4361 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4362 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4363 Con_Printf("GL_VERSION: %s\n", gl_version);
4364 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4365 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4367 VID_CheckExtensions();
4369 // LordHavoc: report supported extensions
4370 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4372 // clear to black (loading plaque will be seen over this)
4373 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4377 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4381 if (r_trippy.integer)
4383 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4385 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4388 p = r_refdef.view.frustum + i;
4393 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4397 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4401 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4405 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4409 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4413 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4417 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4421 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4429 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4433 if (r_trippy.integer)
4435 for (i = 0;i < numplanes;i++)
4442 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4450 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4454 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4458 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4462 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4466 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4470 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4478 //==================================================================================
4480 // LordHavoc: this stores temporary data used within the same frame
4482 typedef struct r_framedata_mem_s
4484 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4485 size_t size; // how much usable space
4486 size_t current; // how much space in use
4487 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4488 size_t wantedsize; // how much space was allocated
4489 unsigned char *data; // start of real data (16byte aligned)
4493 static r_framedata_mem_t *r_framedata_mem;
4495 void R_FrameData_Reset(void)
4497 while (r_framedata_mem)
4499 r_framedata_mem_t *next = r_framedata_mem->purge;
4500 Mem_Free(r_framedata_mem);
4501 r_framedata_mem = next;
4505 static void R_FrameData_Resize(void)
4508 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4509 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4510 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4512 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4513 newmem->wantedsize = wantedsize;
4514 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4515 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4516 newmem->current = 0;
4518 newmem->purge = r_framedata_mem;
4519 r_framedata_mem = newmem;
4523 void R_FrameData_NewFrame(void)
4525 R_FrameData_Resize();
4526 if (!r_framedata_mem)
4528 // if we ran out of space on the last frame, free the old memory now
4529 while (r_framedata_mem->purge)
4531 // repeatedly remove the second item in the list, leaving only head
4532 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4533 Mem_Free(r_framedata_mem->purge);
4534 r_framedata_mem->purge = next;
4536 // reset the current mem pointer
4537 r_framedata_mem->current = 0;
4538 r_framedata_mem->mark = 0;
4541 void *R_FrameData_Alloc(size_t size)
4545 // align to 16 byte boundary - the data pointer is already aligned, so we
4546 // only need to ensure the size of every allocation is also aligned
4547 size = (size + 15) & ~15;
4549 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4551 // emergency - we ran out of space, allocate more memory
4552 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4553 R_FrameData_Resize();
4556 data = r_framedata_mem->data + r_framedata_mem->current;
4557 r_framedata_mem->current += size;
4559 // count the usage for stats
4560 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4561 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4563 return (void *)data;
4566 void *R_FrameData_Store(size_t size, void *data)
4568 void *d = R_FrameData_Alloc(size);
4570 memcpy(d, data, size);
4574 void R_FrameData_SetMark(void)
4576 if (!r_framedata_mem)
4578 r_framedata_mem->mark = r_framedata_mem->current;
4581 void R_FrameData_ReturnToMark(void)
4583 if (!r_framedata_mem)
4585 r_framedata_mem->current = r_framedata_mem->mark;
4588 //==================================================================================
4590 // LordHavoc: animcache originally written by Echon, rewritten since then
4593 * Animation cache prevents re-generating mesh data for an animated model
4594 * multiple times in one frame for lighting, shadowing, reflections, etc.
4597 void R_AnimCache_Free(void)
4601 void R_AnimCache_ClearCache(void)
4604 entity_render_t *ent;
4606 for (i = 0;i < r_refdef.scene.numentities;i++)
4608 ent = r_refdef.scene.entities[i];
4609 ent->animcache_vertex3f = NULL;
4610 ent->animcache_normal3f = NULL;
4611 ent->animcache_svector3f = NULL;
4612 ent->animcache_tvector3f = NULL;
4613 ent->animcache_vertexmesh = NULL;
4614 ent->animcache_vertex3fbuffer = NULL;
4615 ent->animcache_vertexmeshbuffer = NULL;
4619 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4623 // check if we need the meshbuffers
4624 if (!vid.useinterleavedarrays)
4627 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4628 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4629 // TODO: upload vertex3f buffer?
4630 if (ent->animcache_vertexmesh)
4632 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4633 for (i = 0;i < numvertices;i++)
4634 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4635 if (ent->animcache_svector3f)
4636 for (i = 0;i < numvertices;i++)
4637 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4638 if (ent->animcache_tvector3f)
4639 for (i = 0;i < numvertices;i++)
4640 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4641 if (ent->animcache_normal3f)
4642 for (i = 0;i < numvertices;i++)
4643 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4644 // TODO: upload vertexmeshbuffer?
4648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4650 dp_model_t *model = ent->model;
4652 // see if it's already cached this frame
4653 if (ent->animcache_vertex3f)
4655 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4656 if (wantnormals || wanttangents)
4658 if (ent->animcache_normal3f)
4659 wantnormals = false;
4660 if (ent->animcache_svector3f)
4661 wanttangents = false;
4662 if (wantnormals || wanttangents)
4664 numvertices = model->surfmesh.num_vertices;
4666 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4669 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4670 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4673 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4679 // see if this ent is worth caching
4680 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4682 // get some memory for this entity and generate mesh data
4683 numvertices = model->surfmesh.num_vertices;
4684 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4686 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4689 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4690 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4692 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4693 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4698 void R_AnimCache_CacheVisibleEntities(void)
4701 qboolean wantnormals = true;
4702 qboolean wanttangents = !r_showsurfaces.integer;
4704 switch(vid.renderpath)
4706 case RENDERPATH_GL20:
4707 case RENDERPATH_D3D9:
4708 case RENDERPATH_D3D10:
4709 case RENDERPATH_D3D11:
4710 case RENDERPATH_GLES2:
4712 case RENDERPATH_GL11:
4713 case RENDERPATH_GL13:
4714 case RENDERPATH_GLES1:
4715 wanttangents = false;
4717 case RENDERPATH_SOFT:
4721 if (r_shownormals.integer)
4722 wanttangents = wantnormals = true;
4724 // TODO: thread this
4725 // NOTE: R_PrepareRTLights() also caches entities
4727 for (i = 0;i < r_refdef.scene.numentities;i++)
4728 if (r_refdef.viewcache.entityvisible[i])
4729 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4732 //==================================================================================
4734 extern cvar_t r_overheadsprites_pushback;
4736 static void R_View_UpdateEntityLighting (void)
4739 entity_render_t *ent;
4740 vec3_t tempdiffusenormal, avg;
4741 vec_t f, fa, fd, fdd;
4742 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4744 for (i = 0;i < r_refdef.scene.numentities;i++)
4746 ent = r_refdef.scene.entities[i];
4748 // skip unseen models
4749 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4753 if (ent->model && ent->model == cl.worldmodel)
4755 // TODO: use modellight for r_ambient settings on world?
4756 VectorSet(ent->modellight_ambient, 0, 0, 0);
4757 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4758 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4762 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4764 // aleady updated by CSQC
4765 // TODO: force modellight on BSP models in this case?
4766 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4770 // fetch the lighting from the worldmodel data
4771 VectorClear(ent->modellight_ambient);
4772 VectorClear(ent->modellight_diffuse);
4773 VectorClear(tempdiffusenormal);
4774 if (ent->flags & RENDER_LIGHT)
4777 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4779 // complete lightning for lit sprites
4780 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4781 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4783 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4784 org[2] = org[2] + r_overheadsprites_pushback.value;
4785 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4788 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4790 if(ent->flags & RENDER_EQUALIZE)
4792 // first fix up ambient lighting...
4793 if(r_equalize_entities_minambient.value > 0)
4795 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4798 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4799 if(fa < r_equalize_entities_minambient.value * fd)
4802 // fa'/fd' = minambient
4803 // fa'+0.25*fd' = fa+0.25*fd
4805 // fa' = fd' * minambient
4806 // fd'*(0.25+minambient) = fa+0.25*fd
4808 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4809 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4811 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4812 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
4813 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4814 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4819 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4821 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4822 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4826 // adjust brightness and saturation to target
4827 avg[0] = avg[1] = avg[2] = fa / f;
4828 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4829 avg[0] = avg[1] = avg[2] = fd / f;
4830 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4836 VectorSet(ent->modellight_ambient, 1, 1, 1);
4839 // move the light direction into modelspace coordinates for lighting code
4840 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4841 if(VectorLength2(ent->modellight_lightdir) == 0)
4842 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4843 VectorNormalize(ent->modellight_lightdir);
4847 #define MAX_LINEOFSIGHTTRACES 64
4849 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4852 vec3_t boxmins, boxmaxs;
4855 dp_model_t *model = r_refdef.scene.worldmodel;
4857 if (!model || !model->brush.TraceLineOfSight)
4860 // expand the box a little
4861 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4862 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4863 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4864 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4865 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4866 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4868 // return true if eye is inside enlarged box
4869 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4873 VectorCopy(eye, start);
4874 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4875 if (model->brush.TraceLineOfSight(model, start, end))
4878 // try various random positions
4879 for (i = 0;i < numsamples;i++)
4881 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4882 if (model->brush.TraceLineOfSight(model, start, end))
4890 static void R_View_UpdateEntityVisible (void)
4895 entity_render_t *ent;
4897 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4898 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4899 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4900 : RENDER_EXTERIORMODEL;
4901 if (!r_drawviewmodel.integer)
4902 renderimask |= RENDER_VIEWMODEL;
4903 if (!r_drawexteriormodel.integer)
4904 renderimask |= RENDER_EXTERIORMODEL;
4905 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4907 // worldmodel can check visibility
4908 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4909 for (i = 0;i < r_refdef.scene.numentities;i++)
4911 ent = r_refdef.scene.entities[i];
4912 if (!(ent->flags & renderimask))
4913 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)))
4914 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))
4915 r_refdef.viewcache.entityvisible[i] = true;
4920 // no worldmodel or it can't check visibility
4921 for (i = 0;i < r_refdef.scene.numentities;i++)
4923 ent = r_refdef.scene.entities[i];
4924 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));
4927 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4928 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4930 for (i = 0;i < r_refdef.scene.numentities;i++)
4932 if (!r_refdef.viewcache.entityvisible[i])
4934 ent = r_refdef.scene.entities[i];
4935 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4937 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4939 continue; // temp entities do pvs only
4940 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4941 ent->last_trace_visibility = realtime;
4942 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4943 r_refdef.viewcache.entityvisible[i] = 0;
4949 /// only used if skyrendermasked, and normally returns false
4950 static int R_DrawBrushModelsSky (void)
4953 entity_render_t *ent;
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->model || !ent->model->DrawSky)
4963 ent->model->DrawSky(ent);
4969 static void R_DrawNoModel(entity_render_t *ent);
4970 static void R_DrawModels(void)
4973 entity_render_t *ent;
4975 for (i = 0;i < r_refdef.scene.numentities;i++)
4977 if (!r_refdef.viewcache.entityvisible[i])
4979 ent = r_refdef.scene.entities[i];
4980 r_refdef.stats.entities++;
4982 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4985 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4986 Con_Printf("R_DrawModels\n");
4987 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]);
4988 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);
4989 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);
4992 if (ent->model && ent->model->Draw != NULL)
4993 ent->model->Draw(ent);
4999 static void R_DrawModelsDepth(void)
5002 entity_render_t *ent;
5004 for (i = 0;i < r_refdef.scene.numentities;i++)
5006 if (!r_refdef.viewcache.entityvisible[i])
5008 ent = r_refdef.scene.entities[i];
5009 if (ent->model && ent->model->DrawDepth != NULL)
5010 ent->model->DrawDepth(ent);
5014 static void R_DrawModelsDebug(void)
5017 entity_render_t *ent;
5019 for (i = 0;i < r_refdef.scene.numentities;i++)
5021 if (!r_refdef.viewcache.entityvisible[i])
5023 ent = r_refdef.scene.entities[i];
5024 if (ent->model && ent->model->DrawDebug != NULL)
5025 ent->model->DrawDebug(ent);
5029 static void R_DrawModelsAddWaterPlanes(void)
5032 entity_render_t *ent;
5034 for (i = 0;i < r_refdef.scene.numentities;i++)
5036 if (!r_refdef.viewcache.entityvisible[i])
5038 ent = r_refdef.scene.entities[i];
5039 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5040 ent->model->DrawAddWaterPlanes(ent);
5044 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}};
5046 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5048 if (r_hdr_irisadaptation.integer)
5053 vec3_t diffusenormal;
5055 vec_t brightness = 0.0f;
5060 VectorCopy(r_refdef.view.forward, forward);
5061 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5063 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5064 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5065 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5066 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5067 d = DotProduct(forward, diffusenormal);
5068 brightness += VectorLength(ambient);
5070 brightness += d * VectorLength(diffuse);
5072 brightness *= 1.0f / c;
5073 brightness += 0.00001f; // make sure it's never zero
5074 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5075 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5076 current = r_hdr_irisadaptation_value.value;
5078 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5079 else if (current > goal)
5080 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5081 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5082 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5084 else if (r_hdr_irisadaptation_value.value != 1.0f)
5085 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5088 static void R_View_SetFrustum(const int *scissor)
5091 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5092 vec3_t forward, left, up, origin, v;
5096 // flipped x coordinates (because x points left here)
5097 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5098 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5100 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5101 switch(vid.renderpath)
5103 case RENDERPATH_D3D9:
5104 case RENDERPATH_D3D10:
5105 case RENDERPATH_D3D11:
5106 // non-flipped y coordinates
5107 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5108 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5110 case RENDERPATH_SOFT:
5111 case RENDERPATH_GL11:
5112 case RENDERPATH_GL13:
5113 case RENDERPATH_GL20:
5114 case RENDERPATH_GLES1:
5115 case RENDERPATH_GLES2:
5116 // non-flipped y coordinates
5117 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5118 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5123 // we can't trust r_refdef.view.forward and friends in reflected scenes
5124 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5127 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5128 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5129 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5130 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5131 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5132 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5133 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5134 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5135 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5136 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5137 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5138 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5142 zNear = r_refdef.nearclip;
5143 nudge = 1.0 - 1.0 / (1<<23);
5144 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5145 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5146 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5147 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5148 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5149 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5150 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5151 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5157 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5158 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5159 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5160 r_refdef.view.frustum[0].dist = m[15] - m[12];
5162 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5163 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5164 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5165 r_refdef.view.frustum[1].dist = m[15] + m[12];
5167 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5168 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5169 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5170 r_refdef.view.frustum[2].dist = m[15] - m[13];
5172 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5173 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5174 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5175 r_refdef.view.frustum[3].dist = m[15] + m[13];
5177 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5178 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5179 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5180 r_refdef.view.frustum[4].dist = m[15] - m[14];
5182 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5183 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5184 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5185 r_refdef.view.frustum[5].dist = m[15] + m[14];
5188 if (r_refdef.view.useperspective)
5190 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5191 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]);
5192 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]);
5193 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]);
5194 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]);
5196 // then the normals from the corners relative to origin
5197 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5198 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5199 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5200 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5202 // in a NORMAL view, forward cross left == up
5203 // in a REFLECTED view, forward cross left == down
5204 // so our cross products above need to be adjusted for a left handed coordinate system
5205 CrossProduct(forward, left, v);
5206 if(DotProduct(v, up) < 0)
5208 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5209 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5210 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5211 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5214 // Leaving those out was a mistake, those were in the old code, and they
5215 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5216 // I couldn't reproduce it after adding those normalizations. --blub
5217 VectorNormalize(r_refdef.view.frustum[0].normal);
5218 VectorNormalize(r_refdef.view.frustum[1].normal);
5219 VectorNormalize(r_refdef.view.frustum[2].normal);
5220 VectorNormalize(r_refdef.view.frustum[3].normal);
5222 // make the corners absolute
5223 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5224 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5225 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5226 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5231 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5232 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5233 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5234 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5235 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5239 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5240 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5241 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5242 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5243 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5244 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5245 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5246 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5247 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5248 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5250 r_refdef.view.numfrustumplanes = 5;
5252 if (r_refdef.view.useclipplane)
5254 r_refdef.view.numfrustumplanes = 6;
5255 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5258 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5259 PlaneClassify(r_refdef.view.frustum + i);
5261 // LordHavoc: note to all quake engine coders, Quake had a special case
5262 // for 90 degrees which assumed a square view (wrong), so I removed it,
5263 // Quake2 has it disabled as well.
5265 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5266 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5267 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5268 //PlaneClassify(&frustum[0]);
5270 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5271 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5272 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5273 //PlaneClassify(&frustum[1]);
5275 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5276 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5277 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5278 //PlaneClassify(&frustum[2]);
5280 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5281 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5282 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5283 //PlaneClassify(&frustum[3]);
5286 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5287 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5288 //PlaneClassify(&frustum[4]);
5291 static void R_View_UpdateWithScissor(const int *myscissor)
5293 R_Main_ResizeViewCache();
5294 R_View_SetFrustum(myscissor);
5295 R_View_WorldVisibility(r_refdef.view.useclipplane);
5296 R_View_UpdateEntityVisible();
5297 R_View_UpdateEntityLighting();
5300 static void R_View_Update(void)
5302 R_Main_ResizeViewCache();
5303 R_View_SetFrustum(NULL);
5304 R_View_WorldVisibility(r_refdef.view.useclipplane);
5305 R_View_UpdateEntityVisible();
5306 R_View_UpdateEntityLighting();
5309 float viewscalefpsadjusted = 1.0f;
5311 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5313 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5314 scale = bound(0.03125f, scale, 1.0f);
5315 *outwidth = (int)ceil(width * scale);
5316 *outheight = (int)ceil(height * scale);
5319 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5321 const float *customclipplane = NULL;
5323 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5324 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5326 // LordHavoc: couldn't figure out how to make this approach the
5327 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5328 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5329 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5330 dist = r_refdef.view.clipplane.dist;
5331 plane[0] = r_refdef.view.clipplane.normal[0];
5332 plane[1] = r_refdef.view.clipplane.normal[1];
5333 plane[2] = r_refdef.view.clipplane.normal[2];
5335 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5338 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5339 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5341 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5342 if (!r_refdef.view.useperspective)
5343 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);
5344 else if (vid.stencil && r_useinfinitefarclip.integer)
5345 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);
5347 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);
5348 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5349 R_SetViewport(&r_refdef.view.viewport);
5350 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5352 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5353 float screenplane[4];
5354 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5355 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5356 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5357 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5358 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5362 void R_EntityMatrix(const matrix4x4_t *matrix)
5364 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5366 gl_modelmatrixchanged = false;
5367 gl_modelmatrix = *matrix;
5368 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5369 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5370 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5371 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5373 switch(vid.renderpath)
5375 case RENDERPATH_D3D9:
5377 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5378 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5381 case RENDERPATH_D3D10:
5382 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5384 case RENDERPATH_D3D11:
5385 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5387 case RENDERPATH_GL11:
5388 case RENDERPATH_GL13:
5389 case RENDERPATH_GLES1:
5390 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5392 case RENDERPATH_SOFT:
5393 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5394 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5396 case RENDERPATH_GL20:
5397 case RENDERPATH_GLES2:
5398 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5399 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5405 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5407 r_viewport_t viewport;
5411 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5412 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);
5413 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5414 R_SetViewport(&viewport);
5415 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5416 GL_Color(1, 1, 1, 1);
5417 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5418 GL_BlendFunc(GL_ONE, GL_ZERO);
5419 GL_ScissorTest(false);
5420 GL_DepthMask(false);
5421 GL_DepthRange(0, 1);
5422 GL_DepthTest(false);
5423 GL_DepthFunc(GL_LEQUAL);
5424 R_EntityMatrix(&identitymatrix);
5425 R_Mesh_ResetTextureState();
5426 GL_PolygonOffset(0, 0);
5427 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5428 switch(vid.renderpath)
5430 case RENDERPATH_GL11:
5431 case RENDERPATH_GL13:
5432 case RENDERPATH_GL20:
5433 case RENDERPATH_GLES1:
5434 case RENDERPATH_GLES2:
5435 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5437 case RENDERPATH_D3D9:
5438 case RENDERPATH_D3D10:
5439 case RENDERPATH_D3D11:
5440 case RENDERPATH_SOFT:
5443 GL_CullFace(GL_NONE);
5448 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5452 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5455 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5459 R_SetupView(true, fbo, depthtexture, colortexture);
5460 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5461 GL_Color(1, 1, 1, 1);
5462 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5463 GL_BlendFunc(GL_ONE, GL_ZERO);
5464 GL_ScissorTest(true);
5466 GL_DepthRange(0, 1);
5468 GL_DepthFunc(GL_LEQUAL);
5469 R_EntityMatrix(&identitymatrix);
5470 R_Mesh_ResetTextureState();
5471 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5472 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5473 switch(vid.renderpath)
5475 case RENDERPATH_GL11:
5476 case RENDERPATH_GL13:
5477 case RENDERPATH_GL20:
5478 case RENDERPATH_GLES1:
5479 case RENDERPATH_GLES2:
5480 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5482 case RENDERPATH_D3D9:
5483 case RENDERPATH_D3D10:
5484 case RENDERPATH_D3D11:
5485 case RENDERPATH_SOFT:
5488 GL_CullFace(r_refdef.view.cullface_back);
5493 R_RenderView_UpdateViewVectors
5496 void R_RenderView_UpdateViewVectors(void)
5498 // break apart the view matrix into vectors for various purposes
5499 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5500 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5501 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5502 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5503 // make an inverted copy of the view matrix for tracking sprites
5504 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5507 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5508 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5510 static void R_Water_StartFrame(void)
5513 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5514 r_waterstate_waterplane_t *p;
5515 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5517 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5520 switch(vid.renderpath)
5522 case RENDERPATH_GL20:
5523 case RENDERPATH_D3D9:
5524 case RENDERPATH_D3D10:
5525 case RENDERPATH_D3D11:
5526 case RENDERPATH_SOFT:
5527 case RENDERPATH_GLES2:
5529 case RENDERPATH_GL11:
5530 case RENDERPATH_GL13:
5531 case RENDERPATH_GLES1:
5535 // set waterwidth and waterheight to the water resolution that will be
5536 // used (often less than the screen resolution for faster rendering)
5537 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5539 // calculate desired texture sizes
5540 // can't use water if the card does not support the texture size
5541 if (!r_water.integer || r_showsurfaces.integer)
5542 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5543 else if (vid.support.arb_texture_non_power_of_two)
5545 texturewidth = waterwidth;
5546 textureheight = waterheight;
5547 camerawidth = waterwidth;
5548 cameraheight = waterheight;
5552 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5553 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5554 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5555 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5558 // allocate textures as needed
5559 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))
5561 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5562 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5564 if (p->texture_refraction)
5565 R_FreeTexture(p->texture_refraction);
5566 p->texture_refraction = NULL;
5567 if (p->fbo_refraction)
5568 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5569 p->fbo_refraction = 0;
5570 if (p->texture_reflection)
5571 R_FreeTexture(p->texture_reflection);
5572 p->texture_reflection = NULL;
5573 if (p->fbo_reflection)
5574 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5575 p->fbo_reflection = 0;
5576 if (p->texture_camera)
5577 R_FreeTexture(p->texture_camera);
5578 p->texture_camera = NULL;
5580 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5583 memset(&r_fb.water, 0, sizeof(r_fb.water));
5584 r_fb.water.texturewidth = texturewidth;
5585 r_fb.water.textureheight = textureheight;
5586 r_fb.water.camerawidth = camerawidth;
5587 r_fb.water.cameraheight = cameraheight;
5590 if (r_fb.water.texturewidth)
5592 int scaledwidth, scaledheight;
5594 r_fb.water.enabled = true;
5596 // water resolution is usually reduced
5597 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5598 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5599 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5601 // set up variables that will be used in shader setup
5602 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5603 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5604 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5605 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5608 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5609 r_fb.water.numwaterplanes = 0;
5612 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5614 int planeindex, bestplaneindex, vertexindex;
5615 vec3_t mins, maxs, normal, center, v, n;
5616 vec_t planescore, bestplanescore;
5618 r_waterstate_waterplane_t *p;
5619 texture_t *t = R_GetCurrentTexture(surface->texture);
5621 rsurface.texture = t;
5622 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5623 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5624 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5626 // average the vertex normals, find the surface bounds (after deformvertexes)
5627 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5628 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5629 VectorCopy(n, normal);
5630 VectorCopy(v, mins);
5631 VectorCopy(v, maxs);
5632 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5634 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5635 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5636 VectorAdd(normal, n, normal);
5637 mins[0] = min(mins[0], v[0]);
5638 mins[1] = min(mins[1], v[1]);
5639 mins[2] = min(mins[2], v[2]);
5640 maxs[0] = max(maxs[0], v[0]);
5641 maxs[1] = max(maxs[1], v[1]);
5642 maxs[2] = max(maxs[2], v[2]);
5644 VectorNormalize(normal);
5645 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5647 VectorCopy(normal, plane.normal);
5648 VectorNormalize(plane.normal);
5649 plane.dist = DotProduct(center, plane.normal);
5650 PlaneClassify(&plane);
5651 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5653 // skip backfaces (except if nocullface is set)
5654 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5656 VectorNegate(plane.normal, plane.normal);
5658 PlaneClassify(&plane);
5662 // find a matching plane if there is one
5663 bestplaneindex = -1;
5664 bestplanescore = 1048576.0f;
5665 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5667 if(p->camera_entity == t->camera_entity)
5669 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5670 if (bestplaneindex < 0 || bestplanescore > planescore)
5672 bestplaneindex = planeindex;
5673 bestplanescore = planescore;
5677 planeindex = bestplaneindex;
5678 p = r_fb.water.waterplanes + planeindex;
5680 // if this surface does not fit any known plane rendered this frame, add one
5681 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5683 // store the new plane
5684 planeindex = r_fb.water.numwaterplanes++;
5685 p = r_fb.water.waterplanes + planeindex;
5687 // clear materialflags and pvs
5688 p->materialflags = 0;
5689 p->pvsvalid = false;
5690 p->camera_entity = t->camera_entity;
5691 VectorCopy(mins, p->mins);
5692 VectorCopy(maxs, p->maxs);
5696 // merge mins/maxs when we're adding this surface to the plane
5697 p->mins[0] = min(p->mins[0], mins[0]);
5698 p->mins[1] = min(p->mins[1], mins[1]);
5699 p->mins[2] = min(p->mins[2], mins[2]);
5700 p->maxs[0] = max(p->maxs[0], maxs[0]);
5701 p->maxs[1] = max(p->maxs[1], maxs[1]);
5702 p->maxs[2] = max(p->maxs[2], maxs[2]);
5704 // merge this surface's materialflags into the waterplane
5705 p->materialflags |= t->currentmaterialflags;
5706 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5708 // merge this surface's PVS into the waterplane
5709 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5710 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5712 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5718 extern cvar_t r_drawparticles;
5719 extern cvar_t r_drawdecals;
5721 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5724 r_refdef_view_t originalview;
5725 r_refdef_view_t myview;
5726 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;
5727 r_waterstate_waterplane_t *p;
5729 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5732 originalview = r_refdef.view;
5734 // lowquality hack, temporarily shut down some cvars and restore afterwards
5735 qualityreduction = r_water_lowquality.integer;
5736 if (qualityreduction > 0)
5738 if (qualityreduction >= 1)
5740 old_r_shadows = r_shadows.integer;
5741 old_r_worldrtlight = r_shadow_realtime_world.integer;
5742 old_r_dlight = r_shadow_realtime_dlight.integer;
5743 Cvar_SetValueQuick(&r_shadows, 0);
5744 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5745 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5747 if (qualityreduction >= 2)
5749 old_r_dynamic = r_dynamic.integer;
5750 old_r_particles = r_drawparticles.integer;
5751 old_r_decals = r_drawdecals.integer;
5752 Cvar_SetValueQuick(&r_dynamic, 0);
5753 Cvar_SetValueQuick(&r_drawparticles, 0);
5754 Cvar_SetValueQuick(&r_drawdecals, 0);
5758 // make sure enough textures are allocated
5759 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5763 if (!p->texture_refraction)
5764 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5765 if (!p->texture_refraction)
5769 if (r_fb.water.depthtexture == NULL)
5770 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5771 if (p->fbo_refraction == 0)
5772 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5775 else if (p->materialflags & MATERIALFLAG_CAMERA)
5777 if (!p->texture_camera)
5778 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5779 if (!p->texture_camera)
5783 if (r_fb.water.depthtexture == NULL)
5784 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5785 if (p->fbo_camera == 0)
5786 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5790 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5792 if (!p->texture_reflection)
5793 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5794 if (!p->texture_reflection)
5798 if (r_fb.water.depthtexture == NULL)
5799 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5800 if (p->fbo_reflection == 0)
5801 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5807 r_refdef.view = originalview;
5808 r_refdef.view.showdebug = false;
5809 r_refdef.view.width = r_fb.water.waterwidth;
5810 r_refdef.view.height = r_fb.water.waterheight;
5811 r_refdef.view.useclipplane = true;
5812 myview = r_refdef.view;
5813 r_fb.water.renderingscene = true;
5814 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5816 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5818 r_refdef.view = myview;
5819 if(r_water_scissormode.integer)
5821 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5822 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5823 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5826 // render reflected scene and copy into texture
5827 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5828 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5829 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5830 r_refdef.view.clipplane = p->plane;
5831 // reverse the cullface settings for this render
5832 r_refdef.view.cullface_front = GL_FRONT;
5833 r_refdef.view.cullface_back = GL_BACK;
5834 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5836 r_refdef.view.usecustompvs = true;
5838 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5840 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5843 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5844 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5845 R_ClearScreen(r_refdef.fogenabled);
5846 if(r_water_scissormode.integer & 2)
5847 R_View_UpdateWithScissor(myscissor);
5850 R_AnimCache_CacheVisibleEntities();
5851 if(r_water_scissormode.integer & 1)
5852 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5853 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5855 if (!p->fbo_reflection)
5856 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);
5857 r_fb.water.hideplayer = false;
5860 // render the normal view scene and copy into texture
5861 // (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)
5862 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5864 r_refdef.view = myview;
5865 if(r_water_scissormode.integer)
5867 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5868 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5869 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5872 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5874 r_refdef.view.clipplane = p->plane;
5875 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5876 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5878 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5880 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5881 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5882 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5883 R_RenderView_UpdateViewVectors();
5884 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5886 r_refdef.view.usecustompvs = true;
5887 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);
5891 PlaneClassify(&r_refdef.view.clipplane);
5893 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5894 R_ClearScreen(r_refdef.fogenabled);
5895 if(r_water_scissormode.integer & 2)
5896 R_View_UpdateWithScissor(myscissor);
5899 R_AnimCache_CacheVisibleEntities();
5900 if(r_water_scissormode.integer & 1)
5901 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5902 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5904 if (!p->fbo_refraction)
5905 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);
5906 r_fb.water.hideplayer = false;
5908 else if (p->materialflags & MATERIALFLAG_CAMERA)
5910 r_refdef.view = myview;
5912 r_refdef.view.clipplane = p->plane;
5913 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5914 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5916 r_refdef.view.width = r_fb.water.camerawidth;
5917 r_refdef.view.height = r_fb.water.cameraheight;
5918 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5919 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5920 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5921 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5923 if(p->camera_entity)
5925 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5926 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5929 // note: all of the view is used for displaying... so
5930 // there is no use in scissoring
5932 // reverse the cullface settings for this render
5933 r_refdef.view.cullface_front = GL_FRONT;
5934 r_refdef.view.cullface_back = GL_BACK;
5935 // also reverse the view matrix
5936 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
5937 R_RenderView_UpdateViewVectors();
5938 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5940 r_refdef.view.usecustompvs = true;
5941 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);
5944 // camera needs no clipplane
5945 r_refdef.view.useclipplane = false;
5947 PlaneClassify(&r_refdef.view.clipplane);
5949 r_fb.water.hideplayer = false;
5951 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5952 R_ClearScreen(r_refdef.fogenabled);
5954 R_AnimCache_CacheVisibleEntities();
5955 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5958 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);
5959 r_fb.water.hideplayer = false;
5963 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5964 r_fb.water.renderingscene = false;
5965 r_refdef.view = originalview;
5966 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5967 if (!r_fb.water.depthtexture)
5968 R_ClearScreen(r_refdef.fogenabled);
5970 R_AnimCache_CacheVisibleEntities();
5973 r_refdef.view = originalview;
5974 r_fb.water.renderingscene = false;
5975 Cvar_SetValueQuick(&r_water, 0);
5976 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5978 // lowquality hack, restore cvars
5979 if (qualityreduction > 0)
5981 if (qualityreduction >= 1)
5983 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5984 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5985 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5987 if (qualityreduction >= 2)
5989 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5990 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5991 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5996 static void R_Bloom_StartFrame(void)
5999 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6000 int viewwidth, viewheight;
6001 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6002 textype_t textype = TEXTYPE_COLORBUFFER;
6004 switch (vid.renderpath)
6006 case RENDERPATH_GL20:
6007 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6008 if (vid.support.ext_framebuffer_object)
6010 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6011 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6014 case RENDERPATH_GL11:
6015 case RENDERPATH_GL13:
6016 case RENDERPATH_GLES1:
6017 case RENDERPATH_GLES2:
6018 case RENDERPATH_D3D9:
6019 case RENDERPATH_D3D10:
6020 case RENDERPATH_D3D11:
6021 r_fb.usedepthtextures = false;
6023 case RENDERPATH_SOFT:
6024 r_fb.usedepthtextures = true;
6028 if (r_viewscale_fpsscaling.integer)
6030 double actualframetime;
6031 double targetframetime;
6033 actualframetime = r_refdef.lastdrawscreentime;
6034 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6035 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6036 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6037 if (r_viewscale_fpsscaling_stepsize.value > 0)
6038 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6039 viewscalefpsadjusted += adjust;
6040 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6043 viewscalefpsadjusted = 1.0f;
6045 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6047 switch(vid.renderpath)
6049 case RENDERPATH_GL20:
6050 case RENDERPATH_D3D9:
6051 case RENDERPATH_D3D10:
6052 case RENDERPATH_D3D11:
6053 case RENDERPATH_SOFT:
6054 case RENDERPATH_GLES2:
6056 case RENDERPATH_GL11:
6057 case RENDERPATH_GL13:
6058 case RENDERPATH_GLES1:
6062 // set bloomwidth and bloomheight to the bloom resolution that will be
6063 // used (often less than the screen resolution for faster rendering)
6064 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6065 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6066 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6067 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6068 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6070 // calculate desired texture sizes
6071 if (vid.support.arb_texture_non_power_of_two)
6073 screentexturewidth = vid.width;
6074 screentextureheight = vid.height;
6075 bloomtexturewidth = r_fb.bloomwidth;
6076 bloomtextureheight = r_fb.bloomheight;
6080 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6081 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6082 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6083 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6086 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))
6088 Cvar_SetValueQuick(&r_bloom, 0);
6089 Cvar_SetValueQuick(&r_motionblur, 0);
6090 Cvar_SetValueQuick(&r_damageblur, 0);
6093 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6095 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6097 && r_viewscale.value == 1.0f
6098 && !r_viewscale_fpsscaling.integer)
6099 screentexturewidth = screentextureheight = 0;
6100 if (!r_bloom.integer)
6101 bloomtexturewidth = bloomtextureheight = 0;
6103 // allocate textures as needed
6104 if (r_fb.screentexturewidth != screentexturewidth
6105 || r_fb.screentextureheight != screentextureheight
6106 || r_fb.bloomtexturewidth != bloomtexturewidth
6107 || r_fb.bloomtextureheight != bloomtextureheight
6108 || r_fb.textype != textype
6109 || useviewfbo != (r_fb.fbo != 0))
6111 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6113 if (r_fb.bloomtexture[i])
6114 R_FreeTexture(r_fb.bloomtexture[i]);
6115 r_fb.bloomtexture[i] = NULL;
6117 if (r_fb.bloomfbo[i])
6118 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6119 r_fb.bloomfbo[i] = 0;
6123 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6126 if (r_fb.colortexture)
6127 R_FreeTexture(r_fb.colortexture);
6128 r_fb.colortexture = NULL;
6130 if (r_fb.depthtexture)
6131 R_FreeTexture(r_fb.depthtexture);
6132 r_fb.depthtexture = NULL;
6134 if (r_fb.ghosttexture)
6135 R_FreeTexture(r_fb.ghosttexture);
6136 r_fb.ghosttexture = NULL;
6138 r_fb.screentexturewidth = screentexturewidth;
6139 r_fb.screentextureheight = screentextureheight;
6140 r_fb.bloomtexturewidth = bloomtexturewidth;
6141 r_fb.bloomtextureheight = bloomtextureheight;
6142 r_fb.textype = textype;
6144 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6146 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6147 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);
6148 r_fb.ghosttexture_valid = false;
6149 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);
6152 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6153 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6154 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6158 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6160 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6162 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);
6164 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6169 // bloom texture is a different resolution
6170 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6171 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6172 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6173 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6174 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6176 // set up a texcoord array for the full resolution screen image
6177 // (we have to keep this around to copy back during final render)
6178 r_fb.screentexcoord2f[0] = 0;
6179 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6180 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6181 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6182 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6183 r_fb.screentexcoord2f[5] = 0;
6184 r_fb.screentexcoord2f[6] = 0;
6185 r_fb.screentexcoord2f[7] = 0;
6189 for (i = 1;i < 8;i += 2)
6191 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6195 // set up a texcoord array for the reduced resolution bloom image
6196 // (which will be additive blended over the screen image)
6197 r_fb.bloomtexcoord2f[0] = 0;
6198 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6199 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6200 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6201 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6202 r_fb.bloomtexcoord2f[5] = 0;
6203 r_fb.bloomtexcoord2f[6] = 0;
6204 r_fb.bloomtexcoord2f[7] = 0;
6206 switch(vid.renderpath)
6208 case RENDERPATH_GL11:
6209 case RENDERPATH_GL13:
6210 case RENDERPATH_GL20:
6211 case RENDERPATH_SOFT:
6212 case RENDERPATH_GLES1:
6213 case RENDERPATH_GLES2:
6215 case RENDERPATH_D3D9:
6216 case RENDERPATH_D3D10:
6217 case RENDERPATH_D3D11:
6218 for (i = 0;i < 4;i++)
6220 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6221 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6222 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6223 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6228 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6231 r_refdef.view.clear = true;
6234 static void R_Bloom_MakeTexture(void)
6237 float xoffset, yoffset, r, brighten;
6239 float colorscale = r_bloom_colorscale.value;
6241 r_refdef.stats.bloom++;
6244 // this copy is unnecessary since it happens in R_BlendView already
6247 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);
6248 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6252 // scale down screen texture to the bloom texture size
6254 r_fb.bloomindex = 0;
6255 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6256 R_SetViewport(&r_fb.bloomviewport);
6257 GL_DepthTest(false);
6258 GL_BlendFunc(GL_ONE, GL_ZERO);
6259 GL_Color(colorscale, colorscale, colorscale, 1);
6260 // 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...
6261 switch(vid.renderpath)
6263 case RENDERPATH_GL11:
6264 case RENDERPATH_GL13:
6265 case RENDERPATH_GL20:
6266 case RENDERPATH_GLES1:
6267 case RENDERPATH_GLES2:
6268 case RENDERPATH_SOFT:
6269 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6271 case RENDERPATH_D3D9:
6272 case RENDERPATH_D3D10:
6273 case RENDERPATH_D3D11:
6274 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6277 // TODO: do boxfilter scale-down in shader?
6278 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6280 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6282 // we now have a properly scaled bloom image
6283 if (!r_fb.bloomfbo[r_fb.bloomindex])
6285 // copy it into the bloom texture
6286 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);
6287 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6290 // multiply bloom image by itself as many times as desired
6291 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6293 intex = r_fb.bloomtexture[r_fb.bloomindex];
6294 r_fb.bloomindex ^= 1;
6295 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6297 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6298 if (!r_fb.bloomfbo[r_fb.bloomindex])
6300 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6301 GL_Color(r,r,r,1); // apply fix factor
6306 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6307 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6308 GL_Color(1,1,1,1); // no fix factor supported here
6310 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6311 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6312 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6313 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6315 if (!r_fb.bloomfbo[r_fb.bloomindex])
6317 // copy the darkened image to a texture
6318 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);
6319 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6323 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6324 brighten = r_bloom_brighten.value;
6325 brighten = sqrt(brighten);
6327 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6329 for (dir = 0;dir < 2;dir++)
6331 intex = r_fb.bloomtexture[r_fb.bloomindex];
6332 r_fb.bloomindex ^= 1;
6333 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6334 // blend on at multiple vertical offsets to achieve a vertical blur
6335 // TODO: do offset blends using GLSL
6336 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6337 GL_BlendFunc(GL_ONE, GL_ZERO);
6338 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6339 for (x = -range;x <= range;x++)
6341 if (!dir){xoffset = 0;yoffset = x;}
6342 else {xoffset = x;yoffset = 0;}
6343 xoffset /= (float)r_fb.bloomtexturewidth;
6344 yoffset /= (float)r_fb.bloomtextureheight;
6345 // compute a texcoord array with the specified x and y offset
6346 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6347 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6348 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6349 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6350 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6351 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6352 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6353 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6354 // this r value looks like a 'dot' particle, fading sharply to
6355 // black at the edges
6356 // (probably not realistic but looks good enough)
6357 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6358 //r = brighten/(range*2+1);
6359 r = brighten / (range * 2 + 1);
6361 r *= (1 - x*x/(float)(range*range));
6362 GL_Color(r, r, r, 1);
6363 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6364 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6365 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6366 GL_BlendFunc(GL_ONE, GL_ONE);
6369 if (!r_fb.bloomfbo[r_fb.bloomindex])
6371 // copy the vertically or horizontally blurred bloom view to a texture
6372 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);
6373 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6378 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6380 unsigned int permutation;
6381 float uservecs[4][4];
6383 switch (vid.renderpath)
6385 case RENDERPATH_GL20:
6386 case RENDERPATH_D3D9:
6387 case RENDERPATH_D3D10:
6388 case RENDERPATH_D3D11:
6389 case RENDERPATH_SOFT:
6390 case RENDERPATH_GLES2:
6392 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6393 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6394 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6395 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6396 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6398 if (r_fb.colortexture)
6402 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);
6403 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6406 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6408 // declare variables
6409 float blur_factor, blur_mouseaccel, blur_velocity;
6410 static float blur_average;
6411 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6413 // set a goal for the factoring
6414 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6415 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6416 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6417 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6418 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6419 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6421 // from the goal, pick an averaged value between goal and last value
6422 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6423 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6425 // enforce minimum amount of blur
6426 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6428 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6430 // calculate values into a standard alpha
6431 cl.motionbluralpha = 1 - exp(-
6433 (r_motionblur.value * blur_factor / 80)
6435 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6438 max(0.0001, cl.time - cl.oldtime) // fps independent
6441 // randomization for the blur value to combat persistent ghosting
6442 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6443 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6446 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6447 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6449 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6450 GL_Color(1, 1, 1, cl.motionbluralpha);
6451 switch(vid.renderpath)
6453 case RENDERPATH_GL11:
6454 case RENDERPATH_GL13:
6455 case RENDERPATH_GL20:
6456 case RENDERPATH_GLES1:
6457 case RENDERPATH_GLES2:
6458 case RENDERPATH_SOFT:
6459 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6461 case RENDERPATH_D3D9:
6462 case RENDERPATH_D3D10:
6463 case RENDERPATH_D3D11:
6464 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6467 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6468 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6469 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6472 // updates old view angles for next pass
6473 VectorCopy(cl.viewangles, blur_oldangles);
6475 // copy view into the ghost texture
6476 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);
6477 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6478 r_fb.ghosttexture_valid = true;
6483 // no r_fb.colortexture means we're rendering to the real fb
6484 // we may still have to do view tint...
6485 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6487 // apply a color tint to the whole view
6488 R_ResetViewRendering2D(0, NULL, NULL);
6489 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6490 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6491 R_SetupShader_Generic_NoTexture(false, true);
6492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6493 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6495 break; // no screen processing, no bloom, skip it
6498 if (r_fb.bloomtexture[0])
6500 // make the bloom texture
6501 R_Bloom_MakeTexture();
6504 #if _MSC_VER >= 1400
6505 #define sscanf sscanf_s
6507 memset(uservecs, 0, sizeof(uservecs));
6508 if (r_glsl_postprocess_uservec1_enable.integer)
6509 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6510 if (r_glsl_postprocess_uservec2_enable.integer)
6511 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6512 if (r_glsl_postprocess_uservec3_enable.integer)
6513 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6514 if (r_glsl_postprocess_uservec4_enable.integer)
6515 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6517 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6518 GL_Color(1, 1, 1, 1);
6519 GL_BlendFunc(GL_ONE, GL_ZERO);
6521 switch(vid.renderpath)
6523 case RENDERPATH_GL20:
6524 case RENDERPATH_GLES2:
6525 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6526 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6527 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6528 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6529 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6530 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]);
6531 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6532 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]);
6533 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]);
6534 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]);
6535 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]);
6536 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6537 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6538 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);
6540 case RENDERPATH_D3D9:
6542 // 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...
6543 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6544 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6545 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6546 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6547 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6548 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6549 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6550 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6551 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6552 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6553 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6554 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6555 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6556 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6559 case RENDERPATH_D3D10:
6560 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6562 case RENDERPATH_D3D11:
6563 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6565 case RENDERPATH_SOFT:
6566 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6567 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6568 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6569 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6570 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6571 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6572 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6573 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6574 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6575 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6576 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6577 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6578 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6579 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6584 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6585 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6587 case RENDERPATH_GL11:
6588 case RENDERPATH_GL13:
6589 case RENDERPATH_GLES1:
6590 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6592 // apply a color tint to the whole view
6593 R_ResetViewRendering2D(0, NULL, NULL);
6594 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6595 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6596 R_SetupShader_Generic_NoTexture(false, true);
6597 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6598 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6604 matrix4x4_t r_waterscrollmatrix;
6606 void R_UpdateFog(void)
6609 if (gamemode == GAME_NEHAHRA)
6611 if (gl_fogenable.integer)
6613 r_refdef.oldgl_fogenable = true;
6614 r_refdef.fog_density = gl_fogdensity.value;
6615 r_refdef.fog_red = gl_fogred.value;
6616 r_refdef.fog_green = gl_foggreen.value;
6617 r_refdef.fog_blue = gl_fogblue.value;
6618 r_refdef.fog_alpha = 1;
6619 r_refdef.fog_start = 0;
6620 r_refdef.fog_end = gl_skyclip.value;
6621 r_refdef.fog_height = 1<<30;
6622 r_refdef.fog_fadedepth = 128;
6624 else if (r_refdef.oldgl_fogenable)
6626 r_refdef.oldgl_fogenable = false;
6627 r_refdef.fog_density = 0;
6628 r_refdef.fog_red = 0;
6629 r_refdef.fog_green = 0;
6630 r_refdef.fog_blue = 0;
6631 r_refdef.fog_alpha = 0;
6632 r_refdef.fog_start = 0;
6633 r_refdef.fog_end = 0;
6634 r_refdef.fog_height = 1<<30;
6635 r_refdef.fog_fadedepth = 128;
6640 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6641 r_refdef.fog_start = max(0, r_refdef.fog_start);
6642 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6644 if (r_refdef.fog_density && r_drawfog.integer)
6646 r_refdef.fogenabled = true;
6647 // this is the point where the fog reaches 0.9986 alpha, which we
6648 // consider a good enough cutoff point for the texture
6649 // (0.9986 * 256 == 255.6)
6650 if (r_fog_exp2.integer)
6651 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6653 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6654 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6655 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6656 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6657 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6658 R_BuildFogHeightTexture();
6659 // fog color was already set
6660 // update the fog texture
6661 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)
6662 R_BuildFogTexture();
6663 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6664 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6667 r_refdef.fogenabled = false;
6670 if (r_refdef.fog_density)
6672 r_refdef.fogcolor[0] = r_refdef.fog_red;
6673 r_refdef.fogcolor[1] = r_refdef.fog_green;
6674 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6676 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6677 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6678 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6679 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6683 VectorCopy(r_refdef.fogcolor, fogvec);
6684 // color.rgb *= ContrastBoost * SceneBrightness;
6685 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6686 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6687 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6688 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6693 void R_UpdateVariables(void)
6697 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6699 r_refdef.farclip = r_farclip_base.value;
6700 if (r_refdef.scene.worldmodel)
6701 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6702 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6704 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6705 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6706 r_refdef.polygonfactor = 0;
6707 r_refdef.polygonoffset = 0;
6708 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6709 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6711 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6712 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6713 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6714 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6715 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6716 if (FAKELIGHT_ENABLED)
6718 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6720 else if (r_refdef.scene.worldmodel)
6722 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6724 if (r_showsurfaces.integer)
6726 r_refdef.scene.rtworld = false;
6727 r_refdef.scene.rtworldshadows = false;
6728 r_refdef.scene.rtdlight = false;
6729 r_refdef.scene.rtdlightshadows = false;
6730 r_refdef.lightmapintensity = 0;
6733 switch(vid.renderpath)
6735 case RENDERPATH_GL20:
6736 case RENDERPATH_D3D9:
6737 case RENDERPATH_D3D10:
6738 case RENDERPATH_D3D11:
6739 case RENDERPATH_SOFT:
6740 case RENDERPATH_GLES2:
6741 if(v_glslgamma.integer && !vid_gammatables_trivial)
6743 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6745 // build GLSL gamma texture
6746 #define RAMPWIDTH 256
6747 unsigned short ramp[RAMPWIDTH * 3];
6748 unsigned char rampbgr[RAMPWIDTH][4];
6751 r_texture_gammaramps_serial = vid_gammatables_serial;
6753 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6754 for(i = 0; i < RAMPWIDTH; ++i)
6756 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6757 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6758 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6761 if (r_texture_gammaramps)
6763 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6767 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6773 // remove GLSL gamma texture
6776 case RENDERPATH_GL11:
6777 case RENDERPATH_GL13:
6778 case RENDERPATH_GLES1:
6783 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6784 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6790 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6791 if( scenetype != r_currentscenetype ) {
6792 // store the old scenetype
6793 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6794 r_currentscenetype = scenetype;
6795 // move in the new scene
6796 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6805 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6807 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6808 if( scenetype == r_currentscenetype ) {
6809 return &r_refdef.scene;
6811 return &r_scenes_store[ scenetype ];
6815 static int R_SortEntities_Compare(const void *ap, const void *bp)
6817 const entity_render_t *a = *(const entity_render_t **)ap;
6818 const entity_render_t *b = *(const entity_render_t **)bp;
6821 if(a->model < b->model)
6823 if(a->model > b->model)
6827 // TODO possibly calculate the REAL skinnum here first using
6829 if(a->skinnum < b->skinnum)
6831 if(a->skinnum > b->skinnum)
6834 // everything we compared is equal
6837 static void R_SortEntities(void)
6839 // below or equal 2 ents, sorting never gains anything
6840 if(r_refdef.scene.numentities <= 2)
6843 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6851 int dpsoftrast_test;
6852 extern cvar_t r_shadow_bouncegrid;
6853 void R_RenderView(void)
6855 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6857 rtexture_t *depthtexture;
6858 rtexture_t *colortexture;
6860 dpsoftrast_test = r_test.integer;
6862 if (r_timereport_active)
6863 R_TimeReport("start");
6864 r_textureframe++; // used only by R_GetCurrentTexture
6865 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6867 if(R_CompileShader_CheckStaticParms())
6870 if (!r_drawentities.integer)
6871 r_refdef.scene.numentities = 0;
6872 else if (r_sortentities.integer)
6875 R_AnimCache_ClearCache();
6876 R_FrameData_NewFrame();
6878 /* adjust for stereo display */
6879 if(R_Stereo_Active())
6881 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);
6882 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6885 if (r_refdef.view.isoverlay)
6887 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6888 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6889 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6890 R_TimeReport("depthclear");
6892 r_refdef.view.showdebug = false;
6894 r_fb.water.enabled = false;
6895 r_fb.water.numwaterplanes = 0;
6897 R_RenderScene(0, NULL, NULL);
6899 r_refdef.view.matrix = originalmatrix;
6905 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6907 r_refdef.view.matrix = originalmatrix;
6911 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6913 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6914 // in sRGB fallback, behave similar to true sRGB: convert this
6915 // value from linear to sRGB
6916 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6918 R_RenderView_UpdateViewVectors();
6920 R_Shadow_UpdateWorldLightSelection();
6922 R_Bloom_StartFrame();
6924 // apply bloom brightness offset
6925 if(r_fb.bloomtexture[0])
6926 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
6928 R_Water_StartFrame();
6930 // now we probably have an fbo to render into
6932 depthtexture = r_fb.depthtexture;
6933 colortexture = r_fb.colortexture;
6936 if (r_timereport_active)
6937 R_TimeReport("viewsetup");
6939 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6941 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6943 R_ClearScreen(r_refdef.fogenabled);
6944 if (r_timereport_active)
6945 R_TimeReport("viewclear");
6947 r_refdef.view.clear = true;
6949 r_refdef.view.showdebug = true;
6952 if (r_timereport_active)
6953 R_TimeReport("visibility");
6955 R_AnimCache_CacheVisibleEntities();
6956 if (r_timereport_active)
6957 R_TimeReport("animcache");
6959 R_Shadow_UpdateBounceGridTexture();
6960 if (r_timereport_active && r_shadow_bouncegrid.integer)
6961 R_TimeReport("bouncegrid");
6963 r_fb.water.numwaterplanes = 0;
6964 if (r_fb.water.enabled)
6965 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6967 R_RenderScene(fbo, depthtexture, colortexture);
6968 r_fb.water.numwaterplanes = 0;
6970 R_BlendView(fbo, depthtexture, colortexture);
6971 if (r_timereport_active)
6972 R_TimeReport("blendview");
6974 GL_Scissor(0, 0, vid.width, vid.height);
6975 GL_ScissorTest(false);
6977 r_refdef.view.matrix = originalmatrix;
6982 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6984 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6986 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6987 if (r_timereport_active)
6988 R_TimeReport("waterworld");
6991 // don't let sound skip if going slow
6992 if (r_refdef.scene.extraupdate)
6995 R_DrawModelsAddWaterPlanes();
6996 if (r_timereport_active)
6997 R_TimeReport("watermodels");
6999 if (r_fb.water.numwaterplanes)
7001 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7002 if (r_timereport_active)
7003 R_TimeReport("waterscenes");
7007 extern cvar_t cl_locs_show;
7008 static void R_DrawLocs(void);
7009 static void R_DrawEntityBBoxes(void);
7010 static void R_DrawModelDecals(void);
7011 extern cvar_t cl_decals_newsystem;
7012 extern qboolean r_shadow_usingdeferredprepass;
7013 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7015 qboolean shadowmapping = false;
7017 if (r_timereport_active)
7018 R_TimeReport("beginscene");
7020 r_refdef.stats.renders++;
7024 // don't let sound skip if going slow
7025 if (r_refdef.scene.extraupdate)
7028 R_MeshQueue_BeginScene();
7032 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);
7034 if (r_timereport_active)
7035 R_TimeReport("skystartframe");
7037 if (cl.csqc_vidvars.drawworld)
7039 // don't let sound skip if going slow
7040 if (r_refdef.scene.extraupdate)
7043 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7045 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7046 if (r_timereport_active)
7047 R_TimeReport("worldsky");
7050 if (R_DrawBrushModelsSky() && r_timereport_active)
7051 R_TimeReport("bmodelsky");
7053 if (skyrendermasked && skyrenderlater)
7055 // we have to force off the water clipping plane while rendering sky
7056 R_SetupView(false, fbo, depthtexture, colortexture);
7058 R_SetupView(true, fbo, depthtexture, colortexture);
7059 if (r_timereport_active)
7060 R_TimeReport("sky");
7064 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7065 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7066 R_Shadow_PrepareModelShadows();
7067 if (r_timereport_active)
7068 R_TimeReport("preparelights");
7070 if (R_Shadow_ShadowMappingEnabled())
7071 shadowmapping = true;
7073 if (r_shadow_usingdeferredprepass)
7074 R_Shadow_DrawPrepass();
7076 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7078 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7079 if (r_timereport_active)
7080 R_TimeReport("worlddepth");
7082 if (r_depthfirst.integer >= 2)
7084 R_DrawModelsDepth();
7085 if (r_timereport_active)
7086 R_TimeReport("modeldepth");
7089 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7091 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7092 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7093 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7094 // don't let sound skip if going slow
7095 if (r_refdef.scene.extraupdate)
7099 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7101 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7102 if (r_timereport_active)
7103 R_TimeReport("world");
7106 // don't let sound skip if going slow
7107 if (r_refdef.scene.extraupdate)
7111 if (r_timereport_active)
7112 R_TimeReport("models");
7114 // don't let sound skip if going slow
7115 if (r_refdef.scene.extraupdate)
7118 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7120 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7121 R_DrawModelShadows(fbo, depthtexture, colortexture);
7122 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7123 // don't let sound skip if going slow
7124 if (r_refdef.scene.extraupdate)
7128 if (!r_shadow_usingdeferredprepass)
7130 R_Shadow_DrawLights();
7131 if (r_timereport_active)
7132 R_TimeReport("rtlights");
7135 // don't let sound skip if going slow
7136 if (r_refdef.scene.extraupdate)
7139 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7141 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7142 R_DrawModelShadows(fbo, depthtexture, colortexture);
7143 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7144 // don't let sound skip if going slow
7145 if (r_refdef.scene.extraupdate)
7149 if (cl.csqc_vidvars.drawworld)
7151 if (cl_decals_newsystem.integer)
7153 R_DrawModelDecals();
7154 if (r_timereport_active)
7155 R_TimeReport("modeldecals");
7160 if (r_timereport_active)
7161 R_TimeReport("decals");
7165 if (r_timereport_active)
7166 R_TimeReport("particles");
7169 if (r_timereport_active)
7170 R_TimeReport("explosions");
7172 R_DrawLightningBeams();
7173 if (r_timereport_active)
7174 R_TimeReport("lightning");
7178 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7180 if (r_refdef.view.showdebug)
7182 if (cl_locs_show.integer)
7185 if (r_timereport_active)
7186 R_TimeReport("showlocs");
7189 if (r_drawportals.integer)
7192 if (r_timereport_active)
7193 R_TimeReport("portals");
7196 if (r_showbboxes.value > 0)
7198 R_DrawEntityBBoxes();
7199 if (r_timereport_active)
7200 R_TimeReport("bboxes");
7204 if (r_transparent.integer)
7206 R_MeshQueue_RenderTransparent();
7207 if (r_timereport_active)
7208 R_TimeReport("drawtrans");
7211 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))
7213 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7214 if (r_timereport_active)
7215 R_TimeReport("worlddebug");
7216 R_DrawModelsDebug();
7217 if (r_timereport_active)
7218 R_TimeReport("modeldebug");
7221 if (cl.csqc_vidvars.drawworld)
7223 R_Shadow_DrawCoronas();
7224 if (r_timereport_active)
7225 R_TimeReport("coronas");
7230 GL_DepthTest(false);
7231 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7232 GL_Color(1, 1, 1, 1);
7233 qglBegin(GL_POLYGON);
7234 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7235 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7236 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7237 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7239 qglBegin(GL_POLYGON);
7240 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]);
7241 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]);
7242 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]);
7243 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]);
7245 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7249 // don't let sound skip if going slow
7250 if (r_refdef.scene.extraupdate)
7254 static const unsigned short bboxelements[36] =
7264 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7267 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7269 RSurf_ActiveWorldEntity();
7271 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7272 GL_DepthMask(false);
7273 GL_DepthRange(0, 1);
7274 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7275 // R_Mesh_ResetTextureState();
7277 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7278 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7279 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7280 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7281 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7282 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7283 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7284 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7285 R_FillColors(color4f, 8, cr, cg, cb, ca);
7286 if (r_refdef.fogenabled)
7288 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7290 f1 = RSurf_FogVertex(v);
7292 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7293 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7294 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7297 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7298 R_Mesh_ResetTextureState();
7299 R_SetupShader_Generic_NoTexture(false, false);
7300 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7303 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7305 prvm_prog_t *prog = SVVM_prog;
7308 prvm_edict_t *edict;
7310 // this function draws bounding boxes of server entities
7314 GL_CullFace(GL_NONE);
7315 R_SetupShader_Generic_NoTexture(false, false);
7317 for (i = 0;i < numsurfaces;i++)
7319 edict = PRVM_EDICT_NUM(surfacelist[i]);
7320 switch ((int)PRVM_serveredictfloat(edict, solid))
7322 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7323 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7324 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7325 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7326 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7327 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7328 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7330 color[3] *= r_showbboxes.value;
7331 color[3] = bound(0, color[3], 1);
7332 GL_DepthTest(!r_showdisabledepthtest.integer);
7333 GL_CullFace(r_refdef.view.cullface_front);
7334 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7338 static void R_DrawEntityBBoxes(void)
7341 prvm_edict_t *edict;
7343 prvm_prog_t *prog = SVVM_prog;
7345 // this function draws bounding boxes of server entities
7349 for (i = 0;i < prog->num_edicts;i++)
7351 edict = PRVM_EDICT_NUM(i);
7352 if (edict->priv.server->free)
7354 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7355 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7357 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7359 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7360 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7364 static const int nomodelelement3i[24] =
7376 static const unsigned short nomodelelement3s[24] =
7388 static const float nomodelvertex3f[6*3] =
7398 static const float nomodelcolor4f[6*4] =
7400 0.0f, 0.0f, 0.5f, 1.0f,
7401 0.0f, 0.0f, 0.5f, 1.0f,
7402 0.0f, 0.5f, 0.0f, 1.0f,
7403 0.0f, 0.5f, 0.0f, 1.0f,
7404 0.5f, 0.0f, 0.0f, 1.0f,
7405 0.5f, 0.0f, 0.0f, 1.0f
7408 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7414 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);
7416 // this is only called once per entity so numsurfaces is always 1, and
7417 // surfacelist is always {0}, so this code does not handle batches
7419 if (rsurface.ent_flags & RENDER_ADDITIVE)
7421 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7422 GL_DepthMask(false);
7424 else if (rsurface.colormod[3] < 1)
7426 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7427 GL_DepthMask(false);
7431 GL_BlendFunc(GL_ONE, GL_ZERO);
7434 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7435 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7436 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7437 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7438 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7439 for (i = 0, c = color4f;i < 6;i++, c += 4)
7441 c[0] *= rsurface.colormod[0];
7442 c[1] *= rsurface.colormod[1];
7443 c[2] *= rsurface.colormod[2];
7444 c[3] *= rsurface.colormod[3];
7446 if (r_refdef.fogenabled)
7448 for (i = 0, c = color4f;i < 6;i++, c += 4)
7450 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7452 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7453 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7454 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7457 // R_Mesh_ResetTextureState();
7458 R_SetupShader_Generic_NoTexture(false, false);
7459 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7460 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7463 void R_DrawNoModel(entity_render_t *ent)
7466 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7467 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7468 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7470 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7473 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7475 vec3_t right1, right2, diff, normal;
7477 VectorSubtract (org2, org1, normal);
7479 // calculate 'right' vector for start
7480 VectorSubtract (r_refdef.view.origin, org1, diff);
7481 CrossProduct (normal, diff, right1);
7482 VectorNormalize (right1);
7484 // calculate 'right' vector for end
7485 VectorSubtract (r_refdef.view.origin, org2, diff);
7486 CrossProduct (normal, diff, right2);
7487 VectorNormalize (right2);
7489 vert[ 0] = org1[0] + width * right1[0];
7490 vert[ 1] = org1[1] + width * right1[1];
7491 vert[ 2] = org1[2] + width * right1[2];
7492 vert[ 3] = org1[0] - width * right1[0];
7493 vert[ 4] = org1[1] - width * right1[1];
7494 vert[ 5] = org1[2] - width * right1[2];
7495 vert[ 6] = org2[0] - width * right2[0];
7496 vert[ 7] = org2[1] - width * right2[1];
7497 vert[ 8] = org2[2] - width * right2[2];
7498 vert[ 9] = org2[0] + width * right2[0];
7499 vert[10] = org2[1] + width * right2[1];
7500 vert[11] = org2[2] + width * right2[2];
7503 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)
7505 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7506 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7507 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7508 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7509 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7510 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7511 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7512 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7513 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7514 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7515 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7516 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7519 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7524 VectorSet(v, x, y, z);
7525 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7526 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7528 if (i == mesh->numvertices)
7530 if (mesh->numvertices < mesh->maxvertices)
7532 VectorCopy(v, vertex3f);
7533 mesh->numvertices++;
7535 return mesh->numvertices;
7541 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7545 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7546 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7547 e = mesh->element3i + mesh->numtriangles * 3;
7548 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7550 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7551 if (mesh->numtriangles < mesh->maxtriangles)
7556 mesh->numtriangles++;
7558 element[1] = element[2];
7562 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7566 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7567 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7568 e = mesh->element3i + mesh->numtriangles * 3;
7569 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7571 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7572 if (mesh->numtriangles < mesh->maxtriangles)
7577 mesh->numtriangles++;
7579 element[1] = element[2];
7583 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7584 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7586 int planenum, planenum2;
7589 mplane_t *plane, *plane2;
7591 double temppoints[2][256*3];
7592 // figure out how large a bounding box we need to properly compute this brush
7594 for (w = 0;w < numplanes;w++)
7595 maxdist = max(maxdist, fabs(planes[w].dist));
7596 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7597 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7598 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7602 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7603 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7605 if (planenum2 == planenum)
7607 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);
7610 if (tempnumpoints < 3)
7612 // generate elements forming a triangle fan for this polygon
7613 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7617 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)
7619 texturelayer_t *layer;
7620 layer = t->currentlayers + t->currentnumlayers++;
7622 layer->depthmask = depthmask;
7623 layer->blendfunc1 = blendfunc1;
7624 layer->blendfunc2 = blendfunc2;
7625 layer->texture = texture;
7626 layer->texmatrix = *matrix;
7627 layer->color[0] = r;
7628 layer->color[1] = g;
7629 layer->color[2] = b;
7630 layer->color[3] = a;
7633 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7635 if(parms[0] == 0 && parms[1] == 0)
7637 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7638 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7643 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7646 index = parms[2] + rsurface.shadertime * parms[3];
7647 index -= floor(index);
7648 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7651 case Q3WAVEFUNC_NONE:
7652 case Q3WAVEFUNC_NOISE:
7653 case Q3WAVEFUNC_COUNT:
7656 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7657 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7658 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7659 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7660 case Q3WAVEFUNC_TRIANGLE:
7662 f = index - floor(index);
7675 f = parms[0] + parms[1] * f;
7676 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7677 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7681 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7687 matrix4x4_t matrix, temp;
7688 switch(tcmod->tcmod)
7692 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7693 matrix = r_waterscrollmatrix;
7695 matrix = identitymatrix;
7697 case Q3TCMOD_ENTITYTRANSLATE:
7698 // this is used in Q3 to allow the gamecode to control texcoord
7699 // scrolling on the entity, which is not supported in darkplaces yet.
7700 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7702 case Q3TCMOD_ROTATE:
7703 f = tcmod->parms[0] * rsurface.shadertime;
7704 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7705 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7706 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7709 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7711 case Q3TCMOD_SCROLL:
7712 // extra care is needed because of precision breakdown with large values of time
7713 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7714 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7715 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7717 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7718 w = (int) tcmod->parms[0];
7719 h = (int) tcmod->parms[1];
7720 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7722 idx = (int) floor(f * w * h);
7723 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7725 case Q3TCMOD_STRETCH:
7726 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7727 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7729 case Q3TCMOD_TRANSFORM:
7730 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7731 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7732 VectorSet(tcmat + 6, 0 , 0 , 1);
7733 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7734 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7736 case Q3TCMOD_TURBULENT:
7737 // this is handled in the RSurf_PrepareVertices function
7738 matrix = identitymatrix;
7742 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7745 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7747 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7748 char name[MAX_QPATH];
7749 skinframe_t *skinframe;
7750 unsigned char pixels[296*194];
7751 strlcpy(cache->name, skinname, sizeof(cache->name));
7752 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7753 if (developer_loading.integer)
7754 Con_Printf("loading %s\n", name);
7755 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7756 if (!skinframe || !skinframe->base)
7759 fs_offset_t filesize;
7761 f = FS_LoadFile(name, tempmempool, true, &filesize);
7764 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7765 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7769 cache->skinframe = skinframe;
7772 texture_t *R_GetCurrentTexture(texture_t *t)
7775 const entity_render_t *ent = rsurface.entity;
7776 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7777 q3shaderinfo_layer_tcmod_t *tcmod;
7779 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7780 return t->currentframe;
7781 t->update_lastrenderframe = r_textureframe;
7782 t->update_lastrenderentity = (void *)ent;
7784 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7785 t->camera_entity = ent->entitynumber;
7787 t->camera_entity = 0;
7789 // switch to an alternate material if this is a q1bsp animated material
7791 texture_t *texture = t;
7792 int s = rsurface.ent_skinnum;
7793 if ((unsigned int)s >= (unsigned int)model->numskins)
7795 if (model->skinscenes)
7797 if (model->skinscenes[s].framecount > 1)
7798 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7800 s = model->skinscenes[s].firstframe;
7803 t = t + s * model->num_surfaces;
7806 // use an alternate animation if the entity's frame is not 0,
7807 // and only if the texture has an alternate animation
7808 if (rsurface.ent_alttextures && t->anim_total[1])
7809 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7811 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7813 texture->currentframe = t;
7816 // update currentskinframe to be a qw skin or animation frame
7817 if (rsurface.ent_qwskin >= 0)
7819 i = rsurface.ent_qwskin;
7820 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7822 r_qwskincache_size = cl.maxclients;
7824 Mem_Free(r_qwskincache);
7825 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7827 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7828 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7829 t->currentskinframe = r_qwskincache[i].skinframe;
7830 if (t->currentskinframe == NULL)
7831 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7833 else if (t->numskinframes >= 2)
7834 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7835 if (t->backgroundnumskinframes >= 2)
7836 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7838 t->currentmaterialflags = t->basematerialflags;
7839 t->currentalpha = rsurface.colormod[3];
7840 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7841 t->currentalpha *= r_wateralpha.value;
7842 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7843 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7844 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7845 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7846 if (!(rsurface.ent_flags & RENDER_LIGHT))
7847 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7848 else if (FAKELIGHT_ENABLED)
7850 // no modellight if using fakelight for the map
7852 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7854 // pick a model lighting mode
7855 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7856 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7858 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7860 if (rsurface.ent_flags & RENDER_ADDITIVE)
7861 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7862 else if (t->currentalpha < 1)
7863 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7864 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7865 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7866 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7867 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7868 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7869 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7870 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7871 if (t->backgroundnumskinframes)
7872 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7873 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7875 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7876 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7879 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7880 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7882 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7883 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7885 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7886 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7888 // there is no tcmod
7889 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7891 t->currenttexmatrix = r_waterscrollmatrix;
7892 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7894 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7896 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7897 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7900 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7901 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7902 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7903 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7905 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7906 if (t->currentskinframe->qpixels)
7907 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7908 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7909 if (!t->basetexture)
7910 t->basetexture = r_texture_notexture;
7911 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7912 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7913 t->nmaptexture = t->currentskinframe->nmap;
7914 if (!t->nmaptexture)
7915 t->nmaptexture = r_texture_blanknormalmap;
7916 t->glosstexture = r_texture_black;
7917 t->glowtexture = t->currentskinframe->glow;
7918 t->fogtexture = t->currentskinframe->fog;
7919 t->reflectmasktexture = t->currentskinframe->reflect;
7920 if (t->backgroundnumskinframes)
7922 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7923 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7924 t->backgroundglosstexture = r_texture_black;
7925 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7926 if (!t->backgroundnmaptexture)
7927 t->backgroundnmaptexture = r_texture_blanknormalmap;
7928 // make sure that if glow is going to be used, both textures are not NULL
7929 if (!t->backgroundglowtexture && t->glowtexture)
7930 t->backgroundglowtexture = r_texture_black;
7931 if (!t->glowtexture && t->backgroundglowtexture)
7932 t->glowtexture = r_texture_black;
7936 t->backgroundbasetexture = r_texture_white;
7937 t->backgroundnmaptexture = r_texture_blanknormalmap;
7938 t->backgroundglosstexture = r_texture_black;
7939 t->backgroundglowtexture = NULL;
7941 t->specularpower = r_shadow_glossexponent.value;
7942 // TODO: store reference values for these in the texture?
7943 t->specularscale = 0;
7944 if (r_shadow_gloss.integer > 0)
7946 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7948 if (r_shadow_glossintensity.value > 0)
7950 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7951 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7952 t->specularscale = r_shadow_glossintensity.value;
7955 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7957 t->glosstexture = r_texture_white;
7958 t->backgroundglosstexture = r_texture_white;
7959 t->specularscale = r_shadow_gloss2intensity.value;
7960 t->specularpower = r_shadow_gloss2exponent.value;
7963 t->specularscale *= t->specularscalemod;
7964 t->specularpower *= t->specularpowermod;
7965 t->rtlightambient = 0;
7967 // lightmaps mode looks bad with dlights using actual texturing, so turn
7968 // off the colormap and glossmap, but leave the normalmap on as it still
7969 // accurately represents the shading involved
7970 if (gl_lightmaps.integer)
7972 t->basetexture = r_texture_grey128;
7973 t->pantstexture = r_texture_black;
7974 t->shirttexture = r_texture_black;
7975 t->nmaptexture = r_texture_blanknormalmap;
7976 t->glosstexture = r_texture_black;
7977 t->glowtexture = NULL;
7978 t->fogtexture = NULL;
7979 t->reflectmasktexture = NULL;
7980 t->backgroundbasetexture = NULL;
7981 t->backgroundnmaptexture = r_texture_blanknormalmap;
7982 t->backgroundglosstexture = r_texture_black;
7983 t->backgroundglowtexture = NULL;
7984 t->specularscale = 0;
7985 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7988 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7989 VectorClear(t->dlightcolor);
7990 t->currentnumlayers = 0;
7991 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7993 int blendfunc1, blendfunc2;
7995 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7997 blendfunc1 = GL_SRC_ALPHA;
7998 blendfunc2 = GL_ONE;
8000 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8002 blendfunc1 = GL_SRC_ALPHA;
8003 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8005 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8007 blendfunc1 = t->customblendfunc[0];
8008 blendfunc2 = t->customblendfunc[1];
8012 blendfunc1 = GL_ONE;
8013 blendfunc2 = GL_ZERO;
8015 // don't colormod evilblend textures
8016 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8017 VectorSet(t->lightmapcolor, 1, 1, 1);
8018 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8019 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8021 // fullbright is not affected by r_refdef.lightmapintensity
8022 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]);
8023 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8024 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]);
8025 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8026 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]);
8030 vec3_t ambientcolor;
8032 // set the color tint used for lights affecting this surface
8033 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8035 // q3bsp has no lightmap updates, so the lightstylevalue that
8036 // would normally be baked into the lightmap must be
8037 // applied to the color
8038 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8039 if (model->type == mod_brushq3)
8040 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8041 colorscale *= r_refdef.lightmapintensity;
8042 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8043 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8044 // basic lit geometry
8045 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]);
8046 // add pants/shirt if needed
8047 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8048 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]);
8049 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8050 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]);
8051 // now add ambient passes if needed
8052 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8054 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]);
8055 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8056 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]);
8057 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8058 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]);
8061 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8062 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]);
8063 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8065 // if this is opaque use alpha blend which will darken the earlier
8068 // if this is an alpha blended material, all the earlier passes
8069 // were darkened by fog already, so we only need to add the fog
8070 // color ontop through the fog mask texture
8072 // if this is an additive blended material, all the earlier passes
8073 // were darkened by fog already, and we should not add fog color
8074 // (because the background was not darkened, there is no fog color
8075 // that was lost behind it).
8076 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]);
8080 return t->currentframe;
8083 rsurfacestate_t rsurface;
8085 void RSurf_ActiveWorldEntity(void)
8087 dp_model_t *model = r_refdef.scene.worldmodel;
8088 //if (rsurface.entity == r_refdef.scene.worldentity)
8090 rsurface.entity = r_refdef.scene.worldentity;
8091 rsurface.skeleton = NULL;
8092 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8093 rsurface.ent_skinnum = 0;
8094 rsurface.ent_qwskin = -1;
8095 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8096 rsurface.shadertime = r_refdef.scene.time;
8097 rsurface.matrix = identitymatrix;
8098 rsurface.inversematrix = identitymatrix;
8099 rsurface.matrixscale = 1;
8100 rsurface.inversematrixscale = 1;
8101 R_EntityMatrix(&identitymatrix);
8102 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8103 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8104 rsurface.fograngerecip = r_refdef.fograngerecip;
8105 rsurface.fogheightfade = r_refdef.fogheightfade;
8106 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8107 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8108 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8109 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8110 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8111 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8112 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8113 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8114 rsurface.colormod[3] = 1;
8115 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);
8116 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8117 rsurface.frameblend[0].lerp = 1;
8118 rsurface.ent_alttextures = false;
8119 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8120 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8121 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8122 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8123 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8124 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8125 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8126 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8127 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8128 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8129 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8130 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8131 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8132 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8133 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8134 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8135 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8136 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8137 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8138 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8139 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8140 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8141 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8142 rsurface.modelelement3i = model->surfmesh.data_element3i;
8143 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8144 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8145 rsurface.modelelement3s = model->surfmesh.data_element3s;
8146 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8147 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8148 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8149 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8150 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8151 rsurface.modelsurfaces = model->data_surfaces;
8152 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8153 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8154 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8155 rsurface.modelgeneratedvertex = false;
8156 rsurface.batchgeneratedvertex = false;
8157 rsurface.batchfirstvertex = 0;
8158 rsurface.batchnumvertices = 0;
8159 rsurface.batchfirsttriangle = 0;
8160 rsurface.batchnumtriangles = 0;
8161 rsurface.batchvertex3f = NULL;
8162 rsurface.batchvertex3f_vertexbuffer = NULL;
8163 rsurface.batchvertex3f_bufferoffset = 0;
8164 rsurface.batchsvector3f = NULL;
8165 rsurface.batchsvector3f_vertexbuffer = NULL;
8166 rsurface.batchsvector3f_bufferoffset = 0;
8167 rsurface.batchtvector3f = NULL;
8168 rsurface.batchtvector3f_vertexbuffer = NULL;
8169 rsurface.batchtvector3f_bufferoffset = 0;
8170 rsurface.batchnormal3f = NULL;
8171 rsurface.batchnormal3f_vertexbuffer = NULL;
8172 rsurface.batchnormal3f_bufferoffset = 0;
8173 rsurface.batchlightmapcolor4f = NULL;
8174 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8175 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8176 rsurface.batchtexcoordtexture2f = NULL;
8177 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8178 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8179 rsurface.batchtexcoordlightmap2f = NULL;
8180 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8181 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8182 rsurface.batchvertexmesh = NULL;
8183 rsurface.batchvertexmeshbuffer = NULL;
8184 rsurface.batchvertex3fbuffer = NULL;
8185 rsurface.batchelement3i = NULL;
8186 rsurface.batchelement3i_indexbuffer = NULL;
8187 rsurface.batchelement3i_bufferoffset = 0;
8188 rsurface.batchelement3s = NULL;
8189 rsurface.batchelement3s_indexbuffer = NULL;
8190 rsurface.batchelement3s_bufferoffset = 0;
8191 rsurface.passcolor4f = NULL;
8192 rsurface.passcolor4f_vertexbuffer = NULL;
8193 rsurface.passcolor4f_bufferoffset = 0;
8194 rsurface.forcecurrenttextureupdate = false;
8197 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8199 dp_model_t *model = ent->model;
8200 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8202 rsurface.entity = (entity_render_t *)ent;
8203 rsurface.skeleton = ent->skeleton;
8204 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8205 rsurface.ent_skinnum = ent->skinnum;
8206 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;
8207 rsurface.ent_flags = ent->flags;
8208 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8209 rsurface.matrix = ent->matrix;
8210 rsurface.inversematrix = ent->inversematrix;
8211 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8212 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8213 R_EntityMatrix(&rsurface.matrix);
8214 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8215 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8216 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8217 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8218 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8219 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8220 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8221 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8222 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8223 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8224 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8225 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8226 rsurface.colormod[3] = ent->alpha;
8227 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8228 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8229 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8230 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8231 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8232 if (ent->model->brush.submodel && !prepass)
8234 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8235 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8237 if (model->surfmesh.isanimated && model->AnimateVertices)
8239 if (ent->animcache_vertex3f)
8241 rsurface.modelvertex3f = ent->animcache_vertex3f;
8242 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8243 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8244 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8245 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8246 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8247 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8249 else if (wanttangents)
8251 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8253 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8254 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8256 rsurface.modelvertexmesh = NULL;
8257 rsurface.modelvertexmeshbuffer = NULL;
8258 rsurface.modelvertex3fbuffer = NULL;
8260 else if (wantnormals)
8262 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8263 rsurface.modelsvector3f = NULL;
8264 rsurface.modeltvector3f = NULL;
8265 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8266 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8267 rsurface.modelvertexmesh = NULL;
8268 rsurface.modelvertexmeshbuffer = NULL;
8269 rsurface.modelvertex3fbuffer = NULL;
8273 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8274 rsurface.modelsvector3f = NULL;
8275 rsurface.modeltvector3f = NULL;
8276 rsurface.modelnormal3f = NULL;
8277 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8278 rsurface.modelvertexmesh = NULL;
8279 rsurface.modelvertexmeshbuffer = NULL;
8280 rsurface.modelvertex3fbuffer = NULL;
8282 rsurface.modelvertex3f_vertexbuffer = 0;
8283 rsurface.modelvertex3f_bufferoffset = 0;
8284 rsurface.modelsvector3f_vertexbuffer = 0;
8285 rsurface.modelsvector3f_bufferoffset = 0;
8286 rsurface.modeltvector3f_vertexbuffer = 0;
8287 rsurface.modeltvector3f_bufferoffset = 0;
8288 rsurface.modelnormal3f_vertexbuffer = 0;
8289 rsurface.modelnormal3f_bufferoffset = 0;
8290 rsurface.modelgeneratedvertex = true;
8294 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8295 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8296 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8297 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8298 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8299 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8300 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8301 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8302 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8303 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8304 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8305 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8306 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8307 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8308 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8309 rsurface.modelgeneratedvertex = false;
8311 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8312 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8313 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8314 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8315 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8316 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8317 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8318 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8319 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8320 rsurface.modelelement3i = model->surfmesh.data_element3i;
8321 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8322 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8323 rsurface.modelelement3s = model->surfmesh.data_element3s;
8324 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8325 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8326 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8327 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8328 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8329 rsurface.modelsurfaces = model->data_surfaces;
8330 rsurface.batchgeneratedvertex = false;
8331 rsurface.batchfirstvertex = 0;
8332 rsurface.batchnumvertices = 0;
8333 rsurface.batchfirsttriangle = 0;
8334 rsurface.batchnumtriangles = 0;
8335 rsurface.batchvertex3f = NULL;
8336 rsurface.batchvertex3f_vertexbuffer = NULL;
8337 rsurface.batchvertex3f_bufferoffset = 0;
8338 rsurface.batchsvector3f = NULL;
8339 rsurface.batchsvector3f_vertexbuffer = NULL;
8340 rsurface.batchsvector3f_bufferoffset = 0;
8341 rsurface.batchtvector3f = NULL;
8342 rsurface.batchtvector3f_vertexbuffer = NULL;
8343 rsurface.batchtvector3f_bufferoffset = 0;
8344 rsurface.batchnormal3f = NULL;
8345 rsurface.batchnormal3f_vertexbuffer = NULL;
8346 rsurface.batchnormal3f_bufferoffset = 0;
8347 rsurface.batchlightmapcolor4f = NULL;
8348 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8349 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8350 rsurface.batchtexcoordtexture2f = NULL;
8351 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8352 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8353 rsurface.batchtexcoordlightmap2f = NULL;
8354 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8355 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8356 rsurface.batchvertexmesh = NULL;
8357 rsurface.batchvertexmeshbuffer = NULL;
8358 rsurface.batchvertex3fbuffer = NULL;
8359 rsurface.batchelement3i = NULL;
8360 rsurface.batchelement3i_indexbuffer = NULL;
8361 rsurface.batchelement3i_bufferoffset = 0;
8362 rsurface.batchelement3s = NULL;
8363 rsurface.batchelement3s_indexbuffer = NULL;
8364 rsurface.batchelement3s_bufferoffset = 0;
8365 rsurface.passcolor4f = NULL;
8366 rsurface.passcolor4f_vertexbuffer = NULL;
8367 rsurface.passcolor4f_bufferoffset = 0;
8368 rsurface.forcecurrenttextureupdate = false;
8371 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)
8373 rsurface.entity = r_refdef.scene.worldentity;
8374 rsurface.skeleton = NULL;
8375 rsurface.ent_skinnum = 0;
8376 rsurface.ent_qwskin = -1;
8377 rsurface.ent_flags = entflags;
8378 rsurface.shadertime = r_refdef.scene.time - shadertime;
8379 rsurface.modelnumvertices = numvertices;
8380 rsurface.modelnumtriangles = numtriangles;
8381 rsurface.matrix = *matrix;
8382 rsurface.inversematrix = *inversematrix;
8383 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8384 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8385 R_EntityMatrix(&rsurface.matrix);
8386 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8387 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8388 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8389 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8390 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8391 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8392 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8393 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8394 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8395 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8396 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8397 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8398 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);
8399 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8400 rsurface.frameblend[0].lerp = 1;
8401 rsurface.ent_alttextures = false;
8402 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8403 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8406 rsurface.modelvertex3f = (float *)vertex3f;
8407 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8408 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8409 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8411 else if (wantnormals)
8413 rsurface.modelvertex3f = (float *)vertex3f;
8414 rsurface.modelsvector3f = NULL;
8415 rsurface.modeltvector3f = NULL;
8416 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8420 rsurface.modelvertex3f = (float *)vertex3f;
8421 rsurface.modelsvector3f = NULL;
8422 rsurface.modeltvector3f = NULL;
8423 rsurface.modelnormal3f = NULL;
8425 rsurface.modelvertexmesh = NULL;
8426 rsurface.modelvertexmeshbuffer = NULL;
8427 rsurface.modelvertex3fbuffer = NULL;
8428 rsurface.modelvertex3f_vertexbuffer = 0;
8429 rsurface.modelvertex3f_bufferoffset = 0;
8430 rsurface.modelsvector3f_vertexbuffer = 0;
8431 rsurface.modelsvector3f_bufferoffset = 0;
8432 rsurface.modeltvector3f_vertexbuffer = 0;
8433 rsurface.modeltvector3f_bufferoffset = 0;
8434 rsurface.modelnormal3f_vertexbuffer = 0;
8435 rsurface.modelnormal3f_bufferoffset = 0;
8436 rsurface.modelgeneratedvertex = true;
8437 rsurface.modellightmapcolor4f = (float *)color4f;
8438 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8439 rsurface.modellightmapcolor4f_bufferoffset = 0;
8440 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8441 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8442 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8443 rsurface.modeltexcoordlightmap2f = NULL;
8444 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8445 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8446 rsurface.modelelement3i = (int *)element3i;
8447 rsurface.modelelement3i_indexbuffer = NULL;
8448 rsurface.modelelement3i_bufferoffset = 0;
8449 rsurface.modelelement3s = (unsigned short *)element3s;
8450 rsurface.modelelement3s_indexbuffer = NULL;
8451 rsurface.modelelement3s_bufferoffset = 0;
8452 rsurface.modellightmapoffsets = NULL;
8453 rsurface.modelsurfaces = NULL;
8454 rsurface.batchgeneratedvertex = false;
8455 rsurface.batchfirstvertex = 0;
8456 rsurface.batchnumvertices = 0;
8457 rsurface.batchfirsttriangle = 0;
8458 rsurface.batchnumtriangles = 0;
8459 rsurface.batchvertex3f = NULL;
8460 rsurface.batchvertex3f_vertexbuffer = NULL;
8461 rsurface.batchvertex3f_bufferoffset = 0;
8462 rsurface.batchsvector3f = NULL;
8463 rsurface.batchsvector3f_vertexbuffer = NULL;
8464 rsurface.batchsvector3f_bufferoffset = 0;
8465 rsurface.batchtvector3f = NULL;
8466 rsurface.batchtvector3f_vertexbuffer = NULL;
8467 rsurface.batchtvector3f_bufferoffset = 0;
8468 rsurface.batchnormal3f = NULL;
8469 rsurface.batchnormal3f_vertexbuffer = NULL;
8470 rsurface.batchnormal3f_bufferoffset = 0;
8471 rsurface.batchlightmapcolor4f = NULL;
8472 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8473 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8474 rsurface.batchtexcoordtexture2f = NULL;
8475 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8476 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8477 rsurface.batchtexcoordlightmap2f = NULL;
8478 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8479 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8480 rsurface.batchvertexmesh = NULL;
8481 rsurface.batchvertexmeshbuffer = NULL;
8482 rsurface.batchvertex3fbuffer = NULL;
8483 rsurface.batchelement3i = NULL;
8484 rsurface.batchelement3i_indexbuffer = NULL;
8485 rsurface.batchelement3i_bufferoffset = 0;
8486 rsurface.batchelement3s = NULL;
8487 rsurface.batchelement3s_indexbuffer = NULL;
8488 rsurface.batchelement3s_bufferoffset = 0;
8489 rsurface.passcolor4f = NULL;
8490 rsurface.passcolor4f_vertexbuffer = NULL;
8491 rsurface.passcolor4f_bufferoffset = 0;
8492 rsurface.forcecurrenttextureupdate = true;
8494 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8496 if ((wantnormals || wanttangents) && !normal3f)
8498 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8499 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8501 if (wanttangents && !svector3f)
8503 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8504 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8505 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8510 float RSurf_FogPoint(const float *v)
8512 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8513 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8514 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8515 float FogHeightFade = r_refdef.fogheightfade;
8517 unsigned int fogmasktableindex;
8518 if (r_refdef.fogplaneviewabove)
8519 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8521 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8522 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8523 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8526 float RSurf_FogVertex(const float *v)
8528 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8529 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8530 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8531 float FogHeightFade = rsurface.fogheightfade;
8533 unsigned int fogmasktableindex;
8534 if (r_refdef.fogplaneviewabove)
8535 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8537 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8538 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8539 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8542 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8545 for (i = 0;i < numelements;i++)
8546 outelement3i[i] = inelement3i[i] + adjust;
8549 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8550 extern cvar_t gl_vbo;
8551 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8559 int surfacefirsttriangle;
8560 int surfacenumtriangles;
8561 int surfacefirstvertex;
8562 int surfaceendvertex;
8563 int surfacenumvertices;
8564 int batchnumvertices;
8565 int batchnumtriangles;
8569 qboolean dynamicvertex;
8573 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8575 q3shaderinfo_deform_t *deform;
8576 const msurface_t *surface, *firstsurface;
8577 r_vertexmesh_t *vertexmesh;
8578 if (!texturenumsurfaces)
8580 // find vertex range of this surface batch
8582 firstsurface = texturesurfacelist[0];
8583 firsttriangle = firstsurface->num_firsttriangle;
8584 batchnumvertices = 0;
8585 batchnumtriangles = 0;
8586 firstvertex = endvertex = firstsurface->num_firstvertex;
8587 for (i = 0;i < texturenumsurfaces;i++)
8589 surface = texturesurfacelist[i];
8590 if (surface != firstsurface + i)
8592 surfacefirstvertex = surface->num_firstvertex;
8593 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8594 surfacenumvertices = surface->num_vertices;
8595 surfacenumtriangles = surface->num_triangles;
8596 if (firstvertex > surfacefirstvertex)
8597 firstvertex = surfacefirstvertex;
8598 if (endvertex < surfaceendvertex)
8599 endvertex = surfaceendvertex;
8600 batchnumvertices += surfacenumvertices;
8601 batchnumtriangles += surfacenumtriangles;
8604 // we now know the vertex range used, and if there are any gaps in it
8605 rsurface.batchfirstvertex = firstvertex;
8606 rsurface.batchnumvertices = endvertex - firstvertex;
8607 rsurface.batchfirsttriangle = firsttriangle;
8608 rsurface.batchnumtriangles = batchnumtriangles;
8610 // this variable holds flags for which properties have been updated that
8611 // may require regenerating vertexmesh array...
8614 // check if any dynamic vertex processing must occur
8615 dynamicvertex = false;
8617 // if there is a chance of animated vertex colors, it's a dynamic batch
8618 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8620 dynamicvertex = true;
8621 batchneed |= BATCHNEED_NOGAPS;
8622 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8625 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8627 switch (deform->deform)
8630 case Q3DEFORM_PROJECTIONSHADOW:
8631 case Q3DEFORM_TEXT0:
8632 case Q3DEFORM_TEXT1:
8633 case Q3DEFORM_TEXT2:
8634 case Q3DEFORM_TEXT3:
8635 case Q3DEFORM_TEXT4:
8636 case Q3DEFORM_TEXT5:
8637 case Q3DEFORM_TEXT6:
8638 case Q3DEFORM_TEXT7:
8641 case Q3DEFORM_AUTOSPRITE:
8642 dynamicvertex = true;
8643 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8644 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8646 case Q3DEFORM_AUTOSPRITE2:
8647 dynamicvertex = true;
8648 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8649 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8651 case Q3DEFORM_NORMAL:
8652 dynamicvertex = true;
8653 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8654 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8657 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8658 break; // if wavefunc is a nop, ignore this transform
8659 dynamicvertex = true;
8660 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8661 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8663 case Q3DEFORM_BULGE:
8664 dynamicvertex = true;
8665 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8666 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8669 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8670 break; // if wavefunc is a nop, ignore this transform
8671 dynamicvertex = true;
8672 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8673 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8677 switch(rsurface.texture->tcgen.tcgen)
8680 case Q3TCGEN_TEXTURE:
8682 case Q3TCGEN_LIGHTMAP:
8683 dynamicvertex = true;
8684 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8685 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8687 case Q3TCGEN_VECTOR:
8688 dynamicvertex = true;
8689 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8690 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8692 case Q3TCGEN_ENVIRONMENT:
8693 dynamicvertex = true;
8694 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8695 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8698 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8700 dynamicvertex = true;
8701 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8702 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8705 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8707 dynamicvertex = true;
8708 batchneed |= BATCHNEED_NOGAPS;
8709 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8712 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8714 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8715 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8716 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8717 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8718 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8719 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8720 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8723 // when the model data has no vertex buffer (dynamic mesh), we need to
8725 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8726 batchneed |= BATCHNEED_NOGAPS;
8728 // if needsupdate, we have to do a dynamic vertex batch for sure
8729 if (needsupdate & batchneed)
8730 dynamicvertex = true;
8732 // see if we need to build vertexmesh from arrays
8733 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8734 dynamicvertex = true;
8736 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8737 // also some drivers strongly dislike firstvertex
8738 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8739 dynamicvertex = true;
8741 rsurface.batchvertex3f = rsurface.modelvertex3f;
8742 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8743 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8744 rsurface.batchsvector3f = rsurface.modelsvector3f;
8745 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8746 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8747 rsurface.batchtvector3f = rsurface.modeltvector3f;
8748 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8749 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8750 rsurface.batchnormal3f = rsurface.modelnormal3f;
8751 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8752 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8753 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8754 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8755 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8756 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8757 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8758 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8759 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8760 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8761 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8762 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8763 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8764 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8765 rsurface.batchelement3i = rsurface.modelelement3i;
8766 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8767 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8768 rsurface.batchelement3s = rsurface.modelelement3s;
8769 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8770 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8772 // if any dynamic vertex processing has to occur in software, we copy the
8773 // entire surface list together before processing to rebase the vertices
8774 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8776 // if any gaps exist and we do not have a static vertex buffer, we have to
8777 // copy the surface list together to avoid wasting upload bandwidth on the
8778 // vertices in the gaps.
8780 // if gaps exist and we have a static vertex buffer, we still have to
8781 // combine the index buffer ranges into one dynamic index buffer.
8783 // in all cases we end up with data that can be drawn in one call.
8787 // static vertex data, just set pointers...
8788 rsurface.batchgeneratedvertex = false;
8789 // if there are gaps, we want to build a combined index buffer,
8790 // otherwise use the original static buffer with an appropriate offset
8793 // build a new triangle elements array for this batch
8794 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8795 rsurface.batchfirsttriangle = 0;
8797 for (i = 0;i < texturenumsurfaces;i++)
8799 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8800 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8801 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8802 numtriangles += surfacenumtriangles;
8804 rsurface.batchelement3i_indexbuffer = NULL;
8805 rsurface.batchelement3i_bufferoffset = 0;
8806 rsurface.batchelement3s = NULL;
8807 rsurface.batchelement3s_indexbuffer = NULL;
8808 rsurface.batchelement3s_bufferoffset = 0;
8809 if (endvertex <= 65536)
8811 // make a 16bit (unsigned short) index array if possible
8812 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8813 for (i = 0;i < numtriangles*3;i++)
8814 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8820 // something needs software processing, do it for real...
8821 // we only directly handle separate array data in this case and then
8822 // generate interleaved data if needed...
8823 rsurface.batchgeneratedvertex = true;
8825 // now copy the vertex data into a combined array and make an index array
8826 // (this is what Quake3 does all the time)
8827 //if (gaps || rsurface.batchfirstvertex)
8829 rsurface.batchvertex3fbuffer = NULL;
8830 rsurface.batchvertexmesh = NULL;
8831 rsurface.batchvertexmeshbuffer = NULL;
8832 rsurface.batchvertex3f = NULL;
8833 rsurface.batchvertex3f_vertexbuffer = NULL;
8834 rsurface.batchvertex3f_bufferoffset = 0;
8835 rsurface.batchsvector3f = NULL;
8836 rsurface.batchsvector3f_vertexbuffer = NULL;
8837 rsurface.batchsvector3f_bufferoffset = 0;
8838 rsurface.batchtvector3f = NULL;
8839 rsurface.batchtvector3f_vertexbuffer = NULL;
8840 rsurface.batchtvector3f_bufferoffset = 0;
8841 rsurface.batchnormal3f = NULL;
8842 rsurface.batchnormal3f_vertexbuffer = NULL;
8843 rsurface.batchnormal3f_bufferoffset = 0;
8844 rsurface.batchlightmapcolor4f = NULL;
8845 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8846 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8847 rsurface.batchtexcoordtexture2f = NULL;
8848 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8849 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8850 rsurface.batchtexcoordlightmap2f = NULL;
8851 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8852 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8853 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8854 rsurface.batchelement3i_indexbuffer = NULL;
8855 rsurface.batchelement3i_bufferoffset = 0;
8856 rsurface.batchelement3s = NULL;
8857 rsurface.batchelement3s_indexbuffer = NULL;
8858 rsurface.batchelement3s_bufferoffset = 0;
8859 // we'll only be setting up certain arrays as needed
8860 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8861 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8862 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8863 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8864 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8865 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8866 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8868 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8869 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8871 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8872 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8873 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8874 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8875 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8876 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8879 for (i = 0;i < texturenumsurfaces;i++)
8881 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8882 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8883 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8884 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8885 // copy only the data requested
8886 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8887 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8888 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8890 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8892 if (rsurface.batchvertex3f)
8893 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8895 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8897 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8899 if (rsurface.modelnormal3f)
8900 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8902 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8904 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8906 if (rsurface.modelsvector3f)
8908 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8909 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8913 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8914 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8917 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8919 if (rsurface.modellightmapcolor4f)
8920 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8922 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8924 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8926 if (rsurface.modeltexcoordtexture2f)
8927 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8929 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8931 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8933 if (rsurface.modeltexcoordlightmap2f)
8934 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8936 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8939 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8940 numvertices += surfacenumvertices;
8941 numtriangles += surfacenumtriangles;
8944 // generate a 16bit index array as well if possible
8945 // (in general, dynamic batches fit)
8946 if (numvertices <= 65536)
8948 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8949 for (i = 0;i < numtriangles*3;i++)
8950 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8953 // since we've copied everything, the batch now starts at 0
8954 rsurface.batchfirstvertex = 0;
8955 rsurface.batchnumvertices = batchnumvertices;
8956 rsurface.batchfirsttriangle = 0;
8957 rsurface.batchnumtriangles = batchnumtriangles;
8960 // q1bsp surfaces rendered in vertex color mode have to have colors
8961 // calculated based on lightstyles
8962 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8964 // generate color arrays for the surfaces in this list
8969 const unsigned char *lm;
8970 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8971 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8972 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8974 for (i = 0;i < texturenumsurfaces;i++)
8976 surface = texturesurfacelist[i];
8977 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8978 surfacenumvertices = surface->num_vertices;
8979 if (surface->lightmapinfo->samples)
8981 for (j = 0;j < surfacenumvertices;j++)
8983 lm = surface->lightmapinfo->samples + offsets[j];
8984 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8985 VectorScale(lm, scale, c);
8986 if (surface->lightmapinfo->styles[1] != 255)
8988 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8990 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8991 VectorMA(c, scale, lm, c);
8992 if (surface->lightmapinfo->styles[2] != 255)
8995 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8996 VectorMA(c, scale, lm, c);
8997 if (surface->lightmapinfo->styles[3] != 255)
9000 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9001 VectorMA(c, scale, lm, c);
9008 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);
9014 for (j = 0;j < surfacenumvertices;j++)
9016 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9023 // if vertices are deformed (sprite flares and things in maps, possibly
9024 // water waves, bulges and other deformations), modify the copied vertices
9026 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9028 switch (deform->deform)
9031 case Q3DEFORM_PROJECTIONSHADOW:
9032 case Q3DEFORM_TEXT0:
9033 case Q3DEFORM_TEXT1:
9034 case Q3DEFORM_TEXT2:
9035 case Q3DEFORM_TEXT3:
9036 case Q3DEFORM_TEXT4:
9037 case Q3DEFORM_TEXT5:
9038 case Q3DEFORM_TEXT6:
9039 case Q3DEFORM_TEXT7:
9042 case Q3DEFORM_AUTOSPRITE:
9043 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9044 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9045 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9046 VectorNormalize(newforward);
9047 VectorNormalize(newright);
9048 VectorNormalize(newup);
9049 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9050 // rsurface.batchvertex3f_vertexbuffer = NULL;
9051 // rsurface.batchvertex3f_bufferoffset = 0;
9052 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9053 // rsurface.batchsvector3f_vertexbuffer = NULL;
9054 // rsurface.batchsvector3f_bufferoffset = 0;
9055 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9056 // rsurface.batchtvector3f_vertexbuffer = NULL;
9057 // rsurface.batchtvector3f_bufferoffset = 0;
9058 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9059 // rsurface.batchnormal3f_vertexbuffer = NULL;
9060 // rsurface.batchnormal3f_bufferoffset = 0;
9061 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9062 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9063 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9064 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9065 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);
9066 // a single autosprite surface can contain multiple sprites...
9067 for (j = 0;j < batchnumvertices - 3;j += 4)
9069 VectorClear(center);
9070 for (i = 0;i < 4;i++)
9071 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9072 VectorScale(center, 0.25f, center);
9073 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9074 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9075 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9076 for (i = 0;i < 4;i++)
9078 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9079 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9082 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9083 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9084 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);
9086 case Q3DEFORM_AUTOSPRITE2:
9087 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9088 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9089 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9090 VectorNormalize(newforward);
9091 VectorNormalize(newright);
9092 VectorNormalize(newup);
9093 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9094 // rsurface.batchvertex3f_vertexbuffer = NULL;
9095 // rsurface.batchvertex3f_bufferoffset = 0;
9097 const float *v1, *v2;
9107 memset(shortest, 0, sizeof(shortest));
9108 // a single autosprite surface can contain multiple sprites...
9109 for (j = 0;j < batchnumvertices - 3;j += 4)
9111 VectorClear(center);
9112 for (i = 0;i < 4;i++)
9113 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9114 VectorScale(center, 0.25f, center);
9115 // find the two shortest edges, then use them to define the
9116 // axis vectors for rotating around the central axis
9117 for (i = 0;i < 6;i++)
9119 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9120 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9121 l = VectorDistance2(v1, v2);
9122 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9124 l += (1.0f / 1024.0f);
9125 if (shortest[0].length2 > l || i == 0)
9127 shortest[1] = shortest[0];
9128 shortest[0].length2 = l;
9129 shortest[0].v1 = v1;
9130 shortest[0].v2 = v2;
9132 else if (shortest[1].length2 > l || i == 1)
9134 shortest[1].length2 = l;
9135 shortest[1].v1 = v1;
9136 shortest[1].v2 = v2;
9139 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9140 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9141 // this calculates the right vector from the shortest edge
9142 // and the up vector from the edge midpoints
9143 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9144 VectorNormalize(right);
9145 VectorSubtract(end, start, up);
9146 VectorNormalize(up);
9147 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9148 VectorSubtract(rsurface.localvieworigin, center, forward);
9149 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9150 VectorNegate(forward, forward);
9151 VectorReflect(forward, 0, up, forward);
9152 VectorNormalize(forward);
9153 CrossProduct(up, forward, newright);
9154 VectorNormalize(newright);
9155 // rotate the quad around the up axis vector, this is made
9156 // especially easy by the fact we know the quad is flat,
9157 // so we only have to subtract the center position and
9158 // measure distance along the right vector, and then
9159 // multiply that by the newright vector and add back the
9161 // we also need to subtract the old position to undo the
9162 // displacement from the center, which we do with a
9163 // DotProduct, the subtraction/addition of center is also
9164 // optimized into DotProducts here
9165 l = DotProduct(right, center);
9166 for (i = 0;i < 4;i++)
9168 v1 = rsurface.batchvertex3f + 3*(j+i);
9169 f = DotProduct(right, v1) - l;
9170 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9174 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9176 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9177 // rsurface.batchnormal3f_vertexbuffer = NULL;
9178 // rsurface.batchnormal3f_bufferoffset = 0;
9179 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9181 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9183 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9184 // rsurface.batchsvector3f_vertexbuffer = NULL;
9185 // rsurface.batchsvector3f_bufferoffset = 0;
9186 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9187 // rsurface.batchtvector3f_vertexbuffer = NULL;
9188 // rsurface.batchtvector3f_bufferoffset = 0;
9189 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);
9192 case Q3DEFORM_NORMAL:
9193 // deform the normals to make reflections wavey
9194 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9195 rsurface.batchnormal3f_vertexbuffer = NULL;
9196 rsurface.batchnormal3f_bufferoffset = 0;
9197 for (j = 0;j < batchnumvertices;j++)
9200 float *normal = rsurface.batchnormal3f + 3*j;
9201 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9202 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9203 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9204 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9205 VectorNormalize(normal);
9207 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9209 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9210 // rsurface.batchsvector3f_vertexbuffer = NULL;
9211 // rsurface.batchsvector3f_bufferoffset = 0;
9212 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9213 // rsurface.batchtvector3f_vertexbuffer = NULL;
9214 // rsurface.batchtvector3f_bufferoffset = 0;
9215 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);
9219 // deform vertex array to make wavey water and flags and such
9220 waveparms[0] = deform->waveparms[0];
9221 waveparms[1] = deform->waveparms[1];
9222 waveparms[2] = deform->waveparms[2];
9223 waveparms[3] = deform->waveparms[3];
9224 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9225 break; // if wavefunc is a nop, don't make a dynamic vertex array
9226 // this is how a divisor of vertex influence on deformation
9227 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9228 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9229 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9230 // rsurface.batchvertex3f_vertexbuffer = NULL;
9231 // rsurface.batchvertex3f_bufferoffset = 0;
9232 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9233 // rsurface.batchnormal3f_vertexbuffer = NULL;
9234 // rsurface.batchnormal3f_bufferoffset = 0;
9235 for (j = 0;j < batchnumvertices;j++)
9237 // if the wavefunc depends on time, evaluate it per-vertex
9240 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9241 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9243 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9245 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9246 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9247 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9249 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9250 // rsurface.batchsvector3f_vertexbuffer = NULL;
9251 // rsurface.batchsvector3f_bufferoffset = 0;
9252 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9253 // rsurface.batchtvector3f_vertexbuffer = NULL;
9254 // rsurface.batchtvector3f_bufferoffset = 0;
9255 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);
9258 case Q3DEFORM_BULGE:
9259 // deform vertex array to make the surface have moving bulges
9260 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9261 // rsurface.batchvertex3f_vertexbuffer = NULL;
9262 // rsurface.batchvertex3f_bufferoffset = 0;
9263 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9264 // rsurface.batchnormal3f_vertexbuffer = NULL;
9265 // rsurface.batchnormal3f_bufferoffset = 0;
9266 for (j = 0;j < batchnumvertices;j++)
9268 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9269 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9271 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9272 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9273 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9275 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9276 // rsurface.batchsvector3f_vertexbuffer = NULL;
9277 // rsurface.batchsvector3f_bufferoffset = 0;
9278 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9279 // rsurface.batchtvector3f_vertexbuffer = NULL;
9280 // rsurface.batchtvector3f_bufferoffset = 0;
9281 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);
9285 // deform vertex array
9286 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9287 break; // if wavefunc is a nop, don't make a dynamic vertex array
9288 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9289 VectorScale(deform->parms, scale, waveparms);
9290 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9291 // rsurface.batchvertex3f_vertexbuffer = NULL;
9292 // rsurface.batchvertex3f_bufferoffset = 0;
9293 for (j = 0;j < batchnumvertices;j++)
9294 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9299 // generate texcoords based on the chosen texcoord source
9300 switch(rsurface.texture->tcgen.tcgen)
9303 case Q3TCGEN_TEXTURE:
9305 case Q3TCGEN_LIGHTMAP:
9306 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9307 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9308 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9309 if (rsurface.batchtexcoordlightmap2f)
9310 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9312 case Q3TCGEN_VECTOR:
9313 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9314 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9315 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9316 for (j = 0;j < batchnumvertices;j++)
9318 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9319 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9322 case Q3TCGEN_ENVIRONMENT:
9323 // make environment reflections using a spheremap
9324 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9325 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9326 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9327 for (j = 0;j < batchnumvertices;j++)
9329 // identical to Q3A's method, but executed in worldspace so
9330 // carried models can be shiny too
9332 float viewer[3], d, reflected[3], worldreflected[3];
9334 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9335 // VectorNormalize(viewer);
9337 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9339 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9340 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9341 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9342 // note: this is proportinal to viewer, so we can normalize later
9344 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9345 VectorNormalize(worldreflected);
9347 // note: this sphere map only uses world x and z!
9348 // so positive and negative y will LOOK THE SAME.
9349 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9350 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9354 // the only tcmod that needs software vertex processing is turbulent, so
9355 // check for it here and apply the changes if needed
9356 // and we only support that as the first one
9357 // (handling a mixture of turbulent and other tcmods would be problematic
9358 // without punting it entirely to a software path)
9359 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9361 amplitude = rsurface.texture->tcmods[0].parms[1];
9362 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9363 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9364 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9365 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9366 for (j = 0;j < batchnumvertices;j++)
9368 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);
9369 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9373 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9375 // convert the modified arrays to vertex structs
9376 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9377 // rsurface.batchvertexmeshbuffer = NULL;
9378 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9379 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9380 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9381 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9382 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9383 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9384 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9386 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9388 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9389 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9392 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9393 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9394 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9395 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9396 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9397 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9398 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9399 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9400 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9404 void RSurf_DrawBatch(void)
9406 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9407 // through the pipeline, killing it earlier in the pipeline would have
9408 // per-surface overhead rather than per-batch overhead, so it's best to
9409 // reject it here, before it hits glDraw.
9410 if (rsurface.batchnumtriangles == 0)
9413 // batch debugging code
9414 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9420 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9421 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9424 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9426 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9428 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9429 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);
9436 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);
9439 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9441 // pick the closest matching water plane
9442 int planeindex, vertexindex, bestplaneindex = -1;
9446 r_waterstate_waterplane_t *p;
9447 qboolean prepared = false;
9449 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9451 if(p->camera_entity != rsurface.texture->camera_entity)
9456 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9458 if(rsurface.batchnumvertices == 0)
9461 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9463 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9464 d += fabs(PlaneDiff(vert, &p->plane));
9466 if (bestd > d || bestplaneindex < 0)
9469 bestplaneindex = planeindex;
9472 return bestplaneindex;
9473 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9474 // this situation though, as it might be better to render single larger
9475 // batches with useless stuff (backface culled for example) than to
9476 // render multiple smaller batches
9479 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9482 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9483 rsurface.passcolor4f_vertexbuffer = 0;
9484 rsurface.passcolor4f_bufferoffset = 0;
9485 for (i = 0;i < rsurface.batchnumvertices;i++)
9486 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9489 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9496 if (rsurface.passcolor4f)
9498 // generate color arrays
9499 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9500 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9501 rsurface.passcolor4f_vertexbuffer = 0;
9502 rsurface.passcolor4f_bufferoffset = 0;
9503 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)
9505 f = RSurf_FogVertex(v);
9514 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9515 rsurface.passcolor4f_vertexbuffer = 0;
9516 rsurface.passcolor4f_bufferoffset = 0;
9517 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9519 f = RSurf_FogVertex(v);
9528 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9535 if (!rsurface.passcolor4f)
9537 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9538 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9539 rsurface.passcolor4f_vertexbuffer = 0;
9540 rsurface.passcolor4f_bufferoffset = 0;
9541 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)
9543 f = RSurf_FogVertex(v);
9544 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9545 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9546 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9551 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9556 if (!rsurface.passcolor4f)
9558 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9559 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9560 rsurface.passcolor4f_vertexbuffer = 0;
9561 rsurface.passcolor4f_bufferoffset = 0;
9562 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9571 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9576 if (!rsurface.passcolor4f)
9578 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9579 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9580 rsurface.passcolor4f_vertexbuffer = 0;
9581 rsurface.passcolor4f_bufferoffset = 0;
9582 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9584 c2[0] = c[0] + r_refdef.scene.ambient;
9585 c2[1] = c[1] + r_refdef.scene.ambient;
9586 c2[2] = c[2] + r_refdef.scene.ambient;
9591 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9594 rsurface.passcolor4f = NULL;
9595 rsurface.passcolor4f_vertexbuffer = 0;
9596 rsurface.passcolor4f_bufferoffset = 0;
9597 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9598 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9599 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9600 GL_Color(r, g, b, a);
9601 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9605 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9607 // TODO: optimize applyfog && applycolor case
9608 // just apply fog if necessary, and tint the fog color array if necessary
9609 rsurface.passcolor4f = NULL;
9610 rsurface.passcolor4f_vertexbuffer = 0;
9611 rsurface.passcolor4f_bufferoffset = 0;
9612 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9613 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9614 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9615 GL_Color(r, g, b, a);
9619 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9622 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9623 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9624 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9625 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9626 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9627 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9628 GL_Color(r, g, b, a);
9632 static void RSurf_DrawBatch_GL11_ClampColor(void)
9637 if (!rsurface.passcolor4f)
9639 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9641 c2[0] = bound(0.0f, c1[0], 1.0f);
9642 c2[1] = bound(0.0f, c1[1], 1.0f);
9643 c2[2] = bound(0.0f, c1[2], 1.0f);
9644 c2[3] = bound(0.0f, c1[3], 1.0f);
9648 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9658 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9659 rsurface.passcolor4f_vertexbuffer = 0;
9660 rsurface.passcolor4f_bufferoffset = 0;
9661 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)
9663 f = -DotProduct(r_refdef.view.forward, n);
9665 f = f * 0.85 + 0.15; // work around so stuff won't get black
9666 f *= r_refdef.lightmapintensity;
9667 Vector4Set(c, f, f, f, 1);
9671 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9673 RSurf_DrawBatch_GL11_ApplyFakeLight();
9674 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9675 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9676 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9677 GL_Color(r, g, b, a);
9681 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9689 vec3_t ambientcolor;
9690 vec3_t diffusecolor;
9694 VectorCopy(rsurface.modellight_lightdir, lightdir);
9695 f = 0.5f * r_refdef.lightmapintensity;
9696 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9697 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9698 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9699 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9700 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9701 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9703 if (VectorLength2(diffusecolor) > 0)
9705 // q3-style directional shading
9706 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9707 rsurface.passcolor4f_vertexbuffer = 0;
9708 rsurface.passcolor4f_bufferoffset = 0;
9709 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)
9711 if ((f = DotProduct(n, lightdir)) > 0)
9712 VectorMA(ambientcolor, f, diffusecolor, c);
9714 VectorCopy(ambientcolor, c);
9721 *applycolor = false;
9725 *r = ambientcolor[0];
9726 *g = ambientcolor[1];
9727 *b = ambientcolor[2];
9728 rsurface.passcolor4f = NULL;
9729 rsurface.passcolor4f_vertexbuffer = 0;
9730 rsurface.passcolor4f_bufferoffset = 0;
9734 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9736 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9737 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9738 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9739 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9740 GL_Color(r, g, b, a);
9744 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9752 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9753 rsurface.passcolor4f_vertexbuffer = 0;
9754 rsurface.passcolor4f_bufferoffset = 0;
9756 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9758 f = 1 - RSurf_FogVertex(v);
9766 void RSurf_SetupDepthAndCulling(void)
9768 // submodels are biased to avoid z-fighting with world surfaces that they
9769 // may be exactly overlapping (avoids z-fighting artifacts on certain
9770 // doors and things in Quake maps)
9771 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9772 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9773 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9774 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9777 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9779 // transparent sky would be ridiculous
9780 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9782 R_SetupShader_Generic_NoTexture(false, false);
9783 skyrenderlater = true;
9784 RSurf_SetupDepthAndCulling();
9786 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9787 // skymasking on them, and Quake3 never did sky masking (unlike
9788 // software Quake and software Quake2), so disable the sky masking
9789 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9790 // and skymasking also looks very bad when noclipping outside the
9791 // level, so don't use it then either.
9792 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9794 R_Mesh_ResetTextureState();
9795 if (skyrendermasked)
9797 R_SetupShader_DepthOrShadow(false, false);
9798 // depth-only (masking)
9799 GL_ColorMask(0,0,0,0);
9800 // just to make sure that braindead drivers don't draw
9801 // anything despite that colormask...
9802 GL_BlendFunc(GL_ZERO, GL_ONE);
9803 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9804 if (rsurface.batchvertex3fbuffer)
9805 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9807 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9811 R_SetupShader_Generic_NoTexture(false, false);
9813 GL_BlendFunc(GL_ONE, GL_ZERO);
9814 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9815 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9816 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9819 if (skyrendermasked)
9820 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9822 R_Mesh_ResetTextureState();
9823 GL_Color(1, 1, 1, 1);
9826 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9827 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9828 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9830 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9834 // render screenspace normalmap to texture
9836 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9841 // bind lightmap texture
9843 // water/refraction/reflection/camera surfaces have to be handled specially
9844 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9846 int start, end, startplaneindex;
9847 for (start = 0;start < texturenumsurfaces;start = end)
9849 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9850 if(startplaneindex < 0)
9852 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9853 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9857 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9859 // now that we have a batch using the same planeindex, render it
9860 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9862 // render water or distortion background
9864 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);
9866 // blend surface on top
9867 GL_DepthMask(false);
9868 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9871 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9873 // render surface with reflection texture as input
9874 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9875 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);
9882 // render surface batch normally
9883 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9884 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);
9888 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9890 // OpenGL 1.3 path - anything not completely ancient
9891 qboolean applycolor;
9894 const texturelayer_t *layer;
9895 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);
9896 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9898 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9901 int layertexrgbscale;
9902 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9904 if (layerindex == 0)
9908 GL_AlphaTest(false);
9909 GL_DepthFunc(GL_EQUAL);
9912 GL_DepthMask(layer->depthmask && writedepth);
9913 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9914 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9916 layertexrgbscale = 4;
9917 VectorScale(layer->color, 0.25f, layercolor);
9919 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9921 layertexrgbscale = 2;
9922 VectorScale(layer->color, 0.5f, layercolor);
9926 layertexrgbscale = 1;
9927 VectorScale(layer->color, 1.0f, layercolor);
9929 layercolor[3] = layer->color[3];
9930 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9931 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9932 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9933 switch (layer->type)
9935 case TEXTURELAYERTYPE_LITTEXTURE:
9936 // single-pass lightmapped texture with 2x rgbscale
9937 R_Mesh_TexBind(0, r_texture_white);
9938 R_Mesh_TexMatrix(0, NULL);
9939 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9940 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9941 R_Mesh_TexBind(1, layer->texture);
9942 R_Mesh_TexMatrix(1, &layer->texmatrix);
9943 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9944 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9945 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9946 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9947 else if (FAKELIGHT_ENABLED)
9948 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9949 else if (rsurface.uselightmaptexture)
9950 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9952 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9954 case TEXTURELAYERTYPE_TEXTURE:
9955 // singletexture unlit texture with transparency support
9956 R_Mesh_TexBind(0, layer->texture);
9957 R_Mesh_TexMatrix(0, &layer->texmatrix);
9958 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9959 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9960 R_Mesh_TexBind(1, 0);
9961 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9962 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9964 case TEXTURELAYERTYPE_FOG:
9965 // singletexture fogging
9968 R_Mesh_TexBind(0, layer->texture);
9969 R_Mesh_TexMatrix(0, &layer->texmatrix);
9970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9971 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9975 R_Mesh_TexBind(0, 0);
9976 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9978 R_Mesh_TexBind(1, 0);
9979 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9980 // generate a color array for the fog pass
9981 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9982 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9986 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9991 GL_DepthFunc(GL_LEQUAL);
9992 GL_AlphaTest(false);
9996 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9998 // OpenGL 1.1 - crusty old voodoo path
10001 const texturelayer_t *layer;
10002 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);
10003 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10005 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10007 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10009 if (layerindex == 0)
10010 GL_AlphaTest(true);
10013 GL_AlphaTest(false);
10014 GL_DepthFunc(GL_EQUAL);
10017 GL_DepthMask(layer->depthmask && writedepth);
10018 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10019 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10020 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10021 switch (layer->type)
10023 case TEXTURELAYERTYPE_LITTEXTURE:
10024 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10026 // two-pass lit texture with 2x rgbscale
10027 // first the lightmap pass
10028 R_Mesh_TexBind(0, r_texture_white);
10029 R_Mesh_TexMatrix(0, NULL);
10030 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10031 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10032 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10033 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10034 else if (FAKELIGHT_ENABLED)
10035 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10036 else if (rsurface.uselightmaptexture)
10037 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10039 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10040 // then apply the texture to it
10041 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10042 R_Mesh_TexBind(0, layer->texture);
10043 R_Mesh_TexMatrix(0, &layer->texmatrix);
10044 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10045 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10046 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);
10050 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10051 R_Mesh_TexBind(0, layer->texture);
10052 R_Mesh_TexMatrix(0, &layer->texmatrix);
10053 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10054 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10055 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10056 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);
10058 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);
10061 case TEXTURELAYERTYPE_TEXTURE:
10062 // singletexture unlit texture with transparency support
10063 R_Mesh_TexBind(0, layer->texture);
10064 R_Mesh_TexMatrix(0, &layer->texmatrix);
10065 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10066 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10067 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);
10069 case TEXTURELAYERTYPE_FOG:
10070 // singletexture fogging
10071 if (layer->texture)
10073 R_Mesh_TexBind(0, layer->texture);
10074 R_Mesh_TexMatrix(0, &layer->texmatrix);
10075 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10076 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10080 R_Mesh_TexBind(0, 0);
10081 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10083 // generate a color array for the fog pass
10084 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10085 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10089 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10094 GL_DepthFunc(GL_LEQUAL);
10095 GL_AlphaTest(false);
10099 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10103 r_vertexgeneric_t *batchvertex;
10106 // R_Mesh_ResetTextureState();
10107 R_SetupShader_Generic_NoTexture(false, false);
10109 if(rsurface.texture && rsurface.texture->currentskinframe)
10111 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10112 c[3] *= rsurface.texture->currentalpha;
10122 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10124 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10125 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10126 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10129 // brighten it up (as texture value 127 means "unlit")
10130 c[0] *= 2 * r_refdef.view.colorscale;
10131 c[1] *= 2 * r_refdef.view.colorscale;
10132 c[2] *= 2 * r_refdef.view.colorscale;
10134 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10135 c[3] *= r_wateralpha.value;
10137 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10139 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10140 GL_DepthMask(false);
10142 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10144 GL_BlendFunc(GL_ONE, GL_ONE);
10145 GL_DepthMask(false);
10147 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10149 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10150 GL_DepthMask(false);
10152 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10154 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10155 GL_DepthMask(false);
10159 GL_BlendFunc(GL_ONE, GL_ZERO);
10160 GL_DepthMask(writedepth);
10163 if (r_showsurfaces.integer == 3)
10165 rsurface.passcolor4f = NULL;
10167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10169 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10171 rsurface.passcolor4f = NULL;
10172 rsurface.passcolor4f_vertexbuffer = 0;
10173 rsurface.passcolor4f_bufferoffset = 0;
10175 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10177 qboolean applycolor = true;
10180 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10182 r_refdef.lightmapintensity = 1;
10183 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10184 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10186 else if (FAKELIGHT_ENABLED)
10188 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10190 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10191 RSurf_DrawBatch_GL11_ApplyFakeLight();
10192 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10196 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10198 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10199 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10200 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10203 if(!rsurface.passcolor4f)
10204 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10206 RSurf_DrawBatch_GL11_ApplyAmbient();
10207 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10208 if(r_refdef.fogenabled)
10209 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10210 RSurf_DrawBatch_GL11_ClampColor();
10212 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10213 R_SetupShader_Generic_NoTexture(false, false);
10216 else if (!r_refdef.view.showdebug)
10218 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10219 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10220 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10222 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10223 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10225 R_Mesh_PrepareVertices_Generic_Unlock();
10228 else if (r_showsurfaces.integer == 4)
10230 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10231 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10232 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10234 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10235 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10236 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10238 R_Mesh_PrepareVertices_Generic_Unlock();
10241 else if (r_showsurfaces.integer == 2)
10244 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10245 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10246 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10248 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10249 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10250 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10251 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10252 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10253 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10254 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10256 R_Mesh_PrepareVertices_Generic_Unlock();
10257 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10261 int texturesurfaceindex;
10263 const msurface_t *surface;
10264 float surfacecolor4f[4];
10265 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10266 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10268 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10270 surface = texturesurfacelist[texturesurfaceindex];
10271 k = (int)(((size_t)surface) / sizeof(msurface_t));
10272 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10273 for (j = 0;j < surface->num_vertices;j++)
10275 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10276 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10280 R_Mesh_PrepareVertices_Generic_Unlock();
10285 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10288 RSurf_SetupDepthAndCulling();
10289 if (r_showsurfaces.integer)
10291 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10294 switch (vid.renderpath)
10296 case RENDERPATH_GL20:
10297 case RENDERPATH_D3D9:
10298 case RENDERPATH_D3D10:
10299 case RENDERPATH_D3D11:
10300 case RENDERPATH_SOFT:
10301 case RENDERPATH_GLES2:
10302 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10304 case RENDERPATH_GL13:
10305 case RENDERPATH_GLES1:
10306 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10308 case RENDERPATH_GL11:
10309 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10315 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10318 RSurf_SetupDepthAndCulling();
10319 if (r_showsurfaces.integer)
10321 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10324 switch (vid.renderpath)
10326 case RENDERPATH_GL20:
10327 case RENDERPATH_D3D9:
10328 case RENDERPATH_D3D10:
10329 case RENDERPATH_D3D11:
10330 case RENDERPATH_SOFT:
10331 case RENDERPATH_GLES2:
10332 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10334 case RENDERPATH_GL13:
10335 case RENDERPATH_GLES1:
10336 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10338 case RENDERPATH_GL11:
10339 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10345 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10348 int texturenumsurfaces, endsurface;
10349 texture_t *texture;
10350 const msurface_t *surface;
10351 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10353 // if the model is static it doesn't matter what value we give for
10354 // wantnormals and wanttangents, so this logic uses only rules applicable
10355 // to a model, knowing that they are meaningless otherwise
10356 if (ent == r_refdef.scene.worldentity)
10357 RSurf_ActiveWorldEntity();
10358 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10359 RSurf_ActiveModelEntity(ent, false, false, false);
10362 switch (vid.renderpath)
10364 case RENDERPATH_GL20:
10365 case RENDERPATH_D3D9:
10366 case RENDERPATH_D3D10:
10367 case RENDERPATH_D3D11:
10368 case RENDERPATH_SOFT:
10369 case RENDERPATH_GLES2:
10370 RSurf_ActiveModelEntity(ent, true, true, false);
10372 case RENDERPATH_GL11:
10373 case RENDERPATH_GL13:
10374 case RENDERPATH_GLES1:
10375 RSurf_ActiveModelEntity(ent, true, false, false);
10380 if (r_transparentdepthmasking.integer)
10382 qboolean setup = false;
10383 for (i = 0;i < numsurfaces;i = j)
10386 surface = rsurface.modelsurfaces + surfacelist[i];
10387 texture = surface->texture;
10388 rsurface.texture = R_GetCurrentTexture(texture);
10389 rsurface.lightmaptexture = NULL;
10390 rsurface.deluxemaptexture = NULL;
10391 rsurface.uselightmaptexture = false;
10392 // scan ahead until we find a different texture
10393 endsurface = min(i + 1024, numsurfaces);
10394 texturenumsurfaces = 0;
10395 texturesurfacelist[texturenumsurfaces++] = surface;
10396 for (;j < endsurface;j++)
10398 surface = rsurface.modelsurfaces + surfacelist[j];
10399 if (texture != surface->texture)
10401 texturesurfacelist[texturenumsurfaces++] = surface;
10403 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10405 // render the range of surfaces as depth
10409 GL_ColorMask(0,0,0,0);
10411 GL_DepthTest(true);
10412 GL_BlendFunc(GL_ONE, GL_ZERO);
10413 GL_DepthMask(true);
10414 // R_Mesh_ResetTextureState();
10415 R_SetupShader_DepthOrShadow(false, false);
10417 RSurf_SetupDepthAndCulling();
10418 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10419 if (rsurface.batchvertex3fbuffer)
10420 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10422 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10426 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10429 for (i = 0;i < numsurfaces;i = j)
10432 surface = rsurface.modelsurfaces + surfacelist[i];
10433 texture = surface->texture;
10434 rsurface.texture = R_GetCurrentTexture(texture);
10435 // scan ahead until we find a different texture
10436 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10437 texturenumsurfaces = 0;
10438 texturesurfacelist[texturenumsurfaces++] = surface;
10439 if(FAKELIGHT_ENABLED)
10441 rsurface.lightmaptexture = NULL;
10442 rsurface.deluxemaptexture = NULL;
10443 rsurface.uselightmaptexture = false;
10444 for (;j < endsurface;j++)
10446 surface = rsurface.modelsurfaces + surfacelist[j];
10447 if (texture != surface->texture)
10449 texturesurfacelist[texturenumsurfaces++] = surface;
10454 rsurface.lightmaptexture = surface->lightmaptexture;
10455 rsurface.deluxemaptexture = surface->deluxemaptexture;
10456 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10457 for (;j < endsurface;j++)
10459 surface = rsurface.modelsurfaces + surfacelist[j];
10460 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10462 texturesurfacelist[texturenumsurfaces++] = surface;
10465 // render the range of surfaces
10466 if (ent == r_refdef.scene.worldentity)
10467 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10469 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10471 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10474 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10476 // transparent surfaces get pushed off into the transparent queue
10477 int surfacelistindex;
10478 const msurface_t *surface;
10479 vec3_t tempcenter, center;
10480 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10482 surface = texturesurfacelist[surfacelistindex];
10483 if (r_transparent_sortsurfacesbynearest.integer)
10485 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10486 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10487 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10491 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10492 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10493 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10495 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10496 if (rsurface.entity->transparent_offset) // transparent offset
10498 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10499 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10500 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10502 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10506 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10508 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10510 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10512 RSurf_SetupDepthAndCulling();
10513 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10514 if (rsurface.batchvertex3fbuffer)
10515 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10517 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10521 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10525 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10528 if (!rsurface.texture->currentnumlayers)
10530 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10531 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10533 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10535 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10536 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10537 else if (!rsurface.texture->currentnumlayers)
10539 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10541 // in the deferred case, transparent surfaces were queued during prepass
10542 if (!r_shadow_usingdeferredprepass)
10543 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10547 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10548 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10553 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10556 texture_t *texture;
10557 R_FrameData_SetMark();
10558 // break the surface list down into batches by texture and use of lightmapping
10559 for (i = 0;i < numsurfaces;i = j)
10562 // texture is the base texture pointer, rsurface.texture is the
10563 // current frame/skin the texture is directing us to use (for example
10564 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10565 // use skin 1 instead)
10566 texture = surfacelist[i]->texture;
10567 rsurface.texture = R_GetCurrentTexture(texture);
10568 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10570 // if this texture is not the kind we want, skip ahead to the next one
10571 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10575 if(FAKELIGHT_ENABLED || depthonly || prepass)
10577 rsurface.lightmaptexture = NULL;
10578 rsurface.deluxemaptexture = NULL;
10579 rsurface.uselightmaptexture = false;
10580 // simply scan ahead until we find a different texture or lightmap state
10581 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10586 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10587 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10588 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10589 // simply scan ahead until we find a different texture or lightmap state
10590 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10593 // render the range of surfaces
10594 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10596 R_FrameData_ReturnToMark();
10599 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10603 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10606 if (!rsurface.texture->currentnumlayers)
10608 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10609 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10611 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10613 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10614 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10615 else if (!rsurface.texture->currentnumlayers)
10617 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10619 // in the deferred case, transparent surfaces were queued during prepass
10620 if (!r_shadow_usingdeferredprepass)
10621 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10625 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10626 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10631 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10634 texture_t *texture;
10635 R_FrameData_SetMark();
10636 // break the surface list down into batches by texture and use of lightmapping
10637 for (i = 0;i < numsurfaces;i = j)
10640 // texture is the base texture pointer, rsurface.texture is the
10641 // current frame/skin the texture is directing us to use (for example
10642 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10643 // use skin 1 instead)
10644 texture = surfacelist[i]->texture;
10645 rsurface.texture = R_GetCurrentTexture(texture);
10646 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10648 // if this texture is not the kind we want, skip ahead to the next one
10649 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10653 if(FAKELIGHT_ENABLED || depthonly || prepass)
10655 rsurface.lightmaptexture = NULL;
10656 rsurface.deluxemaptexture = NULL;
10657 rsurface.uselightmaptexture = false;
10658 // simply scan ahead until we find a different texture or lightmap state
10659 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10664 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10665 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10666 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10667 // simply scan ahead until we find a different texture or lightmap state
10668 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10671 // render the range of surfaces
10672 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10674 R_FrameData_ReturnToMark();
10677 float locboxvertex3f[6*4*3] =
10679 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10680 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10681 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10682 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10683 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10684 1,0,0, 0,0,0, 0,1,0, 1,1,0
10687 unsigned short locboxelements[6*2*3] =
10692 12,13,14, 12,14,15,
10693 16,17,18, 16,18,19,
10697 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10700 cl_locnode_t *loc = (cl_locnode_t *)ent;
10702 float vertex3f[6*4*3];
10704 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10705 GL_DepthMask(false);
10706 GL_DepthRange(0, 1);
10707 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10708 GL_DepthTest(true);
10709 GL_CullFace(GL_NONE);
10710 R_EntityMatrix(&identitymatrix);
10712 // R_Mesh_ResetTextureState();
10714 i = surfacelist[0];
10715 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10716 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10717 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10718 surfacelist[0] < 0 ? 0.5f : 0.125f);
10720 if (VectorCompare(loc->mins, loc->maxs))
10722 VectorSet(size, 2, 2, 2);
10723 VectorMA(loc->mins, -0.5f, size, mins);
10727 VectorCopy(loc->mins, mins);
10728 VectorSubtract(loc->maxs, loc->mins, size);
10731 for (i = 0;i < 6*4*3;)
10732 for (j = 0;j < 3;j++, i++)
10733 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10735 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10736 R_SetupShader_Generic_NoTexture(false, false);
10737 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10740 void R_DrawLocs(void)
10743 cl_locnode_t *loc, *nearestloc;
10745 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10746 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10748 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10749 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10753 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10755 if (decalsystem->decals)
10756 Mem_Free(decalsystem->decals);
10757 memset(decalsystem, 0, sizeof(*decalsystem));
10760 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)
10763 tridecal_t *decals;
10766 // expand or initialize the system
10767 if (decalsystem->maxdecals <= decalsystem->numdecals)
10769 decalsystem_t old = *decalsystem;
10770 qboolean useshortelements;
10771 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10772 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10773 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)));
10774 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10775 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10776 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10777 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10778 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10779 if (decalsystem->numdecals)
10780 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10782 Mem_Free(old.decals);
10783 for (i = 0;i < decalsystem->maxdecals*3;i++)
10784 decalsystem->element3i[i] = i;
10785 if (useshortelements)
10786 for (i = 0;i < decalsystem->maxdecals*3;i++)
10787 decalsystem->element3s[i] = i;
10790 // grab a decal and search for another free slot for the next one
10791 decals = decalsystem->decals;
10792 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10793 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10795 decalsystem->freedecal = i;
10796 if (decalsystem->numdecals <= i)
10797 decalsystem->numdecals = i + 1;
10799 // initialize the decal
10801 decal->triangleindex = triangleindex;
10802 decal->surfaceindex = surfaceindex;
10803 decal->decalsequence = decalsequence;
10804 decal->color4f[0][0] = c0[0];
10805 decal->color4f[0][1] = c0[1];
10806 decal->color4f[0][2] = c0[2];
10807 decal->color4f[0][3] = 1;
10808 decal->color4f[1][0] = c1[0];
10809 decal->color4f[1][1] = c1[1];
10810 decal->color4f[1][2] = c1[2];
10811 decal->color4f[1][3] = 1;
10812 decal->color4f[2][0] = c2[0];
10813 decal->color4f[2][1] = c2[1];
10814 decal->color4f[2][2] = c2[2];
10815 decal->color4f[2][3] = 1;
10816 decal->vertex3f[0][0] = v0[0];
10817 decal->vertex3f[0][1] = v0[1];
10818 decal->vertex3f[0][2] = v0[2];
10819 decal->vertex3f[1][0] = v1[0];
10820 decal->vertex3f[1][1] = v1[1];
10821 decal->vertex3f[1][2] = v1[2];
10822 decal->vertex3f[2][0] = v2[0];
10823 decal->vertex3f[2][1] = v2[1];
10824 decal->vertex3f[2][2] = v2[2];
10825 decal->texcoord2f[0][0] = t0[0];
10826 decal->texcoord2f[0][1] = t0[1];
10827 decal->texcoord2f[1][0] = t1[0];
10828 decal->texcoord2f[1][1] = t1[1];
10829 decal->texcoord2f[2][0] = t2[0];
10830 decal->texcoord2f[2][1] = t2[1];
10831 TriangleNormal(v0, v1, v2, decal->plane);
10832 VectorNormalize(decal->plane);
10833 decal->plane[3] = DotProduct(v0, decal->plane);
10836 extern cvar_t cl_decals_bias;
10837 extern cvar_t cl_decals_models;
10838 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10839 // baseparms, parms, temps
10840 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)
10845 const float *vertex3f;
10846 const float *normal3f;
10848 float points[2][9][3];
10855 e = rsurface.modelelement3i + 3*triangleindex;
10857 vertex3f = rsurface.modelvertex3f;
10858 normal3f = rsurface.modelnormal3f;
10862 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10864 index = 3*e[cornerindex];
10865 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10870 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10872 index = 3*e[cornerindex];
10873 VectorCopy(vertex3f + index, v[cornerindex]);
10878 //TriangleNormal(v[0], v[1], v[2], normal);
10879 //if (DotProduct(normal, localnormal) < 0.0f)
10881 // clip by each of the box planes formed from the projection matrix
10882 // if anything survives, we emit the decal
10883 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]);
10886 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]);
10889 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]);
10892 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]);
10895 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]);
10898 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]);
10901 // some part of the triangle survived, so we have to accept it...
10904 // dynamic always uses the original triangle
10906 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10908 index = 3*e[cornerindex];
10909 VectorCopy(vertex3f + index, v[cornerindex]);
10912 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10914 // convert vertex positions to texcoords
10915 Matrix4x4_Transform(projection, v[cornerindex], temp);
10916 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10917 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10918 // calculate distance fade from the projection origin
10919 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10920 f = bound(0.0f, f, 1.0f);
10921 c[cornerindex][0] = r * f;
10922 c[cornerindex][1] = g * f;
10923 c[cornerindex][2] = b * f;
10924 c[cornerindex][3] = 1.0f;
10925 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10928 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);
10930 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10931 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);
10933 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)
10935 matrix4x4_t projection;
10936 decalsystem_t *decalsystem;
10939 const msurface_t *surface;
10940 const msurface_t *surfaces;
10941 const int *surfacelist;
10942 const texture_t *texture;
10944 int numsurfacelist;
10945 int surfacelistindex;
10948 float localorigin[3];
10949 float localnormal[3];
10950 float localmins[3];
10951 float localmaxs[3];
10954 float planes[6][4];
10957 int bih_triangles_count;
10958 int bih_triangles[256];
10959 int bih_surfaces[256];
10961 decalsystem = &ent->decalsystem;
10962 model = ent->model;
10963 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10965 R_DecalSystem_Reset(&ent->decalsystem);
10969 if (!model->brush.data_leafs && !cl_decals_models.integer)
10971 if (decalsystem->model)
10972 R_DecalSystem_Reset(decalsystem);
10976 if (decalsystem->model != model)
10977 R_DecalSystem_Reset(decalsystem);
10978 decalsystem->model = model;
10980 RSurf_ActiveModelEntity(ent, true, false, false);
10982 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10983 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10984 VectorNormalize(localnormal);
10985 localsize = worldsize*rsurface.inversematrixscale;
10986 localmins[0] = localorigin[0] - localsize;
10987 localmins[1] = localorigin[1] - localsize;
10988 localmins[2] = localorigin[2] - localsize;
10989 localmaxs[0] = localorigin[0] + localsize;
10990 localmaxs[1] = localorigin[1] + localsize;
10991 localmaxs[2] = localorigin[2] + localsize;
10993 //VectorCopy(localnormal, planes[4]);
10994 //VectorVectors(planes[4], planes[2], planes[0]);
10995 AnglesFromVectors(angles, localnormal, NULL, false);
10996 AngleVectors(angles, planes[0], planes[2], planes[4]);
10997 VectorNegate(planes[0], planes[1]);
10998 VectorNegate(planes[2], planes[3]);
10999 VectorNegate(planes[4], planes[5]);
11000 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11001 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11002 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11003 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11004 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11005 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11010 matrix4x4_t forwardprojection;
11011 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11012 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11017 float projectionvector[4][3];
11018 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11019 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11020 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11021 projectionvector[0][0] = planes[0][0] * ilocalsize;
11022 projectionvector[0][1] = planes[1][0] * ilocalsize;
11023 projectionvector[0][2] = planes[2][0] * ilocalsize;
11024 projectionvector[1][0] = planes[0][1] * ilocalsize;
11025 projectionvector[1][1] = planes[1][1] * ilocalsize;
11026 projectionvector[1][2] = planes[2][1] * ilocalsize;
11027 projectionvector[2][0] = planes[0][2] * ilocalsize;
11028 projectionvector[2][1] = planes[1][2] * ilocalsize;
11029 projectionvector[2][2] = planes[2][2] * ilocalsize;
11030 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11031 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11032 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11033 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11037 dynamic = model->surfmesh.isanimated;
11038 numsurfacelist = model->nummodelsurfaces;
11039 surfacelist = model->sortedmodelsurfaces;
11040 surfaces = model->data_surfaces;
11043 bih_triangles_count = -1;
11046 if(model->render_bih.numleafs)
11047 bih = &model->render_bih;
11048 else if(model->collision_bih.numleafs)
11049 bih = &model->collision_bih;
11052 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11053 if(bih_triangles_count == 0)
11055 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11057 if(bih_triangles_count > 0)
11059 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11061 surfaceindex = bih_surfaces[triangleindex];
11062 surface = surfaces + surfaceindex;
11063 texture = surface->texture;
11064 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11066 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11068 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11073 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11075 surfaceindex = surfacelist[surfacelistindex];
11076 surface = surfaces + surfaceindex;
11077 // check cull box first because it rejects more than any other check
11078 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11080 // skip transparent surfaces
11081 texture = surface->texture;
11082 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11084 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11086 numtriangles = surface->num_triangles;
11087 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11088 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11093 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11094 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)
11096 int renderentityindex;
11097 float worldmins[3];
11098 float worldmaxs[3];
11099 entity_render_t *ent;
11101 if (!cl_decals_newsystem.integer)
11104 worldmins[0] = worldorigin[0] - worldsize;
11105 worldmins[1] = worldorigin[1] - worldsize;
11106 worldmins[2] = worldorigin[2] - worldsize;
11107 worldmaxs[0] = worldorigin[0] + worldsize;
11108 worldmaxs[1] = worldorigin[1] + worldsize;
11109 worldmaxs[2] = worldorigin[2] + worldsize;
11111 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11113 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11115 ent = r_refdef.scene.entities[renderentityindex];
11116 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11119 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11123 typedef struct r_decalsystem_splatqueue_s
11125 vec3_t worldorigin;
11126 vec3_t worldnormal;
11132 r_decalsystem_splatqueue_t;
11134 int r_decalsystem_numqueued = 0;
11135 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11137 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)
11139 r_decalsystem_splatqueue_t *queue;
11141 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11144 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11145 VectorCopy(worldorigin, queue->worldorigin);
11146 VectorCopy(worldnormal, queue->worldnormal);
11147 Vector4Set(queue->color, r, g, b, a);
11148 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11149 queue->worldsize = worldsize;
11150 queue->decalsequence = cl.decalsequence++;
11153 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11156 r_decalsystem_splatqueue_t *queue;
11158 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11159 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);
11160 r_decalsystem_numqueued = 0;
11163 extern cvar_t cl_decals_max;
11164 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11167 decalsystem_t *decalsystem = &ent->decalsystem;
11174 if (!decalsystem->numdecals)
11177 if (r_showsurfaces.integer)
11180 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11182 R_DecalSystem_Reset(decalsystem);
11186 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11187 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11189 if (decalsystem->lastupdatetime)
11190 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11193 decalsystem->lastupdatetime = r_refdef.scene.time;
11194 decal = decalsystem->decals;
11195 numdecals = decalsystem->numdecals;
11197 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11199 if (decal->color4f[0][3])
11201 decal->lived += frametime;
11202 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11204 memset(decal, 0, sizeof(*decal));
11205 if (decalsystem->freedecal > i)
11206 decalsystem->freedecal = i;
11210 decal = decalsystem->decals;
11211 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11214 // collapse the array by shuffling the tail decals into the gaps
11217 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11218 decalsystem->freedecal++;
11219 if (decalsystem->freedecal == numdecals)
11221 decal[decalsystem->freedecal] = decal[--numdecals];
11224 decalsystem->numdecals = numdecals;
11226 if (numdecals <= 0)
11228 // if there are no decals left, reset decalsystem
11229 R_DecalSystem_Reset(decalsystem);
11233 extern skinframe_t *decalskinframe;
11234 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11237 decalsystem_t *decalsystem = &ent->decalsystem;
11246 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11249 numdecals = decalsystem->numdecals;
11253 if (r_showsurfaces.integer)
11256 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11258 R_DecalSystem_Reset(decalsystem);
11262 // if the model is static it doesn't matter what value we give for
11263 // wantnormals and wanttangents, so this logic uses only rules applicable
11264 // to a model, knowing that they are meaningless otherwise
11265 if (ent == r_refdef.scene.worldentity)
11266 RSurf_ActiveWorldEntity();
11268 RSurf_ActiveModelEntity(ent, false, false, false);
11270 decalsystem->lastupdatetime = r_refdef.scene.time;
11271 decal = decalsystem->decals;
11273 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11275 // update vertex positions for animated models
11276 v3f = decalsystem->vertex3f;
11277 c4f = decalsystem->color4f;
11278 t2f = decalsystem->texcoord2f;
11279 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11281 if (!decal->color4f[0][3])
11284 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11288 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11291 // update color values for fading decals
11292 if (decal->lived >= cl_decals_time.value)
11293 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11297 c4f[ 0] = decal->color4f[0][0] * alpha;
11298 c4f[ 1] = decal->color4f[0][1] * alpha;
11299 c4f[ 2] = decal->color4f[0][2] * alpha;
11301 c4f[ 4] = decal->color4f[1][0] * alpha;
11302 c4f[ 5] = decal->color4f[1][1] * alpha;
11303 c4f[ 6] = decal->color4f[1][2] * alpha;
11305 c4f[ 8] = decal->color4f[2][0] * alpha;
11306 c4f[ 9] = decal->color4f[2][1] * alpha;
11307 c4f[10] = decal->color4f[2][2] * alpha;
11310 t2f[0] = decal->texcoord2f[0][0];
11311 t2f[1] = decal->texcoord2f[0][1];
11312 t2f[2] = decal->texcoord2f[1][0];
11313 t2f[3] = decal->texcoord2f[1][1];
11314 t2f[4] = decal->texcoord2f[2][0];
11315 t2f[5] = decal->texcoord2f[2][1];
11317 // update vertex positions for animated models
11318 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11320 e = rsurface.modelelement3i + 3*decal->triangleindex;
11321 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11322 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11323 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11327 VectorCopy(decal->vertex3f[0], v3f);
11328 VectorCopy(decal->vertex3f[1], v3f + 3);
11329 VectorCopy(decal->vertex3f[2], v3f + 6);
11332 if (r_refdef.fogenabled)
11334 alpha = RSurf_FogVertex(v3f);
11335 VectorScale(c4f, alpha, c4f);
11336 alpha = RSurf_FogVertex(v3f + 3);
11337 VectorScale(c4f + 4, alpha, c4f + 4);
11338 alpha = RSurf_FogVertex(v3f + 6);
11339 VectorScale(c4f + 8, alpha, c4f + 8);
11350 r_refdef.stats.drawndecals += numtris;
11352 // now render the decals all at once
11353 // (this assumes they all use one particle font texture!)
11354 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);
11355 // R_Mesh_ResetTextureState();
11356 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11357 GL_DepthMask(false);
11358 GL_DepthRange(0, 1);
11359 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11360 GL_DepthTest(true);
11361 GL_CullFace(GL_NONE);
11362 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11363 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11364 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11368 static void R_DrawModelDecals(void)
11372 // fade faster when there are too many decals
11373 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11374 for (i = 0;i < r_refdef.scene.numentities;i++)
11375 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11377 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11378 for (i = 0;i < r_refdef.scene.numentities;i++)
11379 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11380 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11382 R_DecalSystem_ApplySplatEntitiesQueue();
11384 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11385 for (i = 0;i < r_refdef.scene.numentities;i++)
11386 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11388 r_refdef.stats.totaldecals += numdecals;
11390 if (r_showsurfaces.integer)
11393 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11395 for (i = 0;i < r_refdef.scene.numentities;i++)
11397 if (!r_refdef.viewcache.entityvisible[i])
11399 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11400 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11404 extern cvar_t mod_collision_bih;
11405 static void R_DrawDebugModel(void)
11407 entity_render_t *ent = rsurface.entity;
11408 int i, j, k, l, flagsmask;
11409 const msurface_t *surface;
11410 dp_model_t *model = ent->model;
11413 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11416 if (r_showoverdraw.value > 0)
11418 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11419 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11420 R_SetupShader_Generic_NoTexture(false, false);
11421 GL_DepthTest(false);
11422 GL_DepthMask(false);
11423 GL_DepthRange(0, 1);
11424 GL_BlendFunc(GL_ONE, GL_ONE);
11425 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11427 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11429 rsurface.texture = R_GetCurrentTexture(surface->texture);
11430 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11432 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11433 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11434 if (!rsurface.texture->currentlayers->depthmask)
11435 GL_Color(c, 0, 0, 1.0f);
11436 else if (ent == r_refdef.scene.worldentity)
11437 GL_Color(c, c, c, 1.0f);
11439 GL_Color(0, c, 0, 1.0f);
11440 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11444 rsurface.texture = NULL;
11447 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11449 // R_Mesh_ResetTextureState();
11450 R_SetupShader_Generic_NoTexture(false, false);
11451 GL_DepthRange(0, 1);
11452 GL_DepthTest(!r_showdisabledepthtest.integer);
11453 GL_DepthMask(false);
11454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11456 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11460 qboolean cullbox = false;
11461 const q3mbrush_t *brush;
11462 const bih_t *bih = &model->collision_bih;
11463 const bih_leaf_t *bihleaf;
11464 float vertex3f[3][3];
11465 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11466 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11468 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11470 switch (bihleaf->type)
11473 brush = model->brush.data_brushes + bihleaf->itemindex;
11474 if (brush->colbrushf && brush->colbrushf->numtriangles)
11476 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);
11477 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11478 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11481 case BIH_COLLISIONTRIANGLE:
11482 triangleindex = bihleaf->itemindex;
11483 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11484 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11485 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11486 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);
11487 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11488 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11490 case BIH_RENDERTRIANGLE:
11491 triangleindex = bihleaf->itemindex;
11492 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11493 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11494 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11495 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);
11496 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11497 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11503 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11506 if (r_showtris.integer && qglPolygonMode)
11508 if (r_showdisabledepthtest.integer)
11510 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11511 GL_DepthMask(false);
11515 GL_BlendFunc(GL_ONE, GL_ZERO);
11516 GL_DepthMask(true);
11518 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11519 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11521 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11523 rsurface.texture = R_GetCurrentTexture(surface->texture);
11524 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11526 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11527 if (!rsurface.texture->currentlayers->depthmask)
11528 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11529 else if (ent == r_refdef.scene.worldentity)
11530 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11532 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11533 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11537 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11538 rsurface.texture = NULL;
11541 if (r_shownormals.value != 0 && qglBegin)
11543 if (r_showdisabledepthtest.integer)
11545 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11546 GL_DepthMask(false);
11550 GL_BlendFunc(GL_ONE, GL_ZERO);
11551 GL_DepthMask(true);
11553 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11555 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11557 rsurface.texture = R_GetCurrentTexture(surface->texture);
11558 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11560 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11561 qglBegin(GL_LINES);
11562 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11564 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11566 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11567 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11568 qglVertex3f(v[0], v[1], v[2]);
11569 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11570 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11571 qglVertex3f(v[0], v[1], v[2]);
11574 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11576 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11578 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11579 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11580 qglVertex3f(v[0], v[1], v[2]);
11581 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11582 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11583 qglVertex3f(v[0], v[1], v[2]);
11586 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11588 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11590 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11591 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11592 qglVertex3f(v[0], v[1], v[2]);
11593 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11594 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11595 qglVertex3f(v[0], v[1], v[2]);
11598 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11600 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11602 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11603 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11604 qglVertex3f(v[0], v[1], v[2]);
11605 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11606 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11607 qglVertex3f(v[0], v[1], v[2]);
11614 rsurface.texture = NULL;
11619 int r_maxsurfacelist = 0;
11620 const msurface_t **r_surfacelist = NULL;
11621 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11623 int i, j, endj, flagsmask;
11624 dp_model_t *model = r_refdef.scene.worldmodel;
11625 msurface_t *surfaces;
11626 unsigned char *update;
11627 int numsurfacelist = 0;
11631 if (r_maxsurfacelist < model->num_surfaces)
11633 r_maxsurfacelist = model->num_surfaces;
11635 Mem_Free((msurface_t**)r_surfacelist);
11636 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11639 RSurf_ActiveWorldEntity();
11641 surfaces = model->data_surfaces;
11642 update = model->brushq1.lightmapupdateflags;
11644 // update light styles on this submodel
11645 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11647 model_brush_lightstyleinfo_t *style;
11648 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11650 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11652 int *list = style->surfacelist;
11653 style->value = r_refdef.scene.lightstylevalue[style->style];
11654 for (j = 0;j < style->numsurfaces;j++)
11655 update[list[j]] = true;
11660 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11664 R_DrawDebugModel();
11665 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11669 rsurface.lightmaptexture = NULL;
11670 rsurface.deluxemaptexture = NULL;
11671 rsurface.uselightmaptexture = false;
11672 rsurface.texture = NULL;
11673 rsurface.rtlight = NULL;
11674 numsurfacelist = 0;
11675 // add visible surfaces to draw list
11676 for (i = 0;i < model->nummodelsurfaces;i++)
11678 j = model->sortedmodelsurfaces[i];
11679 if (r_refdef.viewcache.world_surfacevisible[j])
11680 r_surfacelist[numsurfacelist++] = surfaces + j;
11682 // update lightmaps if needed
11683 if (model->brushq1.firstrender)
11685 model->brushq1.firstrender = false;
11686 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11688 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11692 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11693 if (r_refdef.viewcache.world_surfacevisible[j])
11695 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11697 // don't do anything if there were no surfaces
11698 if (!numsurfacelist)
11700 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11703 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11705 // add to stats if desired
11706 if (r_speeds.integer && !skysurfaces && !depthonly)
11708 r_refdef.stats.world_surfaces += numsurfacelist;
11709 for (j = 0;j < numsurfacelist;j++)
11710 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11713 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11716 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11718 int i, j, endj, flagsmask;
11719 dp_model_t *model = ent->model;
11720 msurface_t *surfaces;
11721 unsigned char *update;
11722 int numsurfacelist = 0;
11726 if (r_maxsurfacelist < model->num_surfaces)
11728 r_maxsurfacelist = model->num_surfaces;
11730 Mem_Free((msurface_t **)r_surfacelist);
11731 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11734 // if the model is static it doesn't matter what value we give for
11735 // wantnormals and wanttangents, so this logic uses only rules applicable
11736 // to a model, knowing that they are meaningless otherwise
11737 if (ent == r_refdef.scene.worldentity)
11738 RSurf_ActiveWorldEntity();
11739 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11740 RSurf_ActiveModelEntity(ent, false, false, false);
11742 RSurf_ActiveModelEntity(ent, true, true, true);
11743 else if (depthonly)
11745 switch (vid.renderpath)
11747 case RENDERPATH_GL20:
11748 case RENDERPATH_D3D9:
11749 case RENDERPATH_D3D10:
11750 case RENDERPATH_D3D11:
11751 case RENDERPATH_SOFT:
11752 case RENDERPATH_GLES2:
11753 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11755 case RENDERPATH_GL11:
11756 case RENDERPATH_GL13:
11757 case RENDERPATH_GLES1:
11758 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11764 switch (vid.renderpath)
11766 case RENDERPATH_GL20:
11767 case RENDERPATH_D3D9:
11768 case RENDERPATH_D3D10:
11769 case RENDERPATH_D3D11:
11770 case RENDERPATH_SOFT:
11771 case RENDERPATH_GLES2:
11772 RSurf_ActiveModelEntity(ent, true, true, false);
11774 case RENDERPATH_GL11:
11775 case RENDERPATH_GL13:
11776 case RENDERPATH_GLES1:
11777 RSurf_ActiveModelEntity(ent, true, false, false);
11782 surfaces = model->data_surfaces;
11783 update = model->brushq1.lightmapupdateflags;
11785 // update light styles
11786 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11788 model_brush_lightstyleinfo_t *style;
11789 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11791 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11793 int *list = style->surfacelist;
11794 style->value = r_refdef.scene.lightstylevalue[style->style];
11795 for (j = 0;j < style->numsurfaces;j++)
11796 update[list[j]] = true;
11801 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11805 R_DrawDebugModel();
11806 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11810 rsurface.lightmaptexture = NULL;
11811 rsurface.deluxemaptexture = NULL;
11812 rsurface.uselightmaptexture = false;
11813 rsurface.texture = NULL;
11814 rsurface.rtlight = NULL;
11815 numsurfacelist = 0;
11816 // add visible surfaces to draw list
11817 for (i = 0;i < model->nummodelsurfaces;i++)
11818 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11819 // don't do anything if there were no surfaces
11820 if (!numsurfacelist)
11822 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11825 // update lightmaps if needed
11829 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11834 R_BuildLightMap(ent, surfaces + j);
11839 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11841 // add to stats if desired
11842 if (r_speeds.integer && !skysurfaces && !depthonly)
11844 r_refdef.stats.entities_surfaces += numsurfacelist;
11845 for (j = 0;j < numsurfacelist;j++)
11846 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11849 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11852 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11854 static texture_t texture;
11855 static msurface_t surface;
11856 const msurface_t *surfacelist = &surface;
11858 // fake enough texture and surface state to render this geometry
11860 texture.update_lastrenderframe = -1; // regenerate this texture
11861 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11862 texture.currentskinframe = skinframe;
11863 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11864 texture.offsetmapping = OFFSETMAPPING_OFF;
11865 texture.offsetscale = 1;
11866 texture.specularscalemod = 1;
11867 texture.specularpowermod = 1;
11869 surface.texture = &texture;
11870 surface.num_triangles = numtriangles;
11871 surface.num_firsttriangle = firsttriangle;
11872 surface.num_vertices = numvertices;
11873 surface.num_firstvertex = firstvertex;
11876 rsurface.texture = R_GetCurrentTexture(surface.texture);
11877 rsurface.lightmaptexture = NULL;
11878 rsurface.deluxemaptexture = NULL;
11879 rsurface.uselightmaptexture = false;
11880 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11883 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)
11885 static msurface_t surface;
11886 const msurface_t *surfacelist = &surface;
11888 // fake enough texture and surface state to render this geometry
11889 surface.texture = texture;
11890 surface.num_triangles = numtriangles;
11891 surface.num_firsttriangle = firsttriangle;
11892 surface.num_vertices = numvertices;
11893 surface.num_firstvertex = firstvertex;
11896 rsurface.texture = R_GetCurrentTexture(surface.texture);
11897 rsurface.lightmaptexture = NULL;
11898 rsurface.deluxemaptexture = NULL;
11899 rsurface.uselightmaptexture = false;
11900 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);