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", "motionblur value scale - 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
55 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
56 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
57 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
58 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
60 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
62 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
63 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"};
64 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
65 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)"};
66 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
68 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"};
69 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
70 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
71 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
72 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
73 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
74 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
75 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)"};
76 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
77 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
78 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"};
79 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"};
80 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
81 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"};
82 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"};
83 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"};
84 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
85 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
86 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
87 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
88 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
89 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
90 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
91 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)"};
92 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)"};
93 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
94 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
95 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
96 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
98 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
99 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
100 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
102 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
103 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
104 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
105 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."};
106 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
107 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
108 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
109 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."};
110 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
111 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
112 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
113 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
114 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"};
115 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"};
116 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
117 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
118 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
119 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
120 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
121 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"};
123 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
124 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
125 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
126 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
127 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
128 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
129 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
130 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
132 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)"};
133 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"};
135 cvar_t r_texture_sRGB_2d = {0, "r_texture_sRGB_2d", "0", "load textures as sRGB"};
136 cvar_t r_texture_sRGB_skin_diffuse = {0, "r_texture_sRGB_skin_diffuse", "0", "load textures as sRGB"};
137 cvar_t r_texture_sRGB_skin_gloss = {0, "r_texture_sRGB_skin_gloss", "0", "load textures as sRGB"};
138 cvar_t r_texture_sRGB_skin_glow = {0, "r_texture_sRGB_skin_glow", "0", "load textures as sRGB"};
139 cvar_t r_texture_sRGB_skin_reflect = {0, "r_texture_sRGB_skin_reflect", "0", "load textures as sRGB"};
140 cvar_t r_texture_sRGB_cubemap = {0, "r_texture_sRGB_cubemap", "0", "load textures as sRGB"};
141 cvar_t r_texture_sRGB_skybox = {0, "r_texture_sRGB_skybox", "0", "load textures as sRGB"};
143 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
144 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
145 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
147 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"};
148 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"};
149 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
150 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
151 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"};
152 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)"};
153 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)"};
154 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
156 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)"};
157 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
158 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)"};
159 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
160 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)"};
161 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)"};
162 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
163 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
164 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)"};
165 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)"};
166 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)"};
167 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)"};
168 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)"};
169 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)"};
170 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)"};
171 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)"};
173 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)"};
174 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
175 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"};
176 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
177 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
178 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
180 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
181 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
182 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
183 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
185 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
186 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
187 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
188 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
189 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
190 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
191 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
193 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
194 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
195 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
196 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
197 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
198 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
199 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
200 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
201 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
202 cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
204 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"};
206 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"};
208 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
210 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
211 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
212 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
213 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
214 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
215 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
216 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
217 cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
218 cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 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"};
223 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."};
225 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)"};
227 extern cvar_t v_glslgamma;
229 extern qboolean v_flipped_state;
231 static struct r_bloomstate_s
236 int bloomwidth, bloomheight;
238 textype_t texturetype;
239 int viewfbo; // used to check if r_viewfbo cvar has changed
241 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
245 int screentexturewidth, screentextureheight;
246 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
248 int bloomtexturewidth, bloomtextureheight;
249 rtexture_t *texture_bloom;
251 // arrays for rendering the screen passes
252 float screentexcoord2f[8];
253 float bloomtexcoord2f[8];
254 float offsettexcoord2f[8];
256 r_viewport_t viewport;
260 r_waterstate_t r_waterstate;
262 /// shadow volume bsp struct with automatically growing nodes buffer
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
287 int r_texture_numcubemaps;
288 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
294 typedef struct r_qwskincache_s
296 char name[MAX_QPATH];
297 skinframe_t *skinframe;
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
314 const float r_d3dscreenvertex3f[12] =
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
325 for (i = 0;i < verts;i++)
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
339 for (i = 0;i < verts;i++)
349 // FIXME: move this to client?
352 if (gamemode == GAME_NEHAHRA)
354 Cvar_Set("gl_fogenable", "0");
355 Cvar_Set("gl_fogdensity", "0.2");
356 Cvar_Set("gl_fogred", "0.3");
357 Cvar_Set("gl_foggreen", "0.3");
358 Cvar_Set("gl_fogblue", "0.3");
360 r_refdef.fog_density = 0;
361 r_refdef.fog_red = 0;
362 r_refdef.fog_green = 0;
363 r_refdef.fog_blue = 0;
364 r_refdef.fog_alpha = 1;
365 r_refdef.fog_start = 0;
366 r_refdef.fog_end = 16384;
367 r_refdef.fog_height = 1<<30;
368 r_refdef.fog_fadedepth = 128;
369 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
372 static void R_BuildBlankTextures(void)
374 unsigned char data[4];
375 data[2] = 128; // normal X
376 data[1] = 128; // normal Y
377 data[0] = 255; // normal Z
378 data[3] = 128; // height
379 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildNoTexture(void)
400 unsigned char pix[16][16][4];
401 // this makes a light grey/dark grey checkerboard texture
402 for (y = 0;y < 16;y++)
404 for (x = 0;x < 16;x++)
406 if ((y < 8) ^ (x < 8))
422 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
425 static void R_BuildWhiteCube(void)
427 unsigned char data[6*1*1*4];
428 memset(data, 255, sizeof(data));
429 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
432 static void R_BuildNormalizationCube(void)
436 vec_t s, t, intensity;
439 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440 for (side = 0;side < 6;side++)
442 for (y = 0;y < NORMSIZE;y++)
444 for (x = 0;x < NORMSIZE;x++)
446 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
482 intensity = 127.0f / sqrt(DotProduct(v, v));
483 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486 data[((side*64+y)*64+x)*4+3] = 255;
490 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 static void R_BuildFogTexture(void)
498 unsigned char data1[FOGWIDTH][4];
499 //unsigned char data2[FOGWIDTH][4];
502 r_refdef.fogmasktable_start = r_refdef.fog_start;
503 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504 r_refdef.fogmasktable_range = r_refdef.fogrange;
505 r_refdef.fogmasktable_density = r_refdef.fog_density;
507 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
510 d = (x * r - r_refdef.fogmasktable_start);
511 if(developer_extra.integer)
512 Con_DPrintf("%f ", d);
514 if (r_fog_exp2.integer)
515 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
517 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518 if(developer_extra.integer)
519 Con_DPrintf(" : %f ", alpha);
520 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521 if(developer_extra.integer)
522 Con_DPrintf(" = %f\n", alpha);
523 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
526 for (x = 0;x < FOGWIDTH;x++)
528 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
533 //data2[x][0] = 255 - b;
534 //data2[x][1] = 255 - b;
535 //data2[x][2] = 255 - b;
538 if (r_texture_fogattenuation)
540 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
545 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
550 static void R_BuildFogHeightTexture(void)
552 unsigned char *inpixels;
560 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561 if (r_refdef.fogheighttexturename[0])
562 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
565 r_refdef.fog_height_tablesize = 0;
566 if (r_texture_fogheighttexture)
567 R_FreeTexture(r_texture_fogheighttexture);
568 r_texture_fogheighttexture = NULL;
569 if (r_refdef.fog_height_table2d)
570 Mem_Free(r_refdef.fog_height_table2d);
571 r_refdef.fog_height_table2d = NULL;
572 if (r_refdef.fog_height_table1d)
573 Mem_Free(r_refdef.fog_height_table1d);
574 r_refdef.fog_height_table1d = NULL;
578 r_refdef.fog_height_tablesize = size;
579 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
583 // LordHavoc: now the magic - what is that table2d for? it is a cooked
584 // average fog color table accounting for every fog layer between a point
585 // and the camera. (Note: attenuation is handled separately!)
586 for (y = 0;y < size;y++)
588 for (x = 0;x < size;x++)
594 for (j = x;j <= y;j++)
596 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602 for (j = x;j >= y;j--)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
609 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
615 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
618 //=======================================================================================================================================================
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *vertexfilename;
643 const char *geometryfilename;
644 const char *fragmentfilename;
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
653 {"#define USEDIFFUSE\n", " diffuse"},
654 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655 {"#define USEVIEWTINT\n", " viewtint"},
656 {"#define USECOLORMAPPING\n", " colormapping"},
657 {"#define USESATURATION\n", " saturation"},
658 {"#define USEFOGINSIDE\n", " foginside"},
659 {"#define USEFOGOUTSIDE\n", " fogoutside"},
660 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662 {"#define USEGAMMARAMPS\n", " gammaramps"},
663 {"#define USECUBEFILTER\n", " cubefilter"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEBLOOM\n", " bloom"},
666 {"#define USESPECULAR\n", " specular"},
667 {"#define USEPOSTPROCESSING\n", " postprocessing"},
668 {"#define USEREFLECTION\n", " reflection"},
669 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
685 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
686 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
690 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
726 struct r_glsl_permutation_s;
727 typedef struct r_glsl_permutation_s
730 struct r_glsl_permutation_s *hashnext;
732 unsigned int permutation;
734 /// indicates if we have tried compiling this permutation already
736 /// 0 if compilation failed
738 // texture units assigned to each detected uniform
739 int tex_Texture_First;
740 int tex_Texture_Second;
741 int tex_Texture_GammaRamps;
742 int tex_Texture_Normal;
743 int tex_Texture_Color;
744 int tex_Texture_Gloss;
745 int tex_Texture_Glow;
746 int tex_Texture_SecondaryNormal;
747 int tex_Texture_SecondaryColor;
748 int tex_Texture_SecondaryGloss;
749 int tex_Texture_SecondaryGlow;
750 int tex_Texture_Pants;
751 int tex_Texture_Shirt;
752 int tex_Texture_FogHeightTexture;
753 int tex_Texture_FogMask;
754 int tex_Texture_Lightmap;
755 int tex_Texture_Deluxemap;
756 int tex_Texture_Attenuation;
757 int tex_Texture_Cube;
758 int tex_Texture_Refraction;
759 int tex_Texture_Reflection;
760 int tex_Texture_ShadowMap2D;
761 int tex_Texture_CubeProjection;
762 int tex_Texture_ScreenDepth;
763 int tex_Texture_ScreenNormalMap;
764 int tex_Texture_ScreenDiffuse;
765 int tex_Texture_ScreenSpecular;
766 int tex_Texture_ReflectMask;
767 int tex_Texture_ReflectCube;
768 int tex_Texture_BounceGrid;
769 /// locations of detected uniforms in program object, or -1 if not found
770 int loc_Texture_First;
771 int loc_Texture_Second;
772 int loc_Texture_GammaRamps;
773 int loc_Texture_Normal;
774 int loc_Texture_Color;
775 int loc_Texture_Gloss;
776 int loc_Texture_Glow;
777 int loc_Texture_SecondaryNormal;
778 int loc_Texture_SecondaryColor;
779 int loc_Texture_SecondaryGloss;
780 int loc_Texture_SecondaryGlow;
781 int loc_Texture_Pants;
782 int loc_Texture_Shirt;
783 int loc_Texture_FogHeightTexture;
784 int loc_Texture_FogMask;
785 int loc_Texture_Lightmap;
786 int loc_Texture_Deluxemap;
787 int loc_Texture_Attenuation;
788 int loc_Texture_Cube;
789 int loc_Texture_Refraction;
790 int loc_Texture_Reflection;
791 int loc_Texture_ShadowMap2D;
792 int loc_Texture_CubeProjection;
793 int loc_Texture_ScreenDepth;
794 int loc_Texture_ScreenNormalMap;
795 int loc_Texture_ScreenDiffuse;
796 int loc_Texture_ScreenSpecular;
797 int loc_Texture_ReflectMask;
798 int loc_Texture_ReflectCube;
799 int loc_Texture_BounceGrid;
801 int loc_BloomBlur_Parameters;
803 int loc_Color_Ambient;
804 int loc_Color_Diffuse;
805 int loc_Color_Specular;
809 int loc_DeferredColor_Ambient;
810 int loc_DeferredColor_Diffuse;
811 int loc_DeferredColor_Specular;
812 int loc_DeferredMod_Diffuse;
813 int loc_DeferredMod_Specular;
814 int loc_DistortScaleRefractReflect;
817 int loc_FogHeightFade;
819 int loc_FogPlaneViewDist;
820 int loc_FogRangeRecip;
823 int loc_LightPosition;
824 int loc_OffsetMapping_ScaleSteps;
826 int loc_ReflectColor;
827 int loc_ReflectFactor;
828 int loc_ReflectOffset;
829 int loc_RefractColor;
831 int loc_ScreenCenterRefractReflect;
832 int loc_ScreenScaleRefractReflect;
833 int loc_ScreenToDepth;
834 int loc_ShadowMap_Parameters;
835 int loc_ShadowMap_TextureScale;
836 int loc_SpecularPower;
841 int loc_ViewTintColor;
843 int loc_ModelToLight;
845 int loc_BackgroundTexMatrix;
846 int loc_ModelViewProjectionMatrix;
847 int loc_ModelViewMatrix;
848 int loc_PixelToScreenTexCoord;
849 int loc_ModelToReflectCube;
850 int loc_ShadowMapMatrix;
851 int loc_BloomColorSubtract;
852 int loc_NormalmapScrollBlend;
853 int loc_BounceGridMatrix;
854 int loc_BounceGridIntensity;
856 r_glsl_permutation_t;
858 #define SHADERPERMUTATION_HASHSIZE 256
861 // non-degradable "lightweight" shader parameters to keep the permutations simpler
862 // these can NOT degrade! only use for simple stuff
865 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
866 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
867 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
868 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
869 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
870 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
871 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
873 #define SHADERSTATICPARMS_COUNT 7
875 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
876 static int shaderstaticparms_count = 0;
878 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
879 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
880 qboolean R_CompileShader_CheckStaticParms(void)
882 static int r_compileshader_staticparms_save[1];
883 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
884 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887 if (r_glsl_saturation_redcompensate.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
889 if (r_glsl_vertextextureblend_usebothalphas.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
891 if (r_shadow_glossexact.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
893 if (r_glsl_postprocess.integer)
895 if (r_glsl_postprocess_uservec1_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
897 if (r_glsl_postprocess_uservec2_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
899 if (r_glsl_postprocess_uservec3_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
901 if (r_glsl_postprocess_uservec4_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
904 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
907 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
908 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
909 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
911 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
912 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
914 shaderstaticparms_count = 0;
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
926 /// information about each possible shader permutation
927 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
928 /// currently selected permutation
929 r_glsl_permutation_t *r_glsl_permutation;
930 /// storage for permutations linked in the hash table
931 memexpandablearray_t r_glsl_permutationarray;
933 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
935 //unsigned int hashdepth = 0;
936 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
937 r_glsl_permutation_t *p;
938 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
940 if (p->mode == mode && p->permutation == permutation)
942 //if (hashdepth > 10)
943 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
948 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
950 p->permutation = permutation;
951 p->hashnext = r_glsl_permutationhash[mode][hashindex];
952 r_glsl_permutationhash[mode][hashindex] = p;
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
958 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
961 if (!filename || !filename[0])
963 if (!strcmp(filename, "glsl/default.glsl"))
965 if (!glslshaderstring)
967 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
968 if (glslshaderstring)
969 Con_DPrintf("Loading shaders from file %s...\n", filename);
971 glslshaderstring = (char *)builtinshaderstring;
973 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
974 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
977 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
980 if (printfromdisknotice)
981 Con_DPrintf("from disk %s... ", filename);
987 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
991 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
992 char *vertexstring, *geometrystring, *fragmentstring;
993 char permutationname[256];
994 int vertstrings_count = 0;
995 int geomstrings_count = 0;
996 int fragstrings_count = 0;
997 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
998 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
999 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1006 permutationname[0] = 0;
1007 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1008 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1009 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1011 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1013 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1014 if(vid.support.gl20shaders130)
1016 vertstrings_list[vertstrings_count++] = "#version 130\n";
1017 geomstrings_list[geomstrings_count++] = "#version 130\n";
1018 fragstrings_list[fragstrings_count++] = "#version 130\n";
1019 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1020 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1021 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1024 // the first pretext is which type of shader to compile as
1025 // (later these will all be bound together as a program object)
1026 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1027 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1028 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1030 // the second pretext is the mode (for example a light source)
1031 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1032 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1033 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1034 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1036 // now add all the permutation pretexts
1037 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1039 if (permutation & (1<<i))
1041 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1042 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1043 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1044 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1048 // keep line numbers correct
1049 vertstrings_list[vertstrings_count++] = "\n";
1050 geomstrings_list[geomstrings_count++] = "\n";
1051 fragstrings_list[fragstrings_count++] = "\n";
1056 R_CompileShader_AddStaticParms(mode, permutation);
1057 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1058 vertstrings_count += shaderstaticparms_count;
1059 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1060 geomstrings_count += shaderstaticparms_count;
1061 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1062 fragstrings_count += shaderstaticparms_count;
1064 // now append the shader text itself
1065 vertstrings_list[vertstrings_count++] = vertexstring;
1066 geomstrings_list[geomstrings_count++] = geometrystring;
1067 fragstrings_list[fragstrings_count++] = fragmentstring;
1069 // if any sources were NULL, clear the respective list
1071 vertstrings_count = 0;
1072 if (!geometrystring)
1073 geomstrings_count = 0;
1074 if (!fragmentstring)
1075 fragstrings_count = 0;
1077 // compile the shader program
1078 if (vertstrings_count + geomstrings_count + fragstrings_count)
1079 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1083 qglUseProgram(p->program);CHECKGLERROR
1084 // look up all the uniform variable names we care about, so we don't
1085 // have to look them up every time we set them
1087 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1088 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1089 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1090 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1091 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1092 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1093 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1094 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1095 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1096 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1097 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1098 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1099 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1100 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1101 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1102 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1103 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1104 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1105 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1106 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1107 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1108 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1109 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1110 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1111 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1118 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1120 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1121 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1122 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1123 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1124 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1125 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1126 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1133 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1134 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1135 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1136 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1138 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1139 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1140 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1141 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1143 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1144 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1145 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1146 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1147 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1148 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1149 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1150 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1151 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1152 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1153 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1154 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1155 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1156 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1157 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1158 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1159 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1160 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1161 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1162 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1163 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1164 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1165 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1166 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1167 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1168 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1169 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1170 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1171 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1172 // initialize the samplers to refer to the texture units we use
1173 p->tex_Texture_First = -1;
1174 p->tex_Texture_Second = -1;
1175 p->tex_Texture_GammaRamps = -1;
1176 p->tex_Texture_Normal = -1;
1177 p->tex_Texture_Color = -1;
1178 p->tex_Texture_Gloss = -1;
1179 p->tex_Texture_Glow = -1;
1180 p->tex_Texture_SecondaryNormal = -1;
1181 p->tex_Texture_SecondaryColor = -1;
1182 p->tex_Texture_SecondaryGloss = -1;
1183 p->tex_Texture_SecondaryGlow = -1;
1184 p->tex_Texture_Pants = -1;
1185 p->tex_Texture_Shirt = -1;
1186 p->tex_Texture_FogHeightTexture = -1;
1187 p->tex_Texture_FogMask = -1;
1188 p->tex_Texture_Lightmap = -1;
1189 p->tex_Texture_Deluxemap = -1;
1190 p->tex_Texture_Attenuation = -1;
1191 p->tex_Texture_Cube = -1;
1192 p->tex_Texture_Refraction = -1;
1193 p->tex_Texture_Reflection = -1;
1194 p->tex_Texture_ShadowMap2D = -1;
1195 p->tex_Texture_CubeProjection = -1;
1196 p->tex_Texture_ScreenDepth = -1;
1197 p->tex_Texture_ScreenNormalMap = -1;
1198 p->tex_Texture_ScreenDiffuse = -1;
1199 p->tex_Texture_ScreenSpecular = -1;
1200 p->tex_Texture_ReflectMask = -1;
1201 p->tex_Texture_ReflectCube = -1;
1202 p->tex_Texture_BounceGrid = -1;
1204 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1205 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1206 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1207 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1208 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1209 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1210 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1211 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1215 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1216 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1217 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1218 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1219 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1220 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1221 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1222 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1223 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1224 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1225 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1226 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1227 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1231 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1233 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1235 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1242 Mem_Free(vertexstring);
1244 Mem_Free(geometrystring);
1246 Mem_Free(fragmentstring);
1249 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1251 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252 if (r_glsl_permutation != perm)
1254 r_glsl_permutation = perm;
1255 if (!r_glsl_permutation->program)
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (!r_glsl_permutation->program)
1261 // remove features until we find a valid permutation
1263 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1265 // reduce i more quickly whenever it would not remove any bits
1266 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267 if (!(permutation & j))
1270 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (r_glsl_permutation->program)
1276 if (i >= SHADERPERMUTATION_COUNT)
1278 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280 qglUseProgram(0);CHECKGLERROR
1281 return; // no bit left to clear, entire mode is broken
1286 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1288 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1304 /// hash lookup data
1305 struct r_hlsl_permutation_s *hashnext;
1307 unsigned int permutation;
1309 /// indicates if we have tried compiling this permutation already
1311 /// NULL if compilation failed
1312 IDirect3DVertexShader9 *vertexshader;
1313 IDirect3DPixelShader9 *pixelshader;
1315 r_hlsl_permutation_t;
1317 typedef enum D3DVSREGISTER_e
1319 D3DVSREGISTER_TexMatrix = 0, // float4x4
1320 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324 D3DVSREGISTER_ModelToLight = 20, // float4x4
1325 D3DVSREGISTER_EyePosition = 24,
1326 D3DVSREGISTER_FogPlane = 25,
1327 D3DVSREGISTER_LightDir = 26,
1328 D3DVSREGISTER_LightPosition = 27,
1332 typedef enum D3DPSREGISTER_e
1334 D3DPSREGISTER_Alpha = 0,
1335 D3DPSREGISTER_BloomBlur_Parameters = 1,
1336 D3DPSREGISTER_ClientTime = 2,
1337 D3DPSREGISTER_Color_Ambient = 3,
1338 D3DPSREGISTER_Color_Diffuse = 4,
1339 D3DPSREGISTER_Color_Specular = 5,
1340 D3DPSREGISTER_Color_Glow = 6,
1341 D3DPSREGISTER_Color_Pants = 7,
1342 D3DPSREGISTER_Color_Shirt = 8,
1343 D3DPSREGISTER_DeferredColor_Ambient = 9,
1344 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345 D3DPSREGISTER_DeferredColor_Specular = 11,
1346 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347 D3DPSREGISTER_DeferredMod_Specular = 13,
1348 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349 D3DPSREGISTER_EyePosition = 15, // unused
1350 D3DPSREGISTER_FogColor = 16,
1351 D3DPSREGISTER_FogHeightFade = 17,
1352 D3DPSREGISTER_FogPlane = 18,
1353 D3DPSREGISTER_FogPlaneViewDist = 19,
1354 D3DPSREGISTER_FogRangeRecip = 20,
1355 D3DPSREGISTER_LightColor = 21,
1356 D3DPSREGISTER_LightDir = 22, // unused
1357 D3DPSREGISTER_LightPosition = 23,
1358 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359 D3DPSREGISTER_PixelSize = 25,
1360 D3DPSREGISTER_ReflectColor = 26,
1361 D3DPSREGISTER_ReflectFactor = 27,
1362 D3DPSREGISTER_ReflectOffset = 28,
1363 D3DPSREGISTER_RefractColor = 29,
1364 D3DPSREGISTER_Saturation = 30,
1365 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367 D3DPSREGISTER_ScreenToDepth = 33,
1368 D3DPSREGISTER_ShadowMap_Parameters = 34,
1369 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370 D3DPSREGISTER_SpecularPower = 36,
1371 D3DPSREGISTER_UserVec1 = 37,
1372 D3DPSREGISTER_UserVec2 = 38,
1373 D3DPSREGISTER_UserVec3 = 39,
1374 D3DPSREGISTER_UserVec4 = 40,
1375 D3DPSREGISTER_ViewTintColor = 41,
1376 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377 D3DPSREGISTER_BloomColorSubtract = 43,
1378 D3DPSREGISTER_ViewToLight = 44, // float4x4
1379 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380 D3DPSREGISTER_NormalmapScrollBlend = 52,
1385 /// information about each possible shader permutation
1386 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1387 /// currently selected permutation
1388 r_hlsl_permutation_t *r_hlsl_permutation;
1389 /// storage for permutations linked in the hash table
1390 memexpandablearray_t r_hlsl_permutationarray;
1392 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1394 //unsigned int hashdepth = 0;
1395 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1396 r_hlsl_permutation_t *p;
1397 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1399 if (p->mode == mode && p->permutation == permutation)
1401 //if (hashdepth > 10)
1402 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1407 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1409 p->permutation = permutation;
1410 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1411 r_hlsl_permutationhash[mode][hashindex] = p;
1412 //if (hashdepth > 10)
1413 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1417 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1420 if (!filename || !filename[0])
1422 if (!strcmp(filename, "hlsl/default.hlsl"))
1424 if (!hlslshaderstring)
1426 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427 if (hlslshaderstring)
1428 Con_DPrintf("Loading shaders from file %s...\n", filename);
1430 hlslshaderstring = (char *)builtinhlslshaderstring;
1432 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1433 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1434 return shaderstring;
1436 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1439 if (printfromdisknotice)
1440 Con_DPrintf("from disk %s... ", filename);
1441 return shaderstring;
1443 return shaderstring;
1447 //#include <d3dx9shader.h>
1448 //#include <d3dx9mesh.h>
1450 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1452 DWORD *vsbin = NULL;
1453 DWORD *psbin = NULL;
1454 fs_offset_t vsbinsize;
1455 fs_offset_t psbinsize;
1456 // IDirect3DVertexShader9 *vs = NULL;
1457 // IDirect3DPixelShader9 *ps = NULL;
1458 ID3DXBuffer *vslog = NULL;
1459 ID3DXBuffer *vsbuffer = NULL;
1460 ID3DXConstantTable *vsconstanttable = NULL;
1461 ID3DXBuffer *pslog = NULL;
1462 ID3DXBuffer *psbuffer = NULL;
1463 ID3DXConstantTable *psconstanttable = NULL;
1466 char temp[MAX_INPUTLINE];
1467 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1468 qboolean debugshader = gl_paranoid.integer != 0;
1469 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1470 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1474 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1476 if ((!vsbin && vertstring) || (!psbin && fragstring))
1478 const char* dllnames_d3dx9 [] =
1502 dllhandle_t d3dx9_dll = NULL;
1503 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1504 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1505 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1506 dllfunction_t d3dx9_dllfuncs[] =
1508 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1509 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1510 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1513 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1515 DWORD shaderflags = 0;
1517 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1518 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1519 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1520 if (vertstring && vertstring[0])
1524 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1525 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1526 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1527 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1530 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533 vsbinsize = vsbuffer->GetBufferSize();
1534 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1535 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1536 vsbuffer->Release();
1540 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1541 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1545 if (fragstring && fragstring[0])
1549 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1550 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1551 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1552 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1555 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558 psbinsize = psbuffer->GetBufferSize();
1559 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1560 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1561 psbuffer->Release();
1565 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1566 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1570 Sys_UnloadLibrary(&d3dx9_dll);
1573 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1577 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1578 if (FAILED(vsresult))
1579 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1580 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1581 if (FAILED(psresult))
1582 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1584 // free the shader data
1585 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1586 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1589 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1592 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1593 int vertstring_length = 0;
1594 int geomstring_length = 0;
1595 int fragstring_length = 0;
1597 char *vertexstring, *geometrystring, *fragmentstring;
1598 char *vertstring, *geomstring, *fragstring;
1599 char permutationname[256];
1600 char cachename[256];
1601 int vertstrings_count = 0;
1602 int geomstrings_count = 0;
1603 int fragstrings_count = 0;
1604 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1605 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1606 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1611 p->vertexshader = NULL;
1612 p->pixelshader = NULL;
1614 permutationname[0] = 0;
1616 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1617 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1618 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1620 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1621 strlcat(cachename, "hlsl/", sizeof(cachename));
1623 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1624 vertstrings_count = 0;
1625 geomstrings_count = 0;
1626 fragstrings_count = 0;
1627 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1628 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1629 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1631 // the first pretext is which type of shader to compile as
1632 // (later these will all be bound together as a program object)
1633 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1634 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1635 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1637 // the second pretext is the mode (for example a light source)
1638 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1639 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1640 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1641 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1642 strlcat(cachename, modeinfo->name, sizeof(cachename));
1644 // now add all the permutation pretexts
1645 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1647 if (permutation & (1<<i))
1649 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1650 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1651 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1652 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1653 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1657 // keep line numbers correct
1658 vertstrings_list[vertstrings_count++] = "\n";
1659 geomstrings_list[geomstrings_count++] = "\n";
1660 fragstrings_list[fragstrings_count++] = "\n";
1665 R_CompileShader_AddStaticParms(mode, permutation);
1666 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1667 vertstrings_count += shaderstaticparms_count;
1668 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1669 geomstrings_count += shaderstaticparms_count;
1670 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1671 fragstrings_count += shaderstaticparms_count;
1673 // replace spaces in the cachename with _ characters
1674 for (i = 0;cachename[i];i++)
1675 if (cachename[i] == ' ')
1678 // now append the shader text itself
1679 vertstrings_list[vertstrings_count++] = vertexstring;
1680 geomstrings_list[geomstrings_count++] = geometrystring;
1681 fragstrings_list[fragstrings_count++] = fragmentstring;
1683 // if any sources were NULL, clear the respective list
1685 vertstrings_count = 0;
1686 if (!geometrystring)
1687 geomstrings_count = 0;
1688 if (!fragmentstring)
1689 fragstrings_count = 0;
1691 vertstring_length = 0;
1692 for (i = 0;i < vertstrings_count;i++)
1693 vertstring_length += strlen(vertstrings_list[i]);
1694 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1695 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1696 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1698 geomstring_length = 0;
1699 for (i = 0;i < geomstrings_count;i++)
1700 geomstring_length += strlen(geomstrings_list[i]);
1701 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1702 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1703 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1705 fragstring_length = 0;
1706 for (i = 0;i < fragstrings_count;i++)
1707 fragstring_length += strlen(fragstrings_list[i]);
1708 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1709 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1710 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1712 // try to load the cached shader, or generate one
1713 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1715 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1716 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1718 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1722 Mem_Free(vertstring);
1724 Mem_Free(geomstring);
1726 Mem_Free(fragstring);
1728 Mem_Free(vertexstring);
1730 Mem_Free(geometrystring);
1732 Mem_Free(fragmentstring);
1735 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1736 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1737 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);}
1738 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);}
1739 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);}
1740 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);}
1742 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1743 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1744 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);}
1745 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);}
1746 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);}
1747 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);}
1749 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1751 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1752 if (r_hlsl_permutation != perm)
1754 r_hlsl_permutation = perm;
1755 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1757 if (!r_hlsl_permutation->compiled)
1758 R_HLSL_CompilePermutation(perm, mode, permutation);
1759 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1761 // remove features until we find a valid permutation
1763 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1765 // reduce i more quickly whenever it would not remove any bits
1766 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1767 if (!(permutation & j))
1770 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1771 if (!r_hlsl_permutation->compiled)
1772 R_HLSL_CompilePermutation(perm, mode, permutation);
1773 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1776 if (i >= SHADERPERMUTATION_COUNT)
1778 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1779 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1780 return; // no bit left to clear, entire mode is broken
1784 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1785 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1787 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1788 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1789 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1793 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1795 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1796 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1797 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1798 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1801 void R_GLSL_Restart_f(void)
1803 unsigned int i, limit;
1804 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1805 Mem_Free(glslshaderstring);
1806 glslshaderstring = NULL;
1807 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1808 Mem_Free(hlslshaderstring);
1809 hlslshaderstring = NULL;
1810 switch(vid.renderpath)
1812 case RENDERPATH_D3D9:
1815 r_hlsl_permutation_t *p;
1816 r_hlsl_permutation = NULL;
1817 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1818 for (i = 0;i < limit;i++)
1820 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1822 if (p->vertexshader)
1823 IDirect3DVertexShader9_Release(p->vertexshader);
1825 IDirect3DPixelShader9_Release(p->pixelshader);
1826 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1829 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1833 case RENDERPATH_D3D10:
1834 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1836 case RENDERPATH_D3D11:
1837 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1839 case RENDERPATH_GL20:
1840 case RENDERPATH_GLES2:
1842 r_glsl_permutation_t *p;
1843 r_glsl_permutation = NULL;
1844 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1845 for (i = 0;i < limit;i++)
1847 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1849 GL_Backend_FreeProgram(p->program);
1850 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1853 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1856 case RENDERPATH_GL11:
1857 case RENDERPATH_GL13:
1858 case RENDERPATH_GLES1:
1860 case RENDERPATH_SOFT:
1865 void R_GLSL_DumpShader_f(void)
1870 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1873 FS_Print(file, "/* The engine may define the following macros:\n");
1874 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1875 for (i = 0;i < SHADERMODE_COUNT;i++)
1876 FS_Print(file, glslshadermodeinfo[i].pretext);
1877 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1878 FS_Print(file, shaderpermutationinfo[i].pretext);
1879 FS_Print(file, "*/\n");
1880 FS_Print(file, builtinshaderstring);
1882 Con_Printf("glsl/default.glsl written\n");
1885 Con_Printf("failed to write to glsl/default.glsl\n");
1887 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1890 FS_Print(file, "/* The engine may define the following macros:\n");
1891 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1892 for (i = 0;i < SHADERMODE_COUNT;i++)
1893 FS_Print(file, hlslshadermodeinfo[i].pretext);
1894 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1895 FS_Print(file, shaderpermutationinfo[i].pretext);
1896 FS_Print(file, "*/\n");
1897 FS_Print(file, builtinhlslshaderstring);
1899 Con_Printf("hlsl/default.hlsl written\n");
1902 Con_Printf("failed to write to hlsl/default.hlsl\n");
1905 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
1908 texturemode = GL_MODULATE;
1909 switch (vid.renderpath)
1911 case RENDERPATH_D3D9:
1913 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1914 R_Mesh_TexBind(GL20TU_FIRST , first );
1915 R_Mesh_TexBind(GL20TU_SECOND, second);
1918 case RENDERPATH_D3D10:
1919 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1921 case RENDERPATH_D3D11:
1922 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1924 case RENDERPATH_GL20:
1925 case RENDERPATH_GLES2:
1926 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1927 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1928 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1930 case RENDERPATH_GL13:
1931 case RENDERPATH_GLES1:
1932 R_Mesh_TexBind(0, first );
1933 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1934 R_Mesh_TexBind(1, second);
1936 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1938 case RENDERPATH_GL11:
1939 R_Mesh_TexBind(0, first );
1941 case RENDERPATH_SOFT:
1942 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1943 R_Mesh_TexBind(GL20TU_FIRST , first );
1944 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 void R_SetupShader_DepthOrShadow(void)
1951 switch (vid.renderpath)
1953 case RENDERPATH_D3D9:
1955 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
1958 case RENDERPATH_D3D10:
1959 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1961 case RENDERPATH_D3D11:
1962 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1964 case RENDERPATH_GL20:
1965 case RENDERPATH_GLES2:
1966 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
1968 case RENDERPATH_GL13:
1969 case RENDERPATH_GLES1:
1970 R_Mesh_TexBind(0, 0);
1971 R_Mesh_TexBind(1, 0);
1973 case RENDERPATH_GL11:
1974 R_Mesh_TexBind(0, 0);
1976 case RENDERPATH_SOFT:
1977 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982 void R_SetupShader_ShowDepth(void)
1984 switch (vid.renderpath)
1986 case RENDERPATH_D3D9:
1988 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
1991 case RENDERPATH_D3D10:
1992 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1994 case RENDERPATH_D3D11:
1995 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1997 case RENDERPATH_GL20:
1998 case RENDERPATH_GLES2:
1999 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
2001 case RENDERPATH_GL13:
2002 case RENDERPATH_GLES1:
2004 case RENDERPATH_GL11:
2006 case RENDERPATH_SOFT:
2007 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
2012 extern qboolean r_shadow_usingdeferredprepass;
2013 extern cvar_t r_shadow_deferred_8bitrange;
2014 extern rtexture_t *r_shadow_attenuationgradienttexture;
2015 extern rtexture_t *r_shadow_attenuation2dtexture;
2016 extern rtexture_t *r_shadow_attenuation3dtexture;
2017 extern qboolean r_shadow_usingshadowmap2d;
2018 extern qboolean r_shadow_usingshadowmaportho;
2019 extern float r_shadow_shadowmap_texturescale[2];
2020 extern float r_shadow_shadowmap_parameters[4];
2021 extern qboolean r_shadow_shadowmapvsdct;
2022 extern qboolean r_shadow_shadowmapsampler;
2023 extern int r_shadow_shadowmappcf;
2024 extern rtexture_t *r_shadow_shadowmap2dtexture;
2025 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2026 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2027 extern matrix4x4_t r_shadow_shadowmapmatrix;
2028 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2029 extern int r_shadow_prepass_width;
2030 extern int r_shadow_prepass_height;
2031 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2032 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2033 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2034 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2035 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2037 #define BLENDFUNC_ALLOWS_COLORMOD 1
2038 #define BLENDFUNC_ALLOWS_FOG 2
2039 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2040 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2041 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2042 static int R_BlendFuncFlags(int src, int dst)
2046 // a blendfunc allows colormod if:
2047 // a) it can never keep the destination pixel invariant, or
2048 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2049 // this is to prevent unintended side effects from colormod
2051 // a blendfunc allows fog if:
2052 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2053 // this is to prevent unintended side effects from fog
2055 // these checks are the output of fogeval.pl
2057 r |= BLENDFUNC_ALLOWS_COLORMOD;
2058 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2059 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2060 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2061 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2062 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2063 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2064 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2065 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2066 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2067 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2068 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2069 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2070 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2071 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2072 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2073 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2074 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2075 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2076 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2077 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2078 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2083 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)
2085 // select a permutation of the lighting shader appropriate to this
2086 // combination of texture, entity, light source, and fogging, only use the
2087 // minimum features necessary to avoid wasting rendering time in the
2088 // fragment shader on features that are not being used
2089 unsigned int permutation = 0;
2090 unsigned int mode = 0;
2092 static float dummy_colormod[3] = {1, 1, 1};
2093 float *colormod = rsurface.colormod;
2095 matrix4x4_t tempmatrix;
2096 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2097 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2098 permutation |= SHADERPERMUTATION_ALPHAKILL;
2099 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2100 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2101 if (rsurfacepass == RSURFPASS_BACKGROUND)
2103 // distorted background
2104 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2106 mode = SHADERMODE_WATER;
2107 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2109 // this is the right thing to do for wateralpha
2110 GL_BlendFunc(GL_ONE, GL_ZERO);
2111 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2115 // this is the right thing to do for entity alpha
2116 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2117 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2120 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2122 mode = SHADERMODE_REFRACTION;
2123 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2124 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2128 mode = SHADERMODE_GENERIC;
2129 permutation |= SHADERPERMUTATION_DIFFUSE;
2130 GL_BlendFunc(GL_ONE, GL_ZERO);
2131 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2134 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2136 if (r_glsl_offsetmapping.integer)
2138 switch(rsurface.texture->offsetmapping)
2140 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2141 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2142 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2143 case OFFSETMAPPING_OFF: break;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2147 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2148 // normalmap (deferred prepass), may use alpha test on diffuse
2149 mode = SHADERMODE_DEFERREDGEOMETRY;
2150 GL_BlendFunc(GL_ONE, GL_ZERO);
2151 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2153 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2155 if (r_glsl_offsetmapping.integer)
2157 switch(rsurface.texture->offsetmapping)
2159 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2160 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2161 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2162 case OFFSETMAPPING_OFF: break;
2165 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2166 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2168 mode = SHADERMODE_LIGHTSOURCE;
2169 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2170 permutation |= SHADERPERMUTATION_CUBEFILTER;
2171 if (diffusescale > 0)
2172 permutation |= SHADERPERMUTATION_DIFFUSE;
2173 if (specularscale > 0)
2174 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2175 if (r_refdef.fogenabled)
2176 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2177 if (rsurface.texture->colormapping)
2178 permutation |= SHADERPERMUTATION_COLORMAPPING;
2179 if (r_shadow_usingshadowmap2d)
2181 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2182 if(r_shadow_shadowmapvsdct)
2183 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2185 if (r_shadow_shadowmapsampler)
2186 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2187 if (r_shadow_shadowmappcf > 1)
2188 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2189 else if (r_shadow_shadowmappcf)
2190 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2192 if (rsurface.texture->reflectmasktexture)
2193 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2194 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2195 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2197 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2199 if (r_glsl_offsetmapping.integer)
2201 switch(rsurface.texture->offsetmapping)
2203 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2204 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2205 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2206 case OFFSETMAPPING_OFF: break;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211 // unshaded geometry (fullbright or ambient model lighting)
2212 mode = SHADERMODE_FLATCOLOR;
2213 ambientscale = diffusescale = specularscale = 0;
2214 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215 permutation |= SHADERPERMUTATION_GLOW;
2216 if (r_refdef.fogenabled)
2217 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2218 if (rsurface.texture->colormapping)
2219 permutation |= SHADERPERMUTATION_COLORMAPPING;
2220 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2222 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2223 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2225 if (r_shadow_shadowmapsampler)
2226 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2227 if (r_shadow_shadowmappcf > 1)
2228 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2229 else if (r_shadow_shadowmappcf)
2230 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2232 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2233 permutation |= SHADERPERMUTATION_REFLECTION;
2234 if (rsurface.texture->reflectmasktexture)
2235 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2236 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2237 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2239 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2241 if (r_glsl_offsetmapping.integer)
2243 switch(rsurface.texture->offsetmapping)
2245 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2246 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2247 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2248 case OFFSETMAPPING_OFF: break;
2251 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2252 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2253 // directional model lighting
2254 mode = SHADERMODE_LIGHTDIRECTION;
2255 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2256 permutation |= SHADERPERMUTATION_GLOW;
2257 permutation |= SHADERPERMUTATION_DIFFUSE;
2258 if (specularscale > 0)
2259 permutation |= SHADERPERMUTATION_SPECULAR;
2260 if (r_refdef.fogenabled)
2261 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2262 if (rsurface.texture->colormapping)
2263 permutation |= SHADERPERMUTATION_COLORMAPPING;
2264 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2266 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2267 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2269 if (r_shadow_shadowmapsampler)
2270 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2271 if (r_shadow_shadowmappcf > 1)
2272 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2273 else if (r_shadow_shadowmappcf)
2274 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2276 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2277 permutation |= SHADERPERMUTATION_REFLECTION;
2278 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2279 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2280 if (rsurface.texture->reflectmasktexture)
2281 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2282 if (r_shadow_bouncegridtexture)
2284 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2285 if (r_shadow_bouncegriddirectional)
2286 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2288 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2289 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2293 if (r_glsl_offsetmapping.integer)
2295 switch(rsurface.texture->offsetmapping)
2297 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2298 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2299 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_OFF: break;
2303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2304 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2305 // ambient model lighting
2306 mode = SHADERMODE_LIGHTDIRECTION;
2307 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2308 permutation |= SHADERPERMUTATION_GLOW;
2309 if (r_refdef.fogenabled)
2310 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2311 if (rsurface.texture->colormapping)
2312 permutation |= SHADERPERMUTATION_COLORMAPPING;
2313 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2315 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2316 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2318 if (r_shadow_shadowmapsampler)
2319 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2320 if (r_shadow_shadowmappcf > 1)
2321 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2322 else if (r_shadow_shadowmappcf)
2323 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2325 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2326 permutation |= SHADERPERMUTATION_REFLECTION;
2327 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2328 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2329 if (rsurface.texture->reflectmasktexture)
2330 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2331 if (r_shadow_bouncegridtexture)
2333 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2334 if (r_shadow_bouncegriddirectional)
2335 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2337 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2338 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342 if (r_glsl_offsetmapping.integer)
2344 switch(rsurface.texture->offsetmapping)
2346 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2347 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2348 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_OFF: break;
2352 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2353 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2355 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2356 permutation |= SHADERPERMUTATION_GLOW;
2357 if (r_refdef.fogenabled)
2358 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2359 if (rsurface.texture->colormapping)
2360 permutation |= SHADERPERMUTATION_COLORMAPPING;
2361 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2363 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2364 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2366 if (r_shadow_shadowmapsampler)
2367 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2368 if (r_shadow_shadowmappcf > 1)
2369 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2370 else if (r_shadow_shadowmappcf)
2371 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2374 permutation |= SHADERPERMUTATION_REFLECTION;
2375 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2376 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2377 if (rsurface.texture->reflectmasktexture)
2378 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2379 if (FAKELIGHT_ENABLED)
2381 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2382 mode = SHADERMODE_FAKELIGHT;
2383 permutation |= SHADERPERMUTATION_DIFFUSE;
2384 if (specularscale > 0)
2385 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2387 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2389 // deluxemapping (light direction texture)
2390 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2391 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2393 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2394 permutation |= SHADERPERMUTATION_DIFFUSE;
2395 if (specularscale > 0)
2396 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2398 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
2400 // fake deluxemapping (uniform light direction in tangentspace)
2401 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2402 permutation |= SHADERPERMUTATION_DIFFUSE;
2403 if (specularscale > 0)
2404 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2406 else if (rsurface.uselightmaptexture)
2408 // ordinary lightmapping (q1bsp, q3bsp)
2409 mode = SHADERMODE_LIGHTMAP;
2413 // ordinary vertex coloring (q3bsp)
2414 mode = SHADERMODE_VERTEXCOLOR;
2416 if (r_shadow_bouncegridtexture)
2418 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2419 if (r_shadow_bouncegriddirectional)
2420 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2422 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2423 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2425 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2426 colormod = dummy_colormod;
2427 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2428 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2429 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2430 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2431 switch(vid.renderpath)
2433 case RENDERPATH_D3D9:
2435 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);
2436 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2437 R_SetupShader_SetPermutationHLSL(mode, permutation);
2438 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2439 if (mode == SHADERMODE_LIGHTSOURCE)
2441 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2442 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2446 if (mode == SHADERMODE_LIGHTDIRECTION)
2448 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2451 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2452 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2453 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2454 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2455 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2457 if (mode == SHADERMODE_LIGHTSOURCE)
2459 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2460 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2461 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2462 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2463 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2465 // additive passes are only darkened by fog, not tinted
2466 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2467 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2471 if (mode == SHADERMODE_FLATCOLOR)
2473 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2475 else if (mode == SHADERMODE_LIGHTDIRECTION)
2477 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]);
2478 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2479 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);
2480 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2481 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2482 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2483 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2487 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2488 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2489 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);
2490 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2491 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2493 // additive passes are only darkened by fog, not tinted
2494 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2495 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2497 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2498 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);
2499 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2500 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2501 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2502 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2503 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2504 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2505 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2506 if (mode == SHADERMODE_WATER)
2507 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2509 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2510 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2511 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2512 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2513 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2514 if (rsurface.texture->pantstexture)
2515 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2517 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2518 if (rsurface.texture->shirttexture)
2519 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2521 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2522 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2523 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2524 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2525 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2526 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2527 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2528 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2529 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2530 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2532 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2533 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2535 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2536 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2537 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2538 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2539 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2540 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2541 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2542 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2543 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2544 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2545 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2546 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2547 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2548 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2549 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2550 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2551 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2552 if (rsurfacepass == RSURFPASS_BACKGROUND)
2554 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2555 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2556 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2560 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2562 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2563 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2564 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2565 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2566 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2568 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2569 if (rsurface.rtlight)
2571 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2572 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2577 case RENDERPATH_D3D10:
2578 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2580 case RENDERPATH_D3D11:
2581 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2583 case RENDERPATH_GL20:
2584 case RENDERPATH_GLES2:
2585 if (!vid.useinterleavedarrays)
2587 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);
2588 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2589 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2590 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2591 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2592 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2593 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2594 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2598 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);
2599 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2601 R_SetupShader_SetPermutationGLSL(mode, permutation);
2602 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2603 if (mode == SHADERMODE_LIGHTSOURCE)
2605 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2606 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2607 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2608 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2609 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2610 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);
2612 // additive passes are only darkened by fog, not tinted
2613 if (r_glsl_permutation->loc_FogColor >= 0)
2614 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2615 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2619 if (mode == SHADERMODE_FLATCOLOR)
2621 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2623 else if (mode == SHADERMODE_LIGHTDIRECTION)
2625 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]);
2626 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]);
2627 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);
2628 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2629 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2630 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]);
2631 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]);
2635 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]);
2636 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]);
2637 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);
2638 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2639 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2641 // additive passes are only darkened by fog, not tinted
2642 if (r_glsl_permutation->loc_FogColor >= 0)
2644 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2645 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2647 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2649 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);
2650 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2651 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2652 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]);
2653 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]);
2654 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2655 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2656 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2657 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]);
2659 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2660 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2661 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2662 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]);
2663 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]);
2665 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2666 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2667 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2668 if (r_glsl_permutation->loc_Color_Pants >= 0)
2670 if (rsurface.texture->pantstexture)
2671 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2673 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2675 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2677 if (rsurface.texture->shirttexture)
2678 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2680 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2682 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]);
2683 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2684 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2685 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2686 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2687 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2688 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2689 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2690 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2692 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]);
2693 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2694 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);}
2695 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2697 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2698 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2699 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2700 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2701 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2702 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2703 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2704 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2705 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2706 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2707 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2708 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2709 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2710 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2711 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);
2712 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2713 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2714 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2715 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2716 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2717 if (rsurfacepass == RSURFPASS_BACKGROUND)
2719 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);
2720 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);
2721 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);
2725 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);
2727 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2728 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2729 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2730 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2731 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2733 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2734 if (rsurface.rtlight)
2736 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2737 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2740 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2743 case RENDERPATH_GL11:
2744 case RENDERPATH_GL13:
2745 case RENDERPATH_GLES1:
2747 case RENDERPATH_SOFT:
2748 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);
2749 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2750 R_SetupShader_SetPermutationSoft(mode, permutation);
2751 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2752 if (mode == SHADERMODE_LIGHTSOURCE)
2754 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2755 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2756 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2757 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2758 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2759 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2761 // additive passes are only darkened by fog, not tinted
2762 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2763 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2767 if (mode == SHADERMODE_FLATCOLOR)
2769 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2771 else if (mode == SHADERMODE_LIGHTDIRECTION)
2773 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]);
2774 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2775 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);
2776 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2777 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2778 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]);
2779 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2783 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2784 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2785 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);
2786 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2787 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2789 // additive passes are only darkened by fog, not tinted
2790 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2791 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2793 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2794 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);
2795 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2796 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2797 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]);
2798 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]);
2799 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2800 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2801 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2802 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2804 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2805 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2806 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2807 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2808 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]);
2810 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2811 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2812 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2813 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2815 if (rsurface.texture->pantstexture)
2816 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2818 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2820 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2822 if (rsurface.texture->shirttexture)
2823 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2825 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2827 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2828 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2829 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2830 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2831 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2832 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2833 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2834 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2835 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2837 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2838 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2840 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2841 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2842 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2843 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2844 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2845 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2846 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2847 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2848 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2849 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2850 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2851 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2852 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2853 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2854 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2855 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2856 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2857 if (rsurfacepass == RSURFPASS_BACKGROUND)
2859 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2860 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2861 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2865 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2867 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2868 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2869 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2870 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2871 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2873 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2874 if (rsurface.rtlight)
2876 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2877 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2884 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2886 // select a permutation of the lighting shader appropriate to this
2887 // combination of texture, entity, light source, and fogging, only use the
2888 // minimum features necessary to avoid wasting rendering time in the
2889 // fragment shader on features that are not being used
2890 unsigned int permutation = 0;
2891 unsigned int mode = 0;
2892 const float *lightcolorbase = rtlight->currentcolor;
2893 float ambientscale = rtlight->ambientscale;
2894 float diffusescale = rtlight->diffusescale;
2895 float specularscale = rtlight->specularscale;
2896 // this is the location of the light in view space
2897 vec3_t viewlightorigin;
2898 // this transforms from view space (camera) to light space (cubemap)
2899 matrix4x4_t viewtolight;
2900 matrix4x4_t lighttoview;
2901 float viewtolight16f[16];
2902 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2904 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2905 if (rtlight->currentcubemap != r_texture_whitecube)
2906 permutation |= SHADERPERMUTATION_CUBEFILTER;
2907 if (diffusescale > 0)
2908 permutation |= SHADERPERMUTATION_DIFFUSE;
2909 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2910 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2911 if (r_shadow_usingshadowmap2d)
2913 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2914 if (r_shadow_shadowmapvsdct)
2915 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2917 if (r_shadow_shadowmapsampler)
2918 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2919 if (r_shadow_shadowmappcf > 1)
2920 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2921 else if (r_shadow_shadowmappcf)
2922 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2924 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2925 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2926 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
2927 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2928 switch(vid.renderpath)
2930 case RENDERPATH_D3D9:
2932 R_SetupShader_SetPermutationHLSL(mode, permutation);
2933 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2934 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
2935 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
2936 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
2937 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2938 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2939 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2940 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2941 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2942 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2944 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2945 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
2946 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2947 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2948 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
2949 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2952 case RENDERPATH_D3D10:
2953 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2955 case RENDERPATH_D3D11:
2956 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2958 case RENDERPATH_GL20:
2959 case RENDERPATH_GLES2:
2960 R_SetupShader_SetPermutationGLSL(mode, permutation);
2961 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2962 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2963 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
2964 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
2965 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2966 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]);
2967 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]);
2968 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));
2969 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]);
2970 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2972 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2973 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2974 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2975 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2976 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
2977 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2979 case RENDERPATH_GL11:
2980 case RENDERPATH_GL13:
2981 case RENDERPATH_GLES1:
2983 case RENDERPATH_SOFT:
2984 R_SetupShader_SetPermutationGLSL(mode, permutation);
2985 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2986 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
2987 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
2988 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
2989 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
2990 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2991 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]);
2992 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));
2993 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2994 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2996 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2997 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2998 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2999 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3000 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3001 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3006 #define SKINFRAME_HASH 1024
3010 int loadsequence; // incremented each level change
3011 memexpandablearray_t array;
3012 skinframe_t *hash[SKINFRAME_HASH];
3015 r_skinframe_t r_skinframe;
3017 void R_SkinFrame_PrepareForPurge(void)
3019 r_skinframe.loadsequence++;
3020 // wrap it without hitting zero
3021 if (r_skinframe.loadsequence >= 200)
3022 r_skinframe.loadsequence = 1;
3025 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3029 // mark the skinframe as used for the purging code
3030 skinframe->loadsequence = r_skinframe.loadsequence;
3033 void R_SkinFrame_Purge(void)
3037 for (i = 0;i < SKINFRAME_HASH;i++)
3039 for (s = r_skinframe.hash[i];s;s = s->next)
3041 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3043 if (s->merged == s->base)
3045 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3046 R_PurgeTexture(s->stain );s->stain = NULL;
3047 R_PurgeTexture(s->merged);s->merged = NULL;
3048 R_PurgeTexture(s->base );s->base = NULL;
3049 R_PurgeTexture(s->pants );s->pants = NULL;
3050 R_PurgeTexture(s->shirt );s->shirt = NULL;
3051 R_PurgeTexture(s->nmap );s->nmap = NULL;
3052 R_PurgeTexture(s->gloss );s->gloss = NULL;
3053 R_PurgeTexture(s->glow );s->glow = NULL;
3054 R_PurgeTexture(s->fog );s->fog = NULL;
3055 R_PurgeTexture(s->reflect);s->reflect = NULL;
3056 s->loadsequence = 0;
3062 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3064 char basename[MAX_QPATH];
3066 Image_StripImageExtension(name, basename, sizeof(basename));
3068 if( last == NULL ) {
3070 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3071 item = r_skinframe.hash[hashindex];
3076 // linearly search through the hash bucket
3077 for( ; item ; item = item->next ) {
3078 if( !strcmp( item->basename, basename ) ) {
3085 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3089 char basename[MAX_QPATH];
3091 Image_StripImageExtension(name, basename, sizeof(basename));
3093 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3094 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3095 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3099 rtexture_t *dyntexture;
3100 // check whether its a dynamic texture
3101 dyntexture = CL_GetDynTexture( basename );
3102 if (!add && !dyntexture)
3104 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3105 memset(item, 0, sizeof(*item));
3106 strlcpy(item->basename, basename, sizeof(item->basename));
3107 item->base = dyntexture; // either NULL or dyntexture handle
3108 item->textureflags = textureflags;
3109 item->comparewidth = comparewidth;
3110 item->compareheight = compareheight;
3111 item->comparecrc = comparecrc;
3112 item->next = r_skinframe.hash[hashindex];
3113 r_skinframe.hash[hashindex] = item;
3115 else if( item->base == NULL )
3117 rtexture_t *dyntexture;
3118 // check whether its a dynamic texture
3119 // 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]
3120 dyntexture = CL_GetDynTexture( basename );
3121 item->base = dyntexture; // either NULL or dyntexture handle
3124 R_SkinFrame_MarkUsed(item);
3128 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3130 unsigned long long avgcolor[5], wsum; \
3138 for(pix = 0; pix < cnt; ++pix) \
3141 for(comp = 0; comp < 3; ++comp) \
3143 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3146 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3148 for(comp = 0; comp < 3; ++comp) \
3149 avgcolor[comp] += getpixel * w; \
3152 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3153 avgcolor[4] += getpixel; \
3155 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3157 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3158 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3159 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3160 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3163 extern cvar_t gl_picmip;
3164 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3167 unsigned char *pixels;
3168 unsigned char *bumppixels;
3169 unsigned char *basepixels = NULL;
3170 int basepixels_width = 0;
3171 int basepixels_height = 0;
3172 skinframe_t *skinframe;
3173 rtexture_t *ddsbase = NULL;
3174 qboolean ddshasalpha = false;
3175 float ddsavgcolor[4];
3176 char basename[MAX_QPATH];
3177 int miplevel = R_PicmipForFlags(textureflags);
3178 int savemiplevel = miplevel;
3181 if (cls.state == ca_dedicated)
3184 // return an existing skinframe if already loaded
3185 // if loading of the first image fails, don't make a new skinframe as it
3186 // would cause all future lookups of this to be missing
3187 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3188 if (skinframe && skinframe->base)
3191 Image_StripImageExtension(name, basename, sizeof(basename));
3193 // check for DDS texture file first
3194 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3196 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3197 if (basepixels == NULL)
3201 // FIXME handle miplevel
3203 if (developer_loading.integer)
3204 Con_Printf("loading skin \"%s\"\n", name);
3206 // we've got some pixels to store, so really allocate this new texture now
3208 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3209 skinframe->stain = NULL;
3210 skinframe->merged = NULL;
3211 skinframe->base = NULL;
3212 skinframe->pants = NULL;
3213 skinframe->shirt = NULL;
3214 skinframe->nmap = NULL;
3215 skinframe->gloss = NULL;
3216 skinframe->glow = NULL;
3217 skinframe->fog = NULL;
3218 skinframe->reflect = NULL;
3219 skinframe->hasalpha = false;
3223 skinframe->base = ddsbase;
3224 skinframe->hasalpha = ddshasalpha;
3225 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3226 if (r_loadfog && skinframe->hasalpha)
3227 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3228 //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]);
3232 basepixels_width = image_width;
3233 basepixels_height = image_height;
3234 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, r_texture_sRGB_skin_diffuse.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3235 if (textureflags & TEXF_ALPHA)
3237 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3239 if (basepixels[j] < 255)
3241 skinframe->hasalpha = true;
3245 if (r_loadfog && skinframe->hasalpha)
3247 // has transparent pixels
3248 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3249 for (j = 0;j < image_width * image_height * 4;j += 4)
3254 pixels[j+3] = basepixels[j+3];
3256 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3260 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3261 //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]);
3262 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3263 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
3264 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3265 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
3270 mymiplevel = savemiplevel;
3271 if (r_loadnormalmap)
3272 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3273 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3275 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3276 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3277 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3278 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3281 // _norm is the name used by tenebrae and has been adopted as standard
3282 if (r_loadnormalmap && skinframe->nmap == NULL)
3284 mymiplevel = savemiplevel;
3285 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3287 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3291 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3293 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3294 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3295 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3297 Mem_Free(bumppixels);
3299 else if (r_shadow_bumpscale_basetexture.value > 0)
3301 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3302 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3303 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3306 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3307 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
3310 // _luma is supported only for tenebrae compatibility
3311 // _glow is the preferred name
3312 mymiplevel = savemiplevel;
3313 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3315 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_glow.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3316 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3317 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
3318 Mem_Free(pixels);pixels = NULL;
3321 mymiplevel = savemiplevel;
3322 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3324 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_gloss.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3325 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3326 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
3331 mymiplevel = savemiplevel;
3332 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3334 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_diffuse.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3335 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3336 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
3341 mymiplevel = savemiplevel;
3342 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3344 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_diffuse.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3345 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3346 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
3351 mymiplevel = savemiplevel;
3352 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3354 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, r_texture_sRGB_skin_reflect.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3355 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3356 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
3362 Mem_Free(basepixels);
3367 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3368 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3371 unsigned char *temp1, *temp2;
3372 skinframe_t *skinframe;
3374 if (cls.state == ca_dedicated)
3377 // if already loaded just return it, otherwise make a new skinframe
3378 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3379 if (skinframe && skinframe->base)
3382 skinframe->stain = NULL;
3383 skinframe->merged = NULL;
3384 skinframe->base = NULL;
3385 skinframe->pants = NULL;
3386 skinframe->shirt = NULL;
3387 skinframe->nmap = NULL;
3388 skinframe->gloss = NULL;
3389 skinframe->glow = NULL;
3390 skinframe->fog = NULL;
3391 skinframe->reflect = NULL;
3392 skinframe->hasalpha = false;
3394 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3398 if (developer_loading.integer)
3399 Con_Printf("loading 32bit skin \"%s\"\n", name);
3401 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3403 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3404 temp2 = temp1 + width * height * 4;
3405 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3406 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3409 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3410 if (textureflags & TEXF_ALPHA)
3412 for (i = 3;i < width * height * 4;i += 4)
3414 if (skindata[i] < 255)
3416 skinframe->hasalpha = true;
3420 if (r_loadfog && skinframe->hasalpha)
3422 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3423 memcpy(fogpixels, skindata, width * height * 4);
3424 for (i = 0;i < width * height * 4;i += 4)
3425 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3426 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3427 Mem_Free(fogpixels);
3431 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3432 //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]);
3437 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3441 skinframe_t *skinframe;
3443 if (cls.state == ca_dedicated)
3446 // if already loaded just return it, otherwise make a new skinframe
3447 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3448 if (skinframe && skinframe->base)
3451 skinframe->stain = NULL;
3452 skinframe->merged = NULL;
3453 skinframe->base = NULL;
3454 skinframe->pants = NULL;
3455 skinframe->shirt = NULL;
3456 skinframe->nmap = NULL;
3457 skinframe->gloss = NULL;
3458 skinframe->glow = NULL;
3459 skinframe->fog = NULL;
3460 skinframe->reflect = NULL;
3461 skinframe->hasalpha = false;
3463 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3467 if (developer_loading.integer)
3468 Con_Printf("loading quake skin \"%s\"\n", name);
3470 // 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)
3471 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3472 memcpy(skinframe->qpixels, skindata, width*height);
3473 skinframe->qwidth = width;
3474 skinframe->qheight = height;
3477 for (i = 0;i < width * height;i++)
3478 featuresmask |= palette_featureflags[skindata[i]];
3480 skinframe->hasalpha = false;
3481 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3482 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3483 skinframe->qgeneratemerged = true;
3484 skinframe->qgeneratebase = skinframe->qhascolormapping;
3485 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3487 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3488 //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]);
3493 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3497 unsigned char *skindata;
3499 if (!skinframe->qpixels)
3502 if (!skinframe->qhascolormapping)
3503 colormapped = false;
3507 if (!skinframe->qgeneratebase)
3512 if (!skinframe->qgeneratemerged)
3516 width = skinframe->qwidth;
3517 height = skinframe->qheight;
3518 skindata = skinframe->qpixels;
3520 if (skinframe->qgeneratenmap)
3522 unsigned char *temp1, *temp2;
3523 skinframe->qgeneratenmap = false;
3524 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3525 temp2 = temp1 + width * height * 4;
3526 // use either a custom palette or the quake palette
3527 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3528 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3529 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3533 if (skinframe->qgenerateglow)
3535 skinframe->qgenerateglow = false;
3536 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3541 skinframe->qgeneratebase = false;
3542 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3543 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3544 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3548 skinframe->qgeneratemerged = false;
3549 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3552 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3554 Mem_Free(skinframe->qpixels);
3555 skinframe->qpixels = NULL;
3559 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)
3562 skinframe_t *skinframe;
3564 if (cls.state == ca_dedicated)
3567 // if already loaded just return it, otherwise make a new skinframe
3568 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3569 if (skinframe && skinframe->base)
3572 skinframe->stain = NULL;
3573 skinframe->merged = NULL;
3574 skinframe->base = NULL;
3575 skinframe->pants = NULL;
3576 skinframe->shirt = NULL;
3577 skinframe->nmap = NULL;
3578 skinframe->gloss = NULL;
3579 skinframe->glow = NULL;
3580 skinframe->fog = NULL;
3581 skinframe->reflect = NULL;
3582 skinframe->hasalpha = false;
3584 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3588 if (developer_loading.integer)
3589 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3591 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3592 if (textureflags & TEXF_ALPHA)
3594 for (i = 0;i < width * height;i++)
3596 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3598 skinframe->hasalpha = true;
3602 if (r_loadfog && skinframe->hasalpha)
3603 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3606 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3607 //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]);
3612 skinframe_t *R_SkinFrame_LoadMissing(void)
3614 skinframe_t *skinframe;
3616 if (cls.state == ca_dedicated)
3619 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3620 skinframe->stain = NULL;
3621 skinframe->merged = NULL;
3622 skinframe->base = NULL;
3623 skinframe->pants = NULL;
3624 skinframe->shirt = NULL;
3625 skinframe->nmap = NULL;
3626 skinframe->gloss = NULL;
3627 skinframe->glow = NULL;
3628 skinframe->fog = NULL;
3629 skinframe->reflect = NULL;
3630 skinframe->hasalpha = false;
3632 skinframe->avgcolor[0] = rand() / RAND_MAX;
3633 skinframe->avgcolor[1] = rand() / RAND_MAX;
3634 skinframe->avgcolor[2] = rand() / RAND_MAX;
3635 skinframe->avgcolor[3] = 1;
3640 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3641 typedef struct suffixinfo_s
3644 qboolean flipx, flipy, flipdiagonal;
3647 static suffixinfo_t suffix[3][6] =
3650 {"px", false, false, false},
3651 {"nx", false, false, false},
3652 {"py", false, false, false},
3653 {"ny", false, false, false},
3654 {"pz", false, false, false},
3655 {"nz", false, false, false}
3658 {"posx", false, false, false},
3659 {"negx", false, false, false},
3660 {"posy", false, false, false},
3661 {"negy", false, false, false},
3662 {"posz", false, false, false},
3663 {"negz", false, false, false}
3666 {"rt", true, false, true},
3667 {"lf", false, true, true},
3668 {"ft", true, true, false},
3669 {"bk", false, false, false},
3670 {"up", true, false, true},
3671 {"dn", true, false, true}
3675 static int componentorder[4] = {0, 1, 2, 3};
3677 rtexture_t *R_LoadCubemap(const char *basename)
3679 int i, j, cubemapsize;
3680 unsigned char *cubemappixels, *image_buffer;
3681 rtexture_t *cubemaptexture;
3683 // must start 0 so the first loadimagepixels has no requested width/height
3685 cubemappixels = NULL;
3686 cubemaptexture = NULL;
3687 // keep trying different suffix groups (posx, px, rt) until one loads
3688 for (j = 0;j < 3 && !cubemappixels;j++)
3690 // load the 6 images in the suffix group
3691 for (i = 0;i < 6;i++)
3693 // generate an image name based on the base and and suffix
3694 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3696 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3698 // an image loaded, make sure width and height are equal
3699 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3701 // if this is the first image to load successfully, allocate the cubemap memory
3702 if (!cubemappixels && image_width >= 1)
3704 cubemapsize = image_width;
3705 // note this clears to black, so unavailable sides are black
3706 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3708 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3710 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);
3713 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3715 Mem_Free(image_buffer);
3719 // if a cubemap loaded, upload it
3722 if (developer_loading.integer)
3723 Con_Printf("loading cubemap \"%s\"\n", basename);
3725 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, r_texture_sRGB_cubemap.integer != 0 ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3726 Mem_Free(cubemappixels);
3730 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3731 if (developer_loading.integer)
3733 Con_Printf("(tried tried images ");
3734 for (j = 0;j < 3;j++)
3735 for (i = 0;i < 6;i++)
3736 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3737 Con_Print(" and was unable to find any of them).\n");
3740 return cubemaptexture;
3743 rtexture_t *R_GetCubemap(const char *basename)
3746 for (i = 0;i < r_texture_numcubemaps;i++)
3747 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
3748 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
3749 if (i >= MAX_CUBEMAPS)
3750 return r_texture_whitecube;
3751 r_texture_numcubemaps++;
3752 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
3753 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
3754 return r_texture_cubemaps[i].texture;
3757 void R_FreeCubemaps(void)
3760 for (i = 0;i < r_texture_numcubemaps;i++)
3762 if (developer_loading.integer)
3763 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
3764 if (r_texture_cubemaps[i].texture)
3765 R_FreeTexture(r_texture_cubemaps[i].texture);
3767 r_texture_numcubemaps = 0;
3770 void R_Main_FreeViewCache(void)
3772 if (r_refdef.viewcache.entityvisible)
3773 Mem_Free(r_refdef.viewcache.entityvisible);
3774 if (r_refdef.viewcache.world_pvsbits)
3775 Mem_Free(r_refdef.viewcache.world_pvsbits);
3776 if (r_refdef.viewcache.world_leafvisible)
3777 Mem_Free(r_refdef.viewcache.world_leafvisible);
3778 if (r_refdef.viewcache.world_surfacevisible)
3779 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3780 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3783 void R_Main_ResizeViewCache(void)
3785 int numentities = r_refdef.scene.numentities;
3786 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3787 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3788 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3789 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3790 if (r_refdef.viewcache.maxentities < numentities)
3792 r_refdef.viewcache.maxentities = numentities;
3793 if (r_refdef.viewcache.entityvisible)
3794 Mem_Free(r_refdef.viewcache.entityvisible);
3795 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3797 if (r_refdef.viewcache.world_numclusters != numclusters)
3799 r_refdef.viewcache.world_numclusters = numclusters;
3800 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3801 if (r_refdef.viewcache.world_pvsbits)
3802 Mem_Free(r_refdef.viewcache.world_pvsbits);
3803 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3805 if (r_refdef.viewcache.world_numleafs != numleafs)
3807 r_refdef.viewcache.world_numleafs = numleafs;
3808 if (r_refdef.viewcache.world_leafvisible)
3809 Mem_Free(r_refdef.viewcache.world_leafvisible);
3810 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3812 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3814 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3815 if (r_refdef.viewcache.world_surfacevisible)
3816 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3817 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3821 extern rtexture_t *loadingscreentexture;
3822 void gl_main_start(void)
3824 loadingscreentexture = NULL;
3825 r_texture_blanknormalmap = NULL;
3826 r_texture_white = NULL;
3827 r_texture_grey128 = NULL;
3828 r_texture_black = NULL;
3829 r_texture_whitecube = NULL;
3830 r_texture_normalizationcube = NULL;
3831 r_texture_fogattenuation = NULL;
3832 r_texture_fogheighttexture = NULL;
3833 r_texture_gammaramps = NULL;
3834 r_texture_numcubemaps = 0;
3836 r_loaddds = r_texture_dds_load.integer != 0;
3837 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3839 switch(vid.renderpath)
3841 case RENDERPATH_GL20:
3842 case RENDERPATH_D3D9:
3843 case RENDERPATH_D3D10:
3844 case RENDERPATH_D3D11:
3845 case RENDERPATH_SOFT:
3846 case RENDERPATH_GLES2:
3847 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3848 Cvar_SetValueQuick(&gl_combine, 1);
3849 Cvar_SetValueQuick(&r_glsl, 1);
3850 r_loadnormalmap = true;
3854 case RENDERPATH_GL13:
3855 case RENDERPATH_GLES1:
3856 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3857 Cvar_SetValueQuick(&gl_combine, 1);
3858 Cvar_SetValueQuick(&r_glsl, 0);
3859 r_loadnormalmap = false;
3860 r_loadgloss = false;
3863 case RENDERPATH_GL11:
3864 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3865 Cvar_SetValueQuick(&gl_combine, 0);
3866 Cvar_SetValueQuick(&r_glsl, 0);
3867 r_loadnormalmap = false;
3868 r_loadgloss = false;
3874 R_FrameData_Reset();
3878 memset(r_queries, 0, sizeof(r_queries));
3880 r_qwskincache = NULL;
3881 r_qwskincache_size = 0;
3883 // due to caching of texture_t references, the collision cache must be reset
3884 Collision_Cache_Reset(true);
3886 // set up r_skinframe loading system for textures
3887 memset(&r_skinframe, 0, sizeof(r_skinframe));
3888 r_skinframe.loadsequence = 1;
3889 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3891 r_main_texturepool = R_AllocTexturePool();
3892 R_BuildBlankTextures();
3894 if (vid.support.arb_texture_cube_map)
3897 R_BuildNormalizationCube();
3899 r_texture_fogattenuation = NULL;
3900 r_texture_fogheighttexture = NULL;
3901 r_texture_gammaramps = NULL;
3902 //r_texture_fogintensity = NULL;
3903 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3904 memset(&r_waterstate, 0, sizeof(r_waterstate));
3905 r_glsl_permutation = NULL;
3906 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3907 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3908 glslshaderstring = NULL;
3910 r_hlsl_permutation = NULL;
3911 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
3912 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
3914 hlslshaderstring = NULL;
3915 memset(&r_svbsp, 0, sizeof (r_svbsp));
3917 r_refdef.fogmasktable_density = 0;
3920 void gl_main_shutdown(void)
3923 R_FrameData_Reset();
3925 R_Main_FreeViewCache();
3927 switch(vid.renderpath)
3929 case RENDERPATH_GL11:
3930 case RENDERPATH_GL13:
3931 case RENDERPATH_GL20:
3932 case RENDERPATH_GLES1:
3933 case RENDERPATH_GLES2:
3935 qglDeleteQueriesARB(r_maxqueries, r_queries);
3937 case RENDERPATH_D3D9:
3938 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3940 case RENDERPATH_D3D10:
3941 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3943 case RENDERPATH_D3D11:
3944 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3946 case RENDERPATH_SOFT:
3952 memset(r_queries, 0, sizeof(r_queries));
3954 r_qwskincache = NULL;
3955 r_qwskincache_size = 0;
3957 // clear out the r_skinframe state
3958 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3959 memset(&r_skinframe, 0, sizeof(r_skinframe));
3962 Mem_Free(r_svbsp.nodes);
3963 memset(&r_svbsp, 0, sizeof (r_svbsp));
3964 R_FreeTexturePool(&r_main_texturepool);
3965 loadingscreentexture = NULL;
3966 r_texture_blanknormalmap = NULL;
3967 r_texture_white = NULL;
3968 r_texture_grey128 = NULL;
3969 r_texture_black = NULL;
3970 r_texture_whitecube = NULL;
3971 r_texture_normalizationcube = NULL;
3972 r_texture_fogattenuation = NULL;
3973 r_texture_fogheighttexture = NULL;
3974 r_texture_gammaramps = NULL;
3975 r_texture_numcubemaps = 0;
3976 //r_texture_fogintensity = NULL;
3977 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3978 memset(&r_waterstate, 0, sizeof(r_waterstate));
3981 r_glsl_permutation = NULL;
3982 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3983 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3984 glslshaderstring = NULL;
3986 r_hlsl_permutation = NULL;
3987 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
3988 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
3990 hlslshaderstring = NULL;
3993 extern void CL_ParseEntityLump(char *entitystring);
3994 void gl_main_newmap(void)
3996 // FIXME: move this code to client
3997 char *entities, entname[MAX_QPATH];
3999 Mem_Free(r_qwskincache);
4000 r_qwskincache = NULL;
4001 r_qwskincache_size = 0;
4004 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4005 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4007 CL_ParseEntityLump(entities);
4011 if (cl.worldmodel->brush.entities)
4012 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4014 R_Main_FreeViewCache();
4016 R_FrameData_Reset();
4019 void GL_Main_Init(void)
4021 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4023 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4024 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4025 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4026 if (gamemode == GAME_NEHAHRA)
4028 Cvar_RegisterVariable (&gl_fogenable);
4029 Cvar_RegisterVariable (&gl_fogdensity);
4030 Cvar_RegisterVariable (&gl_fogred);
4031 Cvar_RegisterVariable (&gl_foggreen);
4032 Cvar_RegisterVariable (&gl_fogblue);
4033 Cvar_RegisterVariable (&gl_fogstart);
4034 Cvar_RegisterVariable (&gl_fogend);
4035 Cvar_RegisterVariable (&gl_skyclip);
4037 Cvar_RegisterVariable(&r_motionblur);
4038 Cvar_RegisterVariable(&r_motionblur_maxblur);
4039 Cvar_RegisterVariable(&r_motionblur_bmin);
4040 Cvar_RegisterVariable(&r_motionblur_vmin);
4041 Cvar_RegisterVariable(&r_motionblur_vmax);
4042 Cvar_RegisterVariable(&r_motionblur_vcoeff);
4043 Cvar_RegisterVariable(&r_motionblur_randomize);
4044 Cvar_RegisterVariable(&r_damageblur);
4045 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4046 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4047 Cvar_RegisterVariable(&r_equalize_entities_by);
4048 Cvar_RegisterVariable(&r_equalize_entities_to);
4049 Cvar_RegisterVariable(&r_depthfirst);
4050 Cvar_RegisterVariable(&r_useinfinitefarclip);
4051 Cvar_RegisterVariable(&r_farclip_base);
4052 Cvar_RegisterVariable(&r_farclip_world);
4053 Cvar_RegisterVariable(&r_nearclip);
4054 Cvar_RegisterVariable(&r_showoverdraw);
4055 Cvar_RegisterVariable(&r_showbboxes);
4056 Cvar_RegisterVariable(&r_showsurfaces);
4057 Cvar_RegisterVariable(&r_showtris);
4058 Cvar_RegisterVariable(&r_shownormals);
4059 Cvar_RegisterVariable(&r_showlighting);
4060 Cvar_RegisterVariable(&r_showshadowvolumes);
4061 Cvar_RegisterVariable(&r_showcollisionbrushes);
4062 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4063 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4064 Cvar_RegisterVariable(&r_showdisabledepthtest);
4065 Cvar_RegisterVariable(&r_drawportals);
4066 Cvar_RegisterVariable(&r_drawentities);
4067 Cvar_RegisterVariable(&r_draw2d);
4068 Cvar_RegisterVariable(&r_drawworld);
4069 Cvar_RegisterVariable(&r_cullentities_trace);
4070 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4071 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4072 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4073 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4074 Cvar_RegisterVariable(&r_drawviewmodel);
4075 Cvar_RegisterVariable(&r_drawexteriormodel);
4076 Cvar_RegisterVariable(&r_speeds);
4077 Cvar_RegisterVariable(&r_fullbrights);
4078 Cvar_RegisterVariable(&r_wateralpha);
4079 Cvar_RegisterVariable(&r_dynamic);
4080 Cvar_RegisterVariable(&r_fakelight);
4081 Cvar_RegisterVariable(&r_fakelight_intensity);
4082 Cvar_RegisterVariable(&r_fullbright);
4083 Cvar_RegisterVariable(&r_shadows);
4084 Cvar_RegisterVariable(&r_shadows_darken);
4085 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4086 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4087 Cvar_RegisterVariable(&r_shadows_throwdistance);
4088 Cvar_RegisterVariable(&r_shadows_throwdirection);
4089 Cvar_RegisterVariable(&r_shadows_focus);
4090 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4091 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4092 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4093 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4094 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4095 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4096 Cvar_RegisterVariable(&r_fog_exp2);
4097 Cvar_RegisterVariable(&r_fog_clear);
4098 Cvar_RegisterVariable(&r_drawfog);
4099 Cvar_RegisterVariable(&r_transparentdepthmasking);
4100 Cvar_RegisterVariable(&r_texture_dds_load);
4101 Cvar_RegisterVariable(&r_texture_dds_save);
4102 Cvar_RegisterVariable(&r_texture_sRGB_2d);
4103 Cvar_RegisterVariable(&r_texture_sRGB_skin_diffuse);
4104 Cvar_RegisterVariable(&r_texture_sRGB_skin_gloss);
4105 Cvar_RegisterVariable(&r_texture_sRGB_skin_glow);
4106 Cvar_RegisterVariable(&r_texture_sRGB_skin_reflect);
4107 Cvar_RegisterVariable(&r_texture_sRGB_cubemap);
4108 Cvar_RegisterVariable(&r_texture_sRGB_skybox);
4109 Cvar_RegisterVariable(&r_textureunits);
4110 Cvar_RegisterVariable(&gl_combine);
4111 Cvar_RegisterVariable(&r_viewfbo);
4112 Cvar_RegisterVariable(&r_viewscale);
4113 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4114 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4115 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4116 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4117 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4118 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4119 Cvar_RegisterVariable(&r_glsl);
4120 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4121 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4122 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4123 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4124 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4125 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4126 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4127 Cvar_RegisterVariable(&r_glsl_postprocess);
4128 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4129 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4130 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4131 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4132 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4133 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4134 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4135 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4137 Cvar_RegisterVariable(&r_water);
4138 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4139 Cvar_RegisterVariable(&r_water_clippingplanebias);
4140 Cvar_RegisterVariable(&r_water_refractdistort);
4141 Cvar_RegisterVariable(&r_water_reflectdistort);
4142 Cvar_RegisterVariable(&r_water_scissormode);
4143 Cvar_RegisterVariable(&r_lerpsprites);
4144 Cvar_RegisterVariable(&r_lerpmodels);
4145 Cvar_RegisterVariable(&r_lerplightstyles);
4146 Cvar_RegisterVariable(&r_waterscroll);
4147 Cvar_RegisterVariable(&r_bloom);
4148 Cvar_RegisterVariable(&r_bloom_colorscale);
4149 Cvar_RegisterVariable(&r_bloom_brighten);
4150 Cvar_RegisterVariable(&r_bloom_blur);
4151 Cvar_RegisterVariable(&r_bloom_resolution);
4152 Cvar_RegisterVariable(&r_bloom_colorexponent);
4153 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4154 Cvar_RegisterVariable(&r_hdr);
4155 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4156 Cvar_RegisterVariable(&r_hdr_glowintensity);
4157 Cvar_RegisterVariable(&r_hdr_range);
4158 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4159 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4160 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4161 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4162 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4163 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
4164 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4165 Cvar_RegisterVariable(&developer_texturelogging);
4166 Cvar_RegisterVariable(&gl_lightmaps);
4167 Cvar_RegisterVariable(&r_test);
4168 Cvar_RegisterVariable(&r_glsl_saturation);
4169 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4170 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4171 Cvar_RegisterVariable(&r_framedatasize);
4172 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4173 Cvar_SetValue("r_fullbrights", 0);
4174 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4176 Cvar_RegisterVariable(&r_track_sprites);
4177 Cvar_RegisterVariable(&r_track_sprites_flags);
4178 Cvar_RegisterVariable(&r_track_sprites_scalew);
4179 Cvar_RegisterVariable(&r_track_sprites_scaleh);
4180 Cvar_RegisterVariable(&r_overheadsprites_perspective);
4181 Cvar_RegisterVariable(&r_overheadsprites_pushback);
4182 Cvar_RegisterVariable(&r_overheadsprites_scalex);
4183 Cvar_RegisterVariable(&r_overheadsprites_scaley);
4186 extern void R_Textures_Init(void);
4187 extern void GL_Draw_Init(void);
4188 extern void GL_Main_Init(void);
4189 extern void R_Shadow_Init(void);
4190 extern void R_Sky_Init(void);
4191 extern void GL_Surf_Init(void);
4192 extern void R_Particles_Init(void);
4193 extern void R_Explosion_Init(void);
4194 extern void gl_backend_init(void);
4195 extern void Sbar_Init(void);
4196 extern void R_LightningBeams_Init(void);
4197 extern void Mod_RenderInit(void);
4198 extern void Font_Init(void);
4200 void Render_Init(void)
4213 R_LightningBeams_Init();
4222 extern char *ENGINE_EXTENSIONS;
4225 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4226 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4227 gl_version = (const char *)qglGetString(GL_VERSION);
4228 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4232 if (!gl_platformextensions)
4233 gl_platformextensions = "";
4235 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4236 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4237 Con_Printf("GL_VERSION: %s\n", gl_version);
4238 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4239 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4241 VID_CheckExtensions();
4243 // LordHavoc: report supported extensions
4244 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4246 // clear to black (loading plaque will be seen over this)
4247 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4250 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4254 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4256 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4259 p = r_refdef.view.frustum + i;
4264 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4268 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4272 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4276 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4280 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4284 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4288 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4292 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4300 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4304 for (i = 0;i < numplanes;i++)
4311 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4315 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4319 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4323 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4327 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4331 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4335 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4339 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4347 //==================================================================================
4349 // LordHavoc: this stores temporary data used within the same frame
4351 typedef struct r_framedata_mem_s
4353 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4354 size_t size; // how much usable space
4355 size_t current; // how much space in use
4356 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4357 size_t wantedsize; // how much space was allocated
4358 unsigned char *data; // start of real data (16byte aligned)
4362 static r_framedata_mem_t *r_framedata_mem;
4364 void R_FrameData_Reset(void)
4366 while (r_framedata_mem)
4368 r_framedata_mem_t *next = r_framedata_mem->purge;
4369 Mem_Free(r_framedata_mem);
4370 r_framedata_mem = next;
4374 void R_FrameData_Resize(void)
4377 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4378 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4379 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4381 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4382 newmem->wantedsize = wantedsize;
4383 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4384 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4385 newmem->current = 0;
4387 newmem->purge = r_framedata_mem;
4388 r_framedata_mem = newmem;
4392 void R_FrameData_NewFrame(void)
4394 R_FrameData_Resize();
4395 if (!r_framedata_mem)
4397 // if we ran out of space on the last frame, free the old memory now
4398 while (r_framedata_mem->purge)
4400 // repeatedly remove the second item in the list, leaving only head
4401 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4402 Mem_Free(r_framedata_mem->purge);
4403 r_framedata_mem->purge = next;
4405 // reset the current mem pointer
4406 r_framedata_mem->current = 0;
4407 r_framedata_mem->mark = 0;
4410 void *R_FrameData_Alloc(size_t size)
4414 // align to 16 byte boundary - the data pointer is already aligned, so we
4415 // only need to ensure the size of every allocation is also aligned
4416 size = (size + 15) & ~15;
4418 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4420 // emergency - we ran out of space, allocate more memory
4421 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4422 R_FrameData_Resize();
4425 data = r_framedata_mem->data + r_framedata_mem->current;
4426 r_framedata_mem->current += size;
4428 // count the usage for stats
4429 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4430 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4432 return (void *)data;
4435 void *R_FrameData_Store(size_t size, void *data)
4437 void *d = R_FrameData_Alloc(size);
4439 memcpy(d, data, size);
4443 void R_FrameData_SetMark(void)
4445 if (!r_framedata_mem)
4447 r_framedata_mem->mark = r_framedata_mem->current;
4450 void R_FrameData_ReturnToMark(void)
4452 if (!r_framedata_mem)
4454 r_framedata_mem->current = r_framedata_mem->mark;
4457 //==================================================================================
4459 // LordHavoc: animcache originally written by Echon, rewritten since then
4462 * Animation cache prevents re-generating mesh data for an animated model
4463 * multiple times in one frame for lighting, shadowing, reflections, etc.
4466 void R_AnimCache_Free(void)
4470 void R_AnimCache_ClearCache(void)
4473 entity_render_t *ent;
4475 for (i = 0;i < r_refdef.scene.numentities;i++)
4477 ent = r_refdef.scene.entities[i];
4478 ent->animcache_vertex3f = NULL;
4479 ent->animcache_normal3f = NULL;
4480 ent->animcache_svector3f = NULL;
4481 ent->animcache_tvector3f = NULL;
4482 ent->animcache_vertexmesh = NULL;
4483 ent->animcache_vertex3fbuffer = NULL;
4484 ent->animcache_vertexmeshbuffer = NULL;
4488 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4492 // check if we need the meshbuffers
4493 if (!vid.useinterleavedarrays)
4496 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4497 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4498 // TODO: upload vertex3f buffer?
4499 if (ent->animcache_vertexmesh)
4501 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4502 for (i = 0;i < numvertices;i++)
4503 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4504 if (ent->animcache_svector3f)
4505 for (i = 0;i < numvertices;i++)
4506 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4507 if (ent->animcache_tvector3f)
4508 for (i = 0;i < numvertices;i++)
4509 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4510 if (ent->animcache_normal3f)
4511 for (i = 0;i < numvertices;i++)
4512 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4513 // TODO: upload vertexmeshbuffer?
4517 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4519 dp_model_t *model = ent->model;
4521 // see if it's already cached this frame
4522 if (ent->animcache_vertex3f)
4524 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4525 if (wantnormals || wanttangents)
4527 if (ent->animcache_normal3f)
4528 wantnormals = false;
4529 if (ent->animcache_svector3f)
4530 wanttangents = false;
4531 if (wantnormals || wanttangents)
4533 numvertices = model->surfmesh.num_vertices;
4535 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4538 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4539 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4541 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4542 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4548 // see if this ent is worth caching
4549 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
4551 // get some memory for this entity and generate mesh data
4552 numvertices = model->surfmesh.num_vertices;
4553 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4555 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4558 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4559 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4561 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4562 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4567 void R_AnimCache_CacheVisibleEntities(void)
4570 qboolean wantnormals = true;
4571 qboolean wanttangents = !r_showsurfaces.integer;
4573 switch(vid.renderpath)
4575 case RENDERPATH_GL20:
4576 case RENDERPATH_D3D9:
4577 case RENDERPATH_D3D10:
4578 case RENDERPATH_D3D11:
4579 case RENDERPATH_GLES2:
4581 case RENDERPATH_GL11:
4582 case RENDERPATH_GL13:
4583 case RENDERPATH_GLES1:
4584 wanttangents = false;
4586 case RENDERPATH_SOFT:
4590 if (r_shownormals.integer)
4591 wanttangents = wantnormals = true;
4593 // TODO: thread this
4594 // NOTE: R_PrepareRTLights() also caches entities
4596 for (i = 0;i < r_refdef.scene.numentities;i++)
4597 if (r_refdef.viewcache.entityvisible[i])
4598 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4601 //==================================================================================
4603 static void R_View_UpdateEntityLighting (void)
4606 entity_render_t *ent;
4607 vec3_t tempdiffusenormal, avg;
4608 vec_t f, fa, fd, fdd;
4609 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4611 for (i = 0;i < r_refdef.scene.numentities;i++)
4613 ent = r_refdef.scene.entities[i];
4615 // skip unseen models
4616 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4620 if (ent->model && ent->model->brush.num_leafs)
4622 // TODO: use modellight for r_ambient settings on world?
4623 VectorSet(ent->modellight_ambient, 0, 0, 0);
4624 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4625 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4629 // fetch the lighting from the worldmodel data
4630 VectorClear(ent->modellight_ambient);
4631 VectorClear(ent->modellight_diffuse);
4632 VectorClear(tempdiffusenormal);
4633 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
4636 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4638 // complete lightning for lit sprites
4639 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4640 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4642 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4643 org[2] = org[2] + r_overheadsprites_pushback.value;
4644 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4647 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4649 if(ent->flags & RENDER_EQUALIZE)
4651 // first fix up ambient lighting...
4652 if(r_equalize_entities_minambient.value > 0)
4654 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4657 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4658 if(fa < r_equalize_entities_minambient.value * fd)
4661 // fa'/fd' = minambient
4662 // fa'+0.25*fd' = fa+0.25*fd
4664 // fa' = fd' * minambient
4665 // fd'*(0.25+minambient) = fa+0.25*fd
4667 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4668 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4670 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4671 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
4672 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4673 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4678 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4680 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4681 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4685 // adjust brightness and saturation to target
4686 avg[0] = avg[1] = avg[2] = fa / f;
4687 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4688 avg[0] = avg[1] = avg[2] = fd / f;
4689 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4695 VectorSet(ent->modellight_ambient, 1, 1, 1);
4697 // move the light direction into modelspace coordinates for lighting code
4698 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4699 if(VectorLength2(ent->modellight_lightdir) == 0)
4700 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4701 VectorNormalize(ent->modellight_lightdir);
4705 #define MAX_LINEOFSIGHTTRACES 64
4707 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4710 vec3_t boxmins, boxmaxs;
4713 dp_model_t *model = r_refdef.scene.worldmodel;
4715 if (!model || !model->brush.TraceLineOfSight)
4718 // expand the box a little
4719 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4720 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4721 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4722 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4723 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4724 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4726 // return true if eye is inside enlarged box
4727 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4731 VectorCopy(eye, start);
4732 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4733 if (model->brush.TraceLineOfSight(model, start, end))
4736 // try various random positions
4737 for (i = 0;i < numsamples;i++)
4739 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4740 if (model->brush.TraceLineOfSight(model, start, end))
4748 static void R_View_UpdateEntityVisible (void)
4753 entity_render_t *ent;
4755 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4756 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4757 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4758 : RENDER_EXTERIORMODEL;
4759 if (!r_drawviewmodel.integer)
4760 renderimask |= RENDER_VIEWMODEL;
4761 if (!r_drawexteriormodel.integer)
4762 renderimask |= RENDER_EXTERIORMODEL;
4763 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4765 // worldmodel can check visibility
4766 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4767 for (i = 0;i < r_refdef.scene.numentities;i++)
4769 ent = r_refdef.scene.entities[i];
4770 if (!(ent->flags & renderimask))
4771 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)))
4772 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4773 r_refdef.viewcache.entityvisible[i] = true;
4778 // no worldmodel or it can't check visibility
4779 for (i = 0;i < r_refdef.scene.numentities;i++)
4781 ent = r_refdef.scene.entities[i];
4782 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));
4785 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
4786 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4788 for (i = 0;i < r_refdef.scene.numentities;i++)
4790 if (!r_refdef.viewcache.entityvisible[i])
4792 ent = r_refdef.scene.entities[i];
4793 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4795 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4797 continue; // temp entities do pvs only
4798 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4799 ent->last_trace_visibility = realtime;
4800 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4801 r_refdef.viewcache.entityvisible[i] = 0;
4807 /// only used if skyrendermasked, and normally returns false
4808 int R_DrawBrushModelsSky (void)
4811 entity_render_t *ent;
4814 for (i = 0;i < r_refdef.scene.numentities;i++)
4816 if (!r_refdef.viewcache.entityvisible[i])
4818 ent = r_refdef.scene.entities[i];
4819 if (!ent->model || !ent->model->DrawSky)
4821 ent->model->DrawSky(ent);
4827 static void R_DrawNoModel(entity_render_t *ent);
4828 static void R_DrawModels(void)
4831 entity_render_t *ent;
4833 for (i = 0;i < r_refdef.scene.numentities;i++)
4835 if (!r_refdef.viewcache.entityvisible[i])
4837 ent = r_refdef.scene.entities[i];
4838 r_refdef.stats.entities++;
4839 if (ent->model && ent->model->Draw != NULL)
4840 ent->model->Draw(ent);
4846 static void R_DrawModelsDepth(void)
4849 entity_render_t *ent;
4851 for (i = 0;i < r_refdef.scene.numentities;i++)
4853 if (!r_refdef.viewcache.entityvisible[i])
4855 ent = r_refdef.scene.entities[i];
4856 if (ent->model && ent->model->DrawDepth != NULL)
4857 ent->model->DrawDepth(ent);
4861 static void R_DrawModelsDebug(void)
4864 entity_render_t *ent;
4866 for (i = 0;i < r_refdef.scene.numentities;i++)
4868 if (!r_refdef.viewcache.entityvisible[i])
4870 ent = r_refdef.scene.entities[i];
4871 if (ent->model && ent->model->DrawDebug != NULL)
4872 ent->model->DrawDebug(ent);
4876 static void R_DrawModelsAddWaterPlanes(void)
4879 entity_render_t *ent;
4881 for (i = 0;i < r_refdef.scene.numentities;i++)
4883 if (!r_refdef.viewcache.entityvisible[i])
4885 ent = r_refdef.scene.entities[i];
4886 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4887 ent->model->DrawAddWaterPlanes(ent);
4891 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4893 if (r_hdr_irisadaptation.integer)
4897 vec3_t diffusenormal;
4902 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4903 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
4904 brightness = max(0.0000001f, brightness);
4905 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4906 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4907 adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
4908 current = r_hdr_irisadaptation_value.value;
4910 current = min(current + adjust, goal);
4911 else if (current > goal)
4912 current = max(current - adjust, goal);
4913 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4914 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4916 else if (r_hdr_irisadaptation_value.value != 1.0f)
4917 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4920 static void R_View_SetFrustum(const int *scissor)
4923 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4924 vec3_t forward, left, up, origin, v;
4928 // flipped x coordinates (because x points left here)
4929 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4930 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4932 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
4933 switch(vid.renderpath)
4935 case RENDERPATH_D3D9:
4936 case RENDERPATH_D3D10:
4937 case RENDERPATH_D3D11:
4938 // non-flipped y coordinates
4939 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4940 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4942 case RENDERPATH_SOFT:
4943 case RENDERPATH_GL11:
4944 case RENDERPATH_GL13:
4945 case RENDERPATH_GL20:
4946 case RENDERPATH_GLES1:
4947 case RENDERPATH_GLES2:
4948 // non-flipped y coordinates
4949 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4950 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4955 // we can't trust r_refdef.view.forward and friends in reflected scenes
4956 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4959 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4960 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4961 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4962 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4963 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4964 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4965 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4966 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4967 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4968 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4969 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4970 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4974 zNear = r_refdef.nearclip;
4975 nudge = 1.0 - 1.0 / (1<<23);
4976 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4977 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4978 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4979 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4980 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4981 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4982 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4983 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4989 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4990 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4991 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4992 r_refdef.view.frustum[0].dist = m[15] - m[12];
4994 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4995 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4996 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4997 r_refdef.view.frustum[1].dist = m[15] + m[12];
4999 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5000 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5001 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5002 r_refdef.view.frustum[2].dist = m[15] - m[13];
5004 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5005 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5006 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5007 r_refdef.view.frustum[3].dist = m[15] + m[13];
5009 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5010 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5011 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5012 r_refdef.view.frustum[4].dist = m[15] - m[14];
5014 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5015 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5016 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5017 r_refdef.view.frustum[5].dist = m[15] + m[14];
5020 if (r_refdef.view.useperspective)
5022 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5023 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]);
5024 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]);
5025 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]);
5026 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]);
5028 // then the normals from the corners relative to origin
5029 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5030 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5031 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5032 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5034 // in a NORMAL view, forward cross left == up
5035 // in a REFLECTED view, forward cross left == down
5036 // so our cross products above need to be adjusted for a left handed coordinate system
5037 CrossProduct(forward, left, v);
5038 if(DotProduct(v, up) < 0)
5040 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5041 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5042 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5043 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5046 // Leaving those out was a mistake, those were in the old code, and they
5047 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5048 // I couldn't reproduce it after adding those normalizations. --blub
5049 VectorNormalize(r_refdef.view.frustum[0].normal);
5050 VectorNormalize(r_refdef.view.frustum[1].normal);
5051 VectorNormalize(r_refdef.view.frustum[2].normal);
5052 VectorNormalize(r_refdef.view.frustum[3].normal);
5054 // make the corners absolute
5055 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5056 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5057 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5058 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5061 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5063 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5064 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5065 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5066 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5067 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5071 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5072 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5073 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5074 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5075 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5076 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5077 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5078 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5079 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5080 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5082 r_refdef.view.numfrustumplanes = 5;
5084 if (r_refdef.view.useclipplane)
5086 r_refdef.view.numfrustumplanes = 6;
5087 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5090 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5091 PlaneClassify(r_refdef.view.frustum + i);
5093 // LordHavoc: note to all quake engine coders, Quake had a special case
5094 // for 90 degrees which assumed a square view (wrong), so I removed it,
5095 // Quake2 has it disabled as well.
5097 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5098 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5099 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5100 //PlaneClassify(&frustum[0]);
5102 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5103 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5104 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5105 //PlaneClassify(&frustum[1]);
5107 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5108 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5109 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5110 //PlaneClassify(&frustum[2]);
5112 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5113 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5114 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5115 //PlaneClassify(&frustum[3]);
5118 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5119 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5120 //PlaneClassify(&frustum[4]);
5123 void R_View_UpdateWithScissor(const int *myscissor)
5125 R_Main_ResizeViewCache();
5126 R_View_SetFrustum(myscissor);
5127 R_View_WorldVisibility(r_refdef.view.useclipplane);
5128 R_View_UpdateEntityVisible();
5129 R_View_UpdateEntityLighting();
5132 void R_View_Update(void)
5134 R_Main_ResizeViewCache();
5135 R_View_SetFrustum(NULL);
5136 R_View_WorldVisibility(r_refdef.view.useclipplane);
5137 R_View_UpdateEntityVisible();
5138 R_View_UpdateEntityLighting();
5141 float viewscalefpsadjusted = 1.0f;
5143 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5145 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5146 scale = bound(0.03125f, scale, 1.0f);
5147 *outwidth = (int)ceil(width * scale);
5148 *outheight = (int)ceil(height * scale);
5151 void R_Mesh_SetMainRenderTargets(void)
5153 if (r_bloomstate.fbo_framebuffer)
5154 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5156 R_Mesh_ResetRenderTargets();
5159 void R_SetupView(qboolean allowwaterclippingplane)
5161 const float *customclipplane = NULL;
5163 int scaledwidth, scaledheight;
5164 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5166 // LordHavoc: couldn't figure out how to make this approach the
5167 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5168 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5169 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5170 dist = r_refdef.view.clipplane.dist;
5171 plane[0] = r_refdef.view.clipplane.normal[0];
5172 plane[1] = r_refdef.view.clipplane.normal[1];
5173 plane[2] = r_refdef.view.clipplane.normal[2];
5175 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5178 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5179 if (!r_refdef.view.useperspective)
5180 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5181 else if (vid.stencil && r_useinfinitefarclip.integer)
5182 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5184 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5185 R_Mesh_SetMainRenderTargets();
5186 R_SetViewport(&r_refdef.view.viewport);
5187 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5189 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5190 float screenplane[4];
5191 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5192 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5193 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5194 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5195 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5199 void R_EntityMatrix(const matrix4x4_t *matrix)
5201 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5203 gl_modelmatrixchanged = false;
5204 gl_modelmatrix = *matrix;
5205 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5206 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5207 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5208 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5210 switch(vid.renderpath)
5212 case RENDERPATH_D3D9:
5214 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5215 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5218 case RENDERPATH_D3D10:
5219 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5221 case RENDERPATH_D3D11:
5222 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5224 case RENDERPATH_GL11:
5225 case RENDERPATH_GL13:
5226 case RENDERPATH_GLES1:
5227 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5229 case RENDERPATH_SOFT:
5230 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5231 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5233 case RENDERPATH_GL20:
5234 case RENDERPATH_GLES2:
5235 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5236 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5242 void R_ResetViewRendering2D(void)
5244 r_viewport_t viewport;
5247 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5248 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5249 R_Mesh_ResetRenderTargets();
5250 R_SetViewport(&viewport);
5251 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5252 GL_Color(1, 1, 1, 1);
5253 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5254 GL_BlendFunc(GL_ONE, GL_ZERO);
5255 GL_ScissorTest(false);
5256 GL_DepthMask(false);
5257 GL_DepthRange(0, 1);
5258 GL_DepthTest(false);
5259 GL_DepthFunc(GL_LEQUAL);
5260 R_EntityMatrix(&identitymatrix);
5261 R_Mesh_ResetTextureState();
5262 GL_PolygonOffset(0, 0);
5263 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5264 switch(vid.renderpath)
5266 case RENDERPATH_GL11:
5267 case RENDERPATH_GL13:
5268 case RENDERPATH_GL20:
5269 case RENDERPATH_GLES1:
5270 case RENDERPATH_GLES2:
5271 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5273 case RENDERPATH_D3D9:
5274 case RENDERPATH_D3D10:
5275 case RENDERPATH_D3D11:
5276 case RENDERPATH_SOFT:
5279 GL_CullFace(GL_NONE);
5282 void R_ResetViewRendering3D(void)
5287 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5288 GL_Color(1, 1, 1, 1);
5289 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5290 GL_BlendFunc(GL_ONE, GL_ZERO);
5291 GL_ScissorTest(true);
5293 GL_DepthRange(0, 1);
5295 GL_DepthFunc(GL_LEQUAL);
5296 R_EntityMatrix(&identitymatrix);
5297 R_Mesh_ResetTextureState();
5298 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5299 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5300 switch(vid.renderpath)
5302 case RENDERPATH_GL11:
5303 case RENDERPATH_GL13:
5304 case RENDERPATH_GL20:
5305 case RENDERPATH_GLES1:
5306 case RENDERPATH_GLES2:
5307 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5309 case RENDERPATH_D3D9:
5310 case RENDERPATH_D3D10:
5311 case RENDERPATH_D3D11:
5312 case RENDERPATH_SOFT:
5315 GL_CullFace(r_refdef.view.cullface_back);
5320 R_RenderView_UpdateViewVectors
5323 static void R_RenderView_UpdateViewVectors(void)
5325 // break apart the view matrix into vectors for various purposes
5326 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5327 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5328 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5329 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5330 // make an inverted copy of the view matrix for tracking sprites
5331 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5334 void R_RenderScene(void);
5335 void R_RenderWaterPlanes(void);
5337 static void R_Water_StartFrame(void)
5340 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5341 r_waterstate_waterplane_t *p;
5343 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5346 switch(vid.renderpath)
5348 case RENDERPATH_GL20:
5349 case RENDERPATH_D3D9:
5350 case RENDERPATH_D3D10:
5351 case RENDERPATH_D3D11:
5352 case RENDERPATH_SOFT:
5353 case RENDERPATH_GLES2:
5355 case RENDERPATH_GL11:
5356 case RENDERPATH_GL13:
5357 case RENDERPATH_GLES1:
5361 // set waterwidth and waterheight to the water resolution that will be
5362 // used (often less than the screen resolution for faster rendering)
5363 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
5364 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
5366 // calculate desired texture sizes
5367 // can't use water if the card does not support the texture size
5368 if (!r_water.integer || r_showsurfaces.integer)
5369 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5370 else if (vid.support.arb_texture_non_power_of_two)
5372 texturewidth = waterwidth;
5373 textureheight = waterheight;
5374 camerawidth = waterwidth;
5375 cameraheight = waterheight;
5379 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5380 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5381 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5382 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5385 // allocate textures as needed
5386 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5388 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5389 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5391 if (p->texture_refraction)
5392 R_FreeTexture(p->texture_refraction);
5393 p->texture_refraction = NULL;
5394 if (p->texture_reflection)
5395 R_FreeTexture(p->texture_reflection);
5396 p->texture_reflection = NULL;
5397 if (p->texture_camera)
5398 R_FreeTexture(p->texture_camera);
5399 p->texture_camera = NULL;
5401 memset(&r_waterstate, 0, sizeof(r_waterstate));
5402 r_waterstate.texturewidth = texturewidth;
5403 r_waterstate.textureheight = textureheight;
5404 r_waterstate.camerawidth = camerawidth;
5405 r_waterstate.cameraheight = cameraheight;
5408 if (r_waterstate.texturewidth)
5410 r_waterstate.enabled = true;
5412 // when doing a reduced render (HDR) we want to use a smaller area
5413 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5414 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5416 // set up variables that will be used in shader setup
5417 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5418 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5419 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
5420 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
5423 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5424 r_waterstate.numwaterplanes = 0;
5427 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5429 int triangleindex, planeindex;
5435 r_waterstate_waterplane_t *p;
5436 texture_t *t = R_GetCurrentTexture(surface->texture);
5438 // just use the first triangle with a valid normal for any decisions
5439 VectorClear(normal);
5440 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5442 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5443 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5444 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5445 TriangleNormal(vert[0], vert[1], vert[2], normal);
5446 if (VectorLength2(normal) >= 0.001)
5450 VectorCopy(normal, plane.normal);
5451 VectorNormalize(plane.normal);
5452 plane.dist = DotProduct(vert[0], plane.normal);
5453 PlaneClassify(&plane);
5454 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5456 // skip backfaces (except if nocullface is set)
5457 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5459 VectorNegate(plane.normal, plane.normal);
5461 PlaneClassify(&plane);
5465 // find a matching plane if there is one
5466 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5467 if(p->camera_entity == t->camera_entity)
5468 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5470 if (planeindex >= r_waterstate.maxwaterplanes)
5471 return; // nothing we can do, out of planes
5473 // if this triangle does not fit any known plane rendered this frame, add one
5474 if (planeindex >= r_waterstate.numwaterplanes)
5476 // store the new plane
5477 r_waterstate.numwaterplanes++;
5479 // clear materialflags and pvs
5480 p->materialflags = 0;
5481 p->pvsvalid = false;
5482 p->camera_entity = t->camera_entity;
5483 VectorCopy(surface->mins, p->mins);
5484 VectorCopy(surface->maxs, p->maxs);
5489 p->mins[0] = min(p->mins[0], surface->mins[0]);
5490 p->mins[1] = min(p->mins[1], surface->mins[1]);
5491 p->mins[2] = min(p->mins[2], surface->mins[2]);
5492 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5493 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5494 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5496 // merge this surface's materialflags into the waterplane
5497 p->materialflags |= t->currentmaterialflags;
5498 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5500 // merge this surface's PVS into the waterplane
5501 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5502 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5503 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5505 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5511 static void R_Water_ProcessPlanes(void)
5514 r_refdef_view_t originalview;
5515 r_refdef_view_t myview;
5517 r_waterstate_waterplane_t *p;
5520 originalview = r_refdef.view;
5522 // make sure enough textures are allocated
5523 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5525 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5527 if (!p->texture_refraction)
5528 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5529 if (!p->texture_refraction)
5532 else if (p->materialflags & MATERIALFLAG_CAMERA)
5534 if (!p->texture_camera)
5535 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5536 if (!p->texture_camera)
5540 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5542 if (!p->texture_reflection)
5543 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5544 if (!p->texture_reflection)
5550 r_refdef.view = originalview;
5551 r_refdef.view.showdebug = false;
5552 r_refdef.view.width = r_waterstate.waterwidth;
5553 r_refdef.view.height = r_waterstate.waterheight;
5554 r_refdef.view.useclipplane = true;
5555 myview = r_refdef.view;
5556 r_waterstate.renderingscene = true;
5557 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5559 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5561 r_refdef.view = myview;
5562 if(r_water_scissormode.integer)
5565 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5566 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5569 // render reflected scene and copy into texture
5570 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5571 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5572 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5573 r_refdef.view.clipplane = p->plane;
5575 // reverse the cullface settings for this render
5576 r_refdef.view.cullface_front = GL_FRONT;
5577 r_refdef.view.cullface_back = GL_BACK;
5578 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5580 r_refdef.view.usecustompvs = true;
5582 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5584 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5587 R_ResetViewRendering3D();
5588 R_ClearScreen(r_refdef.fogenabled);
5589 if(r_water_scissormode.integer & 2)
5590 R_View_UpdateWithScissor(myscissor);
5593 if(r_water_scissormode.integer & 1)
5594 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5597 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);
5600 // render the normal view scene and copy into texture
5601 // (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)
5602 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5604 r_refdef.view = myview;
5605 if(r_water_scissormode.integer)
5608 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5609 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5612 r_waterstate.renderingrefraction = true;
5614 r_refdef.view.clipplane = p->plane;
5615 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5616 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5618 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5620 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5621 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5622 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5623 R_RenderView_UpdateViewVectors();
5624 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5626 r_refdef.view.usecustompvs = true;
5627 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);
5631 PlaneClassify(&r_refdef.view.clipplane);
5633 R_ResetViewRendering3D();
5634 R_ClearScreen(r_refdef.fogenabled);
5635 if(r_water_scissormode.integer & 2)
5636 R_View_UpdateWithScissor(myscissor);
5639 if(r_water_scissormode.integer & 1)
5640 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5643 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);
5644 r_waterstate.renderingrefraction = false;
5646 else if (p->materialflags & MATERIALFLAG_CAMERA)
5648 r_refdef.view = myview;
5650 r_refdef.view.clipplane = p->plane;
5651 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5652 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5654 r_refdef.view.width = r_waterstate.camerawidth;
5655 r_refdef.view.height = r_waterstate.cameraheight;
5656 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5657 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5659 if(p->camera_entity)
5661 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5662 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5665 // note: all of the view is used for displaying... so
5666 // there is no use in scissoring
5668 // reverse the cullface settings for this render
5669 r_refdef.view.cullface_front = GL_FRONT;
5670 r_refdef.view.cullface_back = GL_BACK;
5671 // also reverse the view matrix
5672 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
5673 R_RenderView_UpdateViewVectors();
5674 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5676 r_refdef.view.usecustompvs = true;
5677 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);
5680 // camera needs no clipplane
5681 r_refdef.view.useclipplane = false;
5683 PlaneClassify(&r_refdef.view.clipplane);
5685 R_ResetViewRendering3D();
5686 R_ClearScreen(r_refdef.fogenabled);
5690 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);
5691 r_waterstate.renderingrefraction = false;
5695 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5696 r_waterstate.renderingscene = false;
5697 r_refdef.view = originalview;
5698 R_ResetViewRendering3D();
5699 R_ClearScreen(r_refdef.fogenabled);
5703 r_refdef.view = originalview;
5704 r_waterstate.renderingscene = false;
5705 Cvar_SetValueQuick(&r_water, 0);
5706 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5710 void R_Bloom_StartFrame(void)
5712 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5713 int viewwidth, viewheight;
5716 if (r_viewscale_fpsscaling.integer)
5718 double actualframetime;
5719 double targetframetime;
5721 actualframetime = r_refdef.lastdrawscreentime;
5722 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5723 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5724 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5725 if (r_viewscale_fpsscaling_stepsize.value > 0)
5726 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5727 viewscalefpsadjusted += adjust;
5728 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5731 viewscalefpsadjusted = 1.0f;
5733 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5735 switch(vid.renderpath)
5737 case RENDERPATH_GL20:
5738 case RENDERPATH_D3D9:
5739 case RENDERPATH_D3D10:
5740 case RENDERPATH_D3D11:
5741 case RENDERPATH_SOFT:
5742 case RENDERPATH_GLES2:
5744 case RENDERPATH_GL11:
5745 case RENDERPATH_GL13:
5746 case RENDERPATH_GLES1:
5750 // set bloomwidth and bloomheight to the bloom resolution that will be
5751 // used (often less than the screen resolution for faster rendering)
5752 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5753 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5754 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5755 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5756 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5758 // calculate desired texture sizes
5759 if (vid.support.arb_texture_non_power_of_two)
5761 screentexturewidth = vid.width;
5762 screentextureheight = vid.height;
5763 bloomtexturewidth = r_bloomstate.bloomwidth;
5764 bloomtextureheight = r_bloomstate.bloomheight;
5768 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
5769 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
5770 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
5771 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
5774 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5776 Cvar_SetValueQuick(&r_hdr, 0);
5777 Cvar_SetValueQuick(&r_bloom, 0);
5778 Cvar_SetValueQuick(&r_motionblur, 0);
5779 Cvar_SetValueQuick(&r_damageblur, 0);
5782 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
5783 screentexturewidth = screentextureheight = 0;
5784 if (!r_hdr.integer && !r_bloom.integer)
5785 bloomtexturewidth = bloomtextureheight = 0;
5787 textype = TEXTYPE_COLORBUFFER;
5788 switch (vid.renderpath)
5790 case RENDERPATH_GL20:
5791 case RENDERPATH_GLES2:
5792 if (vid.support.ext_framebuffer_object)
5794 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5795 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5798 case RENDERPATH_GL11:
5799 case RENDERPATH_GL13:
5800 case RENDERPATH_GLES1:
5801 case RENDERPATH_D3D9:
5802 case RENDERPATH_D3D10:
5803 case RENDERPATH_D3D11:
5804 case RENDERPATH_SOFT:
5808 // allocate textures as needed
5809 if (r_bloomstate.screentexturewidth != screentexturewidth
5810 || r_bloomstate.screentextureheight != screentextureheight
5811 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
5812 || r_bloomstate.bloomtextureheight != bloomtextureheight
5813 || r_bloomstate.texturetype != textype
5814 || r_bloomstate.viewfbo != r_viewfbo.integer)
5816 if (r_bloomstate.texture_bloom)
5817 R_FreeTexture(r_bloomstate.texture_bloom);
5818 r_bloomstate.texture_bloom = NULL;
5819 if (r_bloomstate.texture_screen)
5820 R_FreeTexture(r_bloomstate.texture_screen);
5821 r_bloomstate.texture_screen = NULL;
5822 if (r_bloomstate.fbo_framebuffer)
5823 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
5824 r_bloomstate.fbo_framebuffer = 0;
5825 if (r_bloomstate.texture_framebuffercolor)
5826 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
5827 r_bloomstate.texture_framebuffercolor = NULL;
5828 if (r_bloomstate.texture_framebufferdepth)
5829 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
5830 r_bloomstate.texture_framebufferdepth = NULL;
5831 r_bloomstate.screentexturewidth = screentexturewidth;
5832 r_bloomstate.screentextureheight = screentextureheight;
5833 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
5834 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5835 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
5837 // FIXME: choose depth bits based on a cvar
5838 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
5839 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5840 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5841 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5842 // render depth into one texture and normalmap into the other
5846 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
5847 qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
5848 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
5849 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
5850 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
5853 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
5854 r_bloomstate.bloomtextureheight = bloomtextureheight;
5855 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
5856 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5857 r_bloomstate.viewfbo = r_viewfbo.integer;
5858 r_bloomstate.texturetype = textype;
5861 // when doing a reduced render (HDR) we want to use a smaller area
5862 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
5863 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5864 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
5865 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
5866 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
5868 // set up a texcoord array for the full resolution screen image
5869 // (we have to keep this around to copy back during final render)
5870 r_bloomstate.screentexcoord2f[0] = 0;
5871 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
5872 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
5873 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
5874 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
5875 r_bloomstate.screentexcoord2f[5] = 0;
5876 r_bloomstate.screentexcoord2f[6] = 0;
5877 r_bloomstate.screentexcoord2f[7] = 0;
5879 // set up a texcoord array for the reduced resolution bloom image
5880 // (which will be additive blended over the screen image)
5881 r_bloomstate.bloomtexcoord2f[0] = 0;
5882 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5883 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5884 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
5885 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
5886 r_bloomstate.bloomtexcoord2f[5] = 0;
5887 r_bloomstate.bloomtexcoord2f[6] = 0;
5888 r_bloomstate.bloomtexcoord2f[7] = 0;
5890 switch(vid.renderpath)
5892 case RENDERPATH_GL11:
5893 case RENDERPATH_GL13:
5894 case RENDERPATH_GL20:
5895 case RENDERPATH_SOFT:
5896 case RENDERPATH_GLES1:
5897 case RENDERPATH_GLES2:
5899 case RENDERPATH_D3D9:
5900 case RENDERPATH_D3D10:
5901 case RENDERPATH_D3D11:
5904 for (i = 0;i < 4;i++)
5906 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
5907 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
5908 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
5909 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
5915 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
5917 r_bloomstate.enabled = true;
5918 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
5921 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5923 if (r_bloomstate.fbo_framebuffer)
5924 r_refdef.view.clear = true;
5927 void R_Bloom_CopyBloomTexture(float colorscale)
5929 r_refdef.stats.bloom++;
5931 // scale down screen texture to the bloom texture size
5933 R_Mesh_SetMainRenderTargets();
5934 R_SetViewport(&r_bloomstate.viewport);
5935 GL_BlendFunc(GL_ONE, GL_ZERO);
5936 GL_Color(colorscale, colorscale, colorscale, 1);
5937 // 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...
5938 switch(vid.renderpath)
5940 case RENDERPATH_GL11:
5941 case RENDERPATH_GL13:
5942 case RENDERPATH_GL20:
5943 case RENDERPATH_GLES1:
5944 case RENDERPATH_GLES2:
5945 case RENDERPATH_SOFT:
5946 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
5948 case RENDERPATH_D3D9:
5949 case RENDERPATH_D3D10:
5950 case RENDERPATH_D3D11:
5951 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
5954 // TODO: do boxfilter scale-down in shader?
5955 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
5956 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5957 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5959 // we now have a bloom image in the framebuffer
5960 // copy it into the bloom image texture for later processing
5961 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5962 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
5965 void R_Bloom_CopyHDRTexture(void)
5967 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5968 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5971 void R_Bloom_MakeTexture(void)
5974 float xoffset, yoffset, r, brighten;
5976 r_refdef.stats.bloom++;
5978 R_ResetViewRendering2D();
5980 // we have a bloom image in the framebuffer
5982 R_SetViewport(&r_bloomstate.viewport);
5984 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5987 r = bound(0, r_bloom_colorexponent.value / x, 1);
5988 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5990 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
5991 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
5992 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5993 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
5995 // copy the vertically blurred bloom view to a texture
5996 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
5997 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6000 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6001 brighten = r_bloom_brighten.value;
6002 if (r_bloomstate.hdr)
6003 brighten *= r_hdr_range.value;
6004 brighten = sqrt(brighten);
6006 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6007 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
6009 for (dir = 0;dir < 2;dir++)
6011 // blend on at multiple vertical offsets to achieve a vertical blur
6012 // TODO: do offset blends using GLSL
6013 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6014 GL_BlendFunc(GL_ONE, GL_ZERO);
6015 for (x = -range;x <= range;x++)
6017 if (!dir){xoffset = 0;yoffset = x;}
6018 else {xoffset = x;yoffset = 0;}
6019 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6020 yoffset /= (float)r_bloomstate.bloomtextureheight;
6021 // compute a texcoord array with the specified x and y offset
6022 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6023 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6024 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6025 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6026 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6027 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6028 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6029 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6030 // this r value looks like a 'dot' particle, fading sharply to
6031 // black at the edges
6032 // (probably not realistic but looks good enough)
6033 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6034 //r = brighten/(range*2+1);
6035 r = brighten / (range * 2 + 1);
6037 r *= (1 - x*x/(float)(range*range));
6038 GL_Color(r, r, r, 1);
6039 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6040 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6041 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6042 GL_BlendFunc(GL_ONE, GL_ONE);
6045 // copy the vertically blurred bloom view to a texture
6046 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6047 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6051 void R_HDR_RenderBloomTexture(void)
6053 int oldwidth, oldheight;
6054 float oldcolorscale;
6055 qboolean oldwaterstate;
6057 oldwaterstate = r_waterstate.enabled;
6058 oldcolorscale = r_refdef.view.colorscale;
6059 oldwidth = r_refdef.view.width;
6060 oldheight = r_refdef.view.height;
6061 r_refdef.view.width = r_bloomstate.bloomwidth;
6062 r_refdef.view.height = r_bloomstate.bloomheight;
6064 if(r_hdr.integer < 2)
6065 r_waterstate.enabled = false;
6067 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6068 // TODO: add exposure compensation features
6069 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6071 r_refdef.view.showdebug = false;
6072 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6074 R_ResetViewRendering3D();
6076 R_ClearScreen(r_refdef.fogenabled);
6077 if (r_timereport_active)
6078 R_TimeReport("HDRclear");
6081 if (r_timereport_active)
6082 R_TimeReport("visibility");
6084 // only do secondary renders with HDR if r_hdr is 2 or higher
6085 r_waterstate.numwaterplanes = 0;
6086 if (r_waterstate.enabled)
6087 R_RenderWaterPlanes();
6089 r_refdef.view.showdebug = true;
6091 r_waterstate.numwaterplanes = 0;
6093 R_ResetViewRendering2D();
6095 R_Bloom_CopyHDRTexture();
6096 R_Bloom_MakeTexture();
6098 // restore the view settings
6099 r_waterstate.enabled = oldwaterstate;
6100 r_refdef.view.width = oldwidth;
6101 r_refdef.view.height = oldheight;
6102 r_refdef.view.colorscale = oldcolorscale;
6104 R_ResetViewRendering3D();
6106 R_ClearScreen(r_refdef.fogenabled);
6107 if (r_timereport_active)
6108 R_TimeReport("viewclear");
6111 static void R_BlendView(void)
6113 unsigned int permutation;
6114 float uservecs[4][4];
6116 switch (vid.renderpath)
6118 case RENDERPATH_GL20:
6119 case RENDERPATH_D3D9:
6120 case RENDERPATH_D3D10:
6121 case RENDERPATH_D3D11:
6122 case RENDERPATH_SOFT:
6123 case RENDERPATH_GLES2:
6125 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6126 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6127 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6128 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6129 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6131 if (r_bloomstate.texture_screen)
6133 // make sure the buffer is available
6134 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6136 R_ResetViewRendering2D();
6137 R_Mesh_SetMainRenderTargets();
6139 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6141 // declare variables
6143 static float avgspeed;
6145 speed = VectorLength(cl.movement_velocity);
6147 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
6148 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
6150 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
6151 speed = bound(0, speed, 1);
6152 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
6154 // calculate values into a standard alpha
6155 cl.motionbluralpha = 1 - exp(-
6157 (r_motionblur.value * speed / 80)
6159 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6162 max(0.0001, cl.time - cl.oldtime) // fps independent
6165 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6166 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6168 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6170 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6171 GL_Color(1, 1, 1, cl.motionbluralpha);
6172 switch(vid.renderpath)
6174 case RENDERPATH_GL11:
6175 case RENDERPATH_GL13:
6176 case RENDERPATH_GL20:
6177 case RENDERPATH_GLES1:
6178 case RENDERPATH_GLES2:
6179 case RENDERPATH_SOFT:
6180 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6182 case RENDERPATH_D3D9:
6183 case RENDERPATH_D3D10:
6184 case RENDERPATH_D3D11:
6185 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6188 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
6189 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6190 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6194 // copy view into the screen texture
6195 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6196 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6198 else if (!r_bloomstate.texture_bloom)
6200 // we may still have to do view tint...
6201 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6203 // apply a color tint to the whole view
6204 R_ResetViewRendering2D();
6205 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6206 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6207 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6208 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6209 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6211 break; // no screen processing, no bloom, skip it
6214 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6216 // render simple bloom effect
6217 // copy the screen and shrink it and darken it for the bloom process
6218 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6219 // make the bloom texture
6220 R_Bloom_MakeTexture();
6223 #if _MSC_VER >= 1400
6224 #define sscanf sscanf_s
6226 memset(uservecs, 0, sizeof(uservecs));
6227 if (r_glsl_postprocess_uservec1_enable.integer)
6228 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6229 if (r_glsl_postprocess_uservec2_enable.integer)
6230 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6231 if (r_glsl_postprocess_uservec3_enable.integer)
6232 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6233 if (r_glsl_postprocess_uservec4_enable.integer)
6234 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6236 R_ResetViewRendering2D();
6237 GL_Color(1, 1, 1, 1);
6238 GL_BlendFunc(GL_ONE, GL_ZERO);
6240 switch(vid.renderpath)
6242 case RENDERPATH_GL20:
6243 case RENDERPATH_GLES2:
6244 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6245 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6246 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6247 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6248 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6249 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]);
6250 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6251 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]);
6252 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]);
6253 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]);
6254 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]);
6255 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6256 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6257 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);
6259 case RENDERPATH_D3D9:
6261 // 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...
6262 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6263 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6264 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6265 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6266 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6267 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6268 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6269 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6270 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6271 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6272 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6273 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6274 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6275 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6278 case RENDERPATH_D3D10:
6279 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6281 case RENDERPATH_D3D11:
6282 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6284 case RENDERPATH_SOFT:
6285 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6286 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6287 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6288 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6289 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6290 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6291 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6292 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6293 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6294 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6295 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6296 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6297 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6298 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6303 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6304 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6306 case RENDERPATH_GL11:
6307 case RENDERPATH_GL13:
6308 case RENDERPATH_GLES1:
6309 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6311 // apply a color tint to the whole view
6312 R_ResetViewRendering2D();
6313 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6314 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6315 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6316 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6317 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6323 matrix4x4_t r_waterscrollmatrix;
6325 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6327 if (r_refdef.fog_density)
6329 r_refdef.fogcolor[0] = r_refdef.fog_red;
6330 r_refdef.fogcolor[1] = r_refdef.fog_green;
6331 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6333 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6334 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6335 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6336 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6340 VectorCopy(r_refdef.fogcolor, fogvec);
6341 // color.rgb *= ContrastBoost * SceneBrightness;
6342 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6343 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6344 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6345 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6350 void R_UpdateVariables(void)
6354 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6356 r_refdef.farclip = r_farclip_base.value;
6357 if (r_refdef.scene.worldmodel)
6358 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6359 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6361 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6362 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6363 r_refdef.polygonfactor = 0;
6364 r_refdef.polygonoffset = 0;
6365 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6366 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6368 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6369 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6370 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6371 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6372 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6373 if (FAKELIGHT_ENABLED)
6375 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6377 if (r_showsurfaces.integer)
6379 r_refdef.scene.rtworld = false;
6380 r_refdef.scene.rtworldshadows = false;
6381 r_refdef.scene.rtdlight = false;
6382 r_refdef.scene.rtdlightshadows = false;
6383 r_refdef.lightmapintensity = 0;
6386 if (gamemode == GAME_NEHAHRA)
6388 if (gl_fogenable.integer)
6390 r_refdef.oldgl_fogenable = true;
6391 r_refdef.fog_density = gl_fogdensity.value;
6392 r_refdef.fog_red = gl_fogred.value;
6393 r_refdef.fog_green = gl_foggreen.value;
6394 r_refdef.fog_blue = gl_fogblue.value;
6395 r_refdef.fog_alpha = 1;
6396 r_refdef.fog_start = 0;
6397 r_refdef.fog_end = gl_skyclip.value;
6398 r_refdef.fog_height = 1<<30;
6399 r_refdef.fog_fadedepth = 128;
6401 else if (r_refdef.oldgl_fogenable)
6403 r_refdef.oldgl_fogenable = false;
6404 r_refdef.fog_density = 0;
6405 r_refdef.fog_red = 0;
6406 r_refdef.fog_green = 0;
6407 r_refdef.fog_blue = 0;
6408 r_refdef.fog_alpha = 0;
6409 r_refdef.fog_start = 0;
6410 r_refdef.fog_end = 0;
6411 r_refdef.fog_height = 1<<30;
6412 r_refdef.fog_fadedepth = 128;
6416 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6417 r_refdef.fog_start = max(0, r_refdef.fog_start);
6418 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6420 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6422 if (r_refdef.fog_density && r_drawfog.integer)
6424 r_refdef.fogenabled = true;
6425 // this is the point where the fog reaches 0.9986 alpha, which we
6426 // consider a good enough cutoff point for the texture
6427 // (0.9986 * 256 == 255.6)
6428 if (r_fog_exp2.integer)
6429 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6431 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6432 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6433 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6434 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6435 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6436 R_BuildFogHeightTexture();
6437 // fog color was already set
6438 // update the fog texture
6439 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)
6440 R_BuildFogTexture();
6441 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6442 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6445 r_refdef.fogenabled = false;
6447 switch(vid.renderpath)
6449 case RENDERPATH_GL20:
6450 case RENDERPATH_D3D9:
6451 case RENDERPATH_D3D10:
6452 case RENDERPATH_D3D11:
6453 case RENDERPATH_SOFT:
6454 case RENDERPATH_GLES2:
6455 if(v_glslgamma.integer && !vid_gammatables_trivial)
6457 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6459 // build GLSL gamma texture
6460 #define RAMPWIDTH 256
6461 unsigned short ramp[RAMPWIDTH * 3];
6462 unsigned char rampbgr[RAMPWIDTH][4];
6465 r_texture_gammaramps_serial = vid_gammatables_serial;
6467 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6468 for(i = 0; i < RAMPWIDTH; ++i)
6470 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6471 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6472 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6475 if (r_texture_gammaramps)
6477 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6481 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6487 // remove GLSL gamma texture
6490 case RENDERPATH_GL11:
6491 case RENDERPATH_GL13:
6492 case RENDERPATH_GLES1:
6497 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6498 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6504 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6505 if( scenetype != r_currentscenetype ) {
6506 // store the old scenetype
6507 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6508 r_currentscenetype = scenetype;
6509 // move in the new scene
6510 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6519 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6521 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6522 if( scenetype == r_currentscenetype ) {
6523 return &r_refdef.scene;
6525 return &r_scenes_store[ scenetype ];
6534 int dpsoftrast_test;
6535 void R_RenderView(void)
6537 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6539 dpsoftrast_test = r_test.integer;
6541 if (r_timereport_active)
6542 R_TimeReport("start");
6543 r_textureframe++; // used only by R_GetCurrentTexture
6544 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6546 if(R_CompileShader_CheckStaticParms())
6549 if (!r_drawentities.integer)
6550 r_refdef.scene.numentities = 0;
6552 R_AnimCache_ClearCache();
6553 R_FrameData_NewFrame();
6555 /* adjust for stereo display */
6556 if(R_Stereo_Active())
6558 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);
6559 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6562 if (r_refdef.view.isoverlay)
6564 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6565 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6566 R_TimeReport("depthclear");
6568 r_refdef.view.showdebug = false;
6570 r_waterstate.enabled = false;
6571 r_waterstate.numwaterplanes = 0;
6575 r_refdef.view.matrix = originalmatrix;
6581 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6583 r_refdef.view.matrix = originalmatrix;
6584 return; //Host_Error ("R_RenderView: NULL worldmodel");
6587 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6589 R_RenderView_UpdateViewVectors();
6591 R_Shadow_UpdateWorldLightSelection();
6593 R_Bloom_StartFrame();
6594 R_Water_StartFrame();
6597 if (r_timereport_active)
6598 R_TimeReport("viewsetup");
6600 R_ResetViewRendering3D();
6602 if (r_refdef.view.clear || r_refdef.fogenabled)
6604 R_ClearScreen(r_refdef.fogenabled);
6605 if (r_timereport_active)
6606 R_TimeReport("viewclear");
6608 r_refdef.view.clear = true;
6610 // this produces a bloom texture to be used in R_BlendView() later
6611 if (r_bloomstate.hdr)
6613 R_HDR_RenderBloomTexture();
6614 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6615 r_textureframe++; // used only by R_GetCurrentTexture
6618 r_refdef.view.showdebug = true;
6621 if (r_timereport_active)
6622 R_TimeReport("visibility");
6624 r_waterstate.numwaterplanes = 0;
6625 if (r_waterstate.enabled)
6626 R_RenderWaterPlanes();
6629 r_waterstate.numwaterplanes = 0;
6632 if (r_timereport_active)
6633 R_TimeReport("blendview");
6635 GL_Scissor(0, 0, vid.width, vid.height);
6636 GL_ScissorTest(false);
6638 r_refdef.view.matrix = originalmatrix;
6643 void R_RenderWaterPlanes(void)
6645 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6647 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6648 if (r_timereport_active)
6649 R_TimeReport("waterworld");
6652 // don't let sound skip if going slow
6653 if (r_refdef.scene.extraupdate)
6656 R_DrawModelsAddWaterPlanes();
6657 if (r_timereport_active)
6658 R_TimeReport("watermodels");
6660 if (r_waterstate.numwaterplanes)
6662 R_Water_ProcessPlanes();
6663 if (r_timereport_active)
6664 R_TimeReport("waterscenes");
6668 extern void R_DrawLightningBeams (void);
6669 extern void VM_CL_AddPolygonsToMeshQueue (void);
6670 extern void R_DrawPortals (void);
6671 extern cvar_t cl_locs_show;
6672 static void R_DrawLocs(void);
6673 static void R_DrawEntityBBoxes(void);
6674 static void R_DrawModelDecals(void);
6675 extern void R_DrawModelShadows(void);
6676 extern void R_DrawModelShadowMaps(void);
6677 extern cvar_t cl_decals_newsystem;
6678 extern qboolean r_shadow_usingdeferredprepass;
6679 void R_RenderScene(void)
6681 qboolean shadowmapping = false;
6683 if (r_timereport_active)
6684 R_TimeReport("beginscene");
6686 r_refdef.stats.renders++;
6690 // don't let sound skip if going slow
6691 if (r_refdef.scene.extraupdate)
6694 R_MeshQueue_BeginScene();
6698 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);
6700 if (r_timereport_active)
6701 R_TimeReport("skystartframe");
6703 if (cl.csqc_vidvars.drawworld)
6705 // don't let sound skip if going slow
6706 if (r_refdef.scene.extraupdate)
6709 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6711 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6712 if (r_timereport_active)
6713 R_TimeReport("worldsky");
6716 if (R_DrawBrushModelsSky() && r_timereport_active)
6717 R_TimeReport("bmodelsky");
6719 if (skyrendermasked && skyrenderlater)
6721 // we have to force off the water clipping plane while rendering sky
6725 if (r_timereport_active)
6726 R_TimeReport("sky");
6730 R_AnimCache_CacheVisibleEntities();
6731 if (r_timereport_active)
6732 R_TimeReport("animation");
6734 R_Shadow_PrepareLights();
6735 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6736 R_Shadow_PrepareModelShadows();
6737 if (r_timereport_active)
6738 R_TimeReport("preparelights");
6740 if (R_Shadow_ShadowMappingEnabled())
6741 shadowmapping = true;
6743 if (r_shadow_usingdeferredprepass)
6744 R_Shadow_DrawPrepass();
6746 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6748 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6749 if (r_timereport_active)
6750 R_TimeReport("worlddepth");
6752 if (r_depthfirst.integer >= 2)
6754 R_DrawModelsDepth();
6755 if (r_timereport_active)
6756 R_TimeReport("modeldepth");
6759 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6761 R_DrawModelShadowMaps();
6762 R_ResetViewRendering3D();
6763 // don't let sound skip if going slow
6764 if (r_refdef.scene.extraupdate)
6768 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6770 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6771 if (r_timereport_active)
6772 R_TimeReport("world");
6775 // don't let sound skip if going slow
6776 if (r_refdef.scene.extraupdate)
6780 if (r_timereport_active)
6781 R_TimeReport("models");
6783 // don't let sound skip if going slow
6784 if (r_refdef.scene.extraupdate)
6787 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6789 R_DrawModelShadows();
6790 R_ResetViewRendering3D();
6791 // don't let sound skip if going slow
6792 if (r_refdef.scene.extraupdate)
6796 if (!r_shadow_usingdeferredprepass)
6798 R_Shadow_DrawLights();
6799 if (r_timereport_active)
6800 R_TimeReport("rtlights");
6803 // don't let sound skip if going slow
6804 if (r_refdef.scene.extraupdate)
6807 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6809 R_DrawModelShadows();
6810 R_ResetViewRendering3D();
6811 // don't let sound skip if going slow
6812 if (r_refdef.scene.extraupdate)
6816 if (cl.csqc_vidvars.drawworld)
6818 if (cl_decals_newsystem.integer)
6820 R_DrawModelDecals();
6821 if (r_timereport_active)
6822 R_TimeReport("modeldecals");
6827 if (r_timereport_active)
6828 R_TimeReport("decals");
6832 if (r_timereport_active)
6833 R_TimeReport("particles");
6836 if (r_timereport_active)
6837 R_TimeReport("explosions");
6839 R_DrawLightningBeams();
6840 if (r_timereport_active)
6841 R_TimeReport("lightning");
6844 VM_CL_AddPolygonsToMeshQueue();
6846 if (r_refdef.view.showdebug)
6848 if (cl_locs_show.integer)
6851 if (r_timereport_active)
6852 R_TimeReport("showlocs");
6855 if (r_drawportals.integer)
6858 if (r_timereport_active)
6859 R_TimeReport("portals");
6862 if (r_showbboxes.value > 0)
6864 R_DrawEntityBBoxes();
6865 if (r_timereport_active)
6866 R_TimeReport("bboxes");
6870 R_MeshQueue_RenderTransparent();
6871 if (r_timereport_active)
6872 R_TimeReport("drawtrans");
6874 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))
6876 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6877 if (r_timereport_active)
6878 R_TimeReport("worlddebug");
6879 R_DrawModelsDebug();
6880 if (r_timereport_active)
6881 R_TimeReport("modeldebug");
6884 if (cl.csqc_vidvars.drawworld)
6886 R_Shadow_DrawCoronas();
6887 if (r_timereport_active)
6888 R_TimeReport("coronas");
6893 GL_DepthTest(false);
6894 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
6895 GL_Color(1, 1, 1, 1);
6896 qglBegin(GL_POLYGON);
6897 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
6898 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
6899 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
6900 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
6902 qglBegin(GL_POLYGON);
6903 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]);
6904 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]);
6905 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]);
6906 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]);
6908 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
6912 // don't let sound skip if going slow
6913 if (r_refdef.scene.extraupdate)
6916 R_ResetViewRendering2D();
6919 static const unsigned short bboxelements[36] =
6929 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6932 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
6934 RSurf_ActiveWorldEntity();
6936 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6937 GL_DepthMask(false);
6938 GL_DepthRange(0, 1);
6939 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6940 // R_Mesh_ResetTextureState();
6942 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
6943 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
6944 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
6945 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
6946 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
6947 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
6948 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
6949 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
6950 R_FillColors(color4f, 8, cr, cg, cb, ca);
6951 if (r_refdef.fogenabled)
6953 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
6955 f1 = RSurf_FogVertex(v);
6957 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6958 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6959 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6962 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
6963 R_Mesh_ResetTextureState();
6964 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6965 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
6968 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6972 prvm_edict_t *edict;
6973 prvm_prog_t *prog_save = prog;
6975 // this function draws bounding boxes of server entities
6979 GL_CullFace(GL_NONE);
6980 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
6984 for (i = 0;i < numsurfaces;i++)
6986 edict = PRVM_EDICT_NUM(surfacelist[i]);
6987 switch ((int)edict->fields.server->solid)
6989 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6990 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6991 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6992 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6993 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6994 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6996 color[3] *= r_showbboxes.value;
6997 color[3] = bound(0, color[3], 1);
6998 GL_DepthTest(!r_showdisabledepthtest.integer);
6999 GL_CullFace(r_refdef.view.cullface_front);
7000 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7006 static void R_DrawEntityBBoxes(void)
7009 prvm_edict_t *edict;
7011 prvm_prog_t *prog_save = prog;
7013 // this function draws bounding boxes of server entities
7019 for (i = 0;i < prog->num_edicts;i++)
7021 edict = PRVM_EDICT_NUM(i);
7022 if (edict->priv.server->free)
7024 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7025 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
7027 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
7029 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7030 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7036 static const int nomodelelement3i[24] =
7048 static const unsigned short nomodelelement3s[24] =
7060 static const float nomodelvertex3f[6*3] =
7070 static const float nomodelcolor4f[6*4] =
7072 0.0f, 0.0f, 0.5f, 1.0f,
7073 0.0f, 0.0f, 0.5f, 1.0f,
7074 0.0f, 0.5f, 0.0f, 1.0f,
7075 0.0f, 0.5f, 0.0f, 1.0f,
7076 0.5f, 0.0f, 0.0f, 1.0f,
7077 0.5f, 0.0f, 0.0f, 1.0f
7080 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7086 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);
7088 // this is only called once per entity so numsurfaces is always 1, and
7089 // surfacelist is always {0}, so this code does not handle batches
7091 if (rsurface.ent_flags & RENDER_ADDITIVE)
7093 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7094 GL_DepthMask(false);
7096 else if (rsurface.colormod[3] < 1)
7098 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7099 GL_DepthMask(false);
7103 GL_BlendFunc(GL_ONE, GL_ZERO);
7106 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7107 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7108 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7109 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7110 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7111 for (i = 0, c = color4f;i < 6;i++, c += 4)
7113 c[0] *= rsurface.colormod[0];
7114 c[1] *= rsurface.colormod[1];
7115 c[2] *= rsurface.colormod[2];
7116 c[3] *= rsurface.colormod[3];
7118 if (r_refdef.fogenabled)
7120 for (i = 0, c = color4f;i < 6;i++, c += 4)
7122 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7124 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7125 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7126 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7129 // R_Mesh_ResetTextureState();
7130 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7131 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7132 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7135 void R_DrawNoModel(entity_render_t *ent)
7138 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7139 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7140 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7142 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7145 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7147 vec3_t right1, right2, diff, normal;
7149 VectorSubtract (org2, org1, normal);
7151 // calculate 'right' vector for start
7152 VectorSubtract (r_refdef.view.origin, org1, diff);
7153 CrossProduct (normal, diff, right1);
7154 VectorNormalize (right1);
7156 // calculate 'right' vector for end
7157 VectorSubtract (r_refdef.view.origin, org2, diff);
7158 CrossProduct (normal, diff, right2);
7159 VectorNormalize (right2);
7161 vert[ 0] = org1[0] + width * right1[0];
7162 vert[ 1] = org1[1] + width * right1[1];
7163 vert[ 2] = org1[2] + width * right1[2];
7164 vert[ 3] = org1[0] - width * right1[0];
7165 vert[ 4] = org1[1] - width * right1[1];
7166 vert[ 5] = org1[2] - width * right1[2];
7167 vert[ 6] = org2[0] - width * right2[0];
7168 vert[ 7] = org2[1] - width * right2[1];
7169 vert[ 8] = org2[2] - width * right2[2];
7170 vert[ 9] = org2[0] + width * right2[0];
7171 vert[10] = org2[1] + width * right2[1];
7172 vert[11] = org2[2] + width * right2[2];
7175 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)
7177 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7178 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7179 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7180 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7181 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7182 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7183 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7184 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7185 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7186 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7187 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7188 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7191 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7196 VectorSet(v, x, y, z);
7197 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7198 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7200 if (i == mesh->numvertices)
7202 if (mesh->numvertices < mesh->maxvertices)
7204 VectorCopy(v, vertex3f);
7205 mesh->numvertices++;
7207 return mesh->numvertices;
7213 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7217 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7218 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7219 e = mesh->element3i + mesh->numtriangles * 3;
7220 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7222 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7223 if (mesh->numtriangles < mesh->maxtriangles)
7228 mesh->numtriangles++;
7230 element[1] = element[2];
7234 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7238 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7239 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7240 e = mesh->element3i + mesh->numtriangles * 3;
7241 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7243 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7244 if (mesh->numtriangles < mesh->maxtriangles)
7249 mesh->numtriangles++;
7251 element[1] = element[2];
7255 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7256 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7258 int planenum, planenum2;
7261 mplane_t *plane, *plane2;
7263 double temppoints[2][256*3];
7264 // figure out how large a bounding box we need to properly compute this brush
7266 for (w = 0;w < numplanes;w++)
7267 maxdist = max(maxdist, fabs(planes[w].dist));
7268 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7269 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7270 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7274 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7275 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7277 if (planenum2 == planenum)
7279 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);
7282 if (tempnumpoints < 3)
7284 // generate elements forming a triangle fan for this polygon
7285 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7289 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)
7291 texturelayer_t *layer;
7292 layer = t->currentlayers + t->currentnumlayers++;
7294 layer->depthmask = depthmask;
7295 layer->blendfunc1 = blendfunc1;
7296 layer->blendfunc2 = blendfunc2;
7297 layer->texture = texture;
7298 layer->texmatrix = *matrix;
7299 layer->color[0] = r;
7300 layer->color[1] = g;
7301 layer->color[2] = b;
7302 layer->color[3] = a;
7305 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7307 if(parms[0] == 0 && parms[1] == 0)
7309 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7310 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
7315 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7318 index = parms[2] + r_refdef.scene.time * parms[3];
7319 index -= floor(index);
7320 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7323 case Q3WAVEFUNC_NONE:
7324 case Q3WAVEFUNC_NOISE:
7325 case Q3WAVEFUNC_COUNT:
7328 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7329 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7330 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7331 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7332 case Q3WAVEFUNC_TRIANGLE:
7334 f = index - floor(index);
7345 f = parms[0] + parms[1] * f;
7346 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7347 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
7351 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7356 matrix4x4_t matrix, temp;
7357 switch(tcmod->tcmod)
7361 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7362 matrix = r_waterscrollmatrix;
7364 matrix = identitymatrix;
7366 case Q3TCMOD_ENTITYTRANSLATE:
7367 // this is used in Q3 to allow the gamecode to control texcoord
7368 // scrolling on the entity, which is not supported in darkplaces yet.
7369 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7371 case Q3TCMOD_ROTATE:
7372 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7373 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
7374 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7377 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7379 case Q3TCMOD_SCROLL:
7380 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
7382 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7383 w = (int) tcmod->parms[0];
7384 h = (int) tcmod->parms[1];
7385 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
7387 idx = (int) floor(f * w * h);
7388 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7390 case Q3TCMOD_STRETCH:
7391 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7392 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7394 case Q3TCMOD_TRANSFORM:
7395 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7396 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7397 VectorSet(tcmat + 6, 0 , 0 , 1);
7398 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7399 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7401 case Q3TCMOD_TURBULENT:
7402 // this is handled in the RSurf_PrepareVertices function
7403 matrix = identitymatrix;
7407 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7410 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7412 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
7413 char name[MAX_QPATH];
7414 skinframe_t *skinframe;
7415 unsigned char pixels[296*194];
7416 strlcpy(cache->name, skinname, sizeof(cache->name));
7417 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7418 if (developer_loading.integer)
7419 Con_Printf("loading %s\n", name);
7420 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7421 if (!skinframe || !skinframe->base)
7424 fs_offset_t filesize;
7426 f = FS_LoadFile(name, tempmempool, true, &filesize);
7429 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7430 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7434 cache->skinframe = skinframe;
7437 texture_t *R_GetCurrentTexture(texture_t *t)
7440 const entity_render_t *ent = rsurface.entity;
7441 dp_model_t *model = ent->model;
7442 q3shaderinfo_layer_tcmod_t *tcmod;
7444 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7445 return t->currentframe;
7446 t->update_lastrenderframe = r_textureframe;
7447 t->update_lastrenderentity = (void *)ent;
7449 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7450 t->camera_entity = ent->entitynumber;
7452 t->camera_entity = 0;
7454 // switch to an alternate material if this is a q1bsp animated material
7456 texture_t *texture = t;
7457 int s = rsurface.ent_skinnum;
7458 if ((unsigned int)s >= (unsigned int)model->numskins)
7460 if (model->skinscenes)
7462 if (model->skinscenes[s].framecount > 1)
7463 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7465 s = model->skinscenes[s].firstframe;
7468 t = t + s * model->num_surfaces;
7471 // use an alternate animation if the entity's frame is not 0,
7472 // and only if the texture has an alternate animation
7473 if (rsurface.ent_alttextures && t->anim_total[1])
7474 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
7476 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
7478 texture->currentframe = t;
7481 // update currentskinframe to be a qw skin or animation frame
7482 if (rsurface.ent_qwskin >= 0)
7484 i = rsurface.ent_qwskin;
7485 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7487 r_qwskincache_size = cl.maxclients;
7489 Mem_Free(r_qwskincache);
7490 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7492 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7493 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7494 t->currentskinframe = r_qwskincache[i].skinframe;
7495 if (t->currentskinframe == NULL)
7496 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
7498 else if (t->numskinframes >= 2)
7499 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
7500 if (t->backgroundnumskinframes >= 2)
7501 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
7503 t->currentmaterialflags = t->basematerialflags;
7504 t->currentalpha = rsurface.colormod[3];
7505 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
7506 t->currentalpha *= r_wateralpha.value;
7507 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7508 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7509 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7510 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7511 if (!(rsurface.ent_flags & RENDER_LIGHT))
7512 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7513 else if (FAKELIGHT_ENABLED)
7515 // no modellight if using fakelight for the map
7517 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7519 // pick a model lighting mode
7520 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7521 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7523 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7525 if (rsurface.ent_flags & RENDER_ADDITIVE)
7526 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7527 else if (t->currentalpha < 1)
7528 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7529 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7530 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7531 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7532 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7533 if (t->backgroundnumskinframes)
7534 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7535 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7537 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7538 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7541 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7542 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7543 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7545 // there is no tcmod
7546 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7548 t->currenttexmatrix = r_waterscrollmatrix;
7549 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7551 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7553 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7554 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7557 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7558 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7559 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7560 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7562 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7563 if (t->currentskinframe->qpixels)
7564 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7565 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7566 if (!t->basetexture)
7567 t->basetexture = r_texture_notexture;
7568 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7569 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7570 t->nmaptexture = t->currentskinframe->nmap;
7571 if (!t->nmaptexture)
7572 t->nmaptexture = r_texture_blanknormalmap;
7573 t->glosstexture = r_texture_black;
7574 t->glowtexture = t->currentskinframe->glow;
7575 t->fogtexture = t->currentskinframe->fog;
7576 t->reflectmasktexture = t->currentskinframe->reflect;
7577 if (t->backgroundnumskinframes)
7579 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7580 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7581 t->backgroundglosstexture = r_texture_black;
7582 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7583 if (!t->backgroundnmaptexture)
7584 t->backgroundnmaptexture = r_texture_blanknormalmap;
7588 t->backgroundbasetexture = r_texture_white;
7589 t->backgroundnmaptexture = r_texture_blanknormalmap;
7590 t->backgroundglosstexture = r_texture_black;
7591 t->backgroundglowtexture = NULL;
7593 t->specularpower = r_shadow_glossexponent.value;
7594 // TODO: store reference values for these in the texture?
7595 t->specularscale = 0;
7596 if (r_shadow_gloss.integer > 0)
7598 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7600 if (r_shadow_glossintensity.value > 0)
7602 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7603 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7604 t->specularscale = r_shadow_glossintensity.value;
7607 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7609 t->glosstexture = r_texture_white;
7610 t->backgroundglosstexture = r_texture_white;
7611 t->specularscale = r_shadow_gloss2intensity.value;
7612 t->specularpower = r_shadow_gloss2exponent.value;
7615 t->specularscale *= t->specularscalemod;
7616 t->specularpower *= t->specularpowermod;
7618 // lightmaps mode looks bad with dlights using actual texturing, so turn
7619 // off the colormap and glossmap, but leave the normalmap on as it still
7620 // accurately represents the shading involved
7621 if (gl_lightmaps.integer)
7623 t->basetexture = r_texture_grey128;
7624 t->pantstexture = r_texture_black;
7625 t->shirttexture = r_texture_black;
7626 t->nmaptexture = r_texture_blanknormalmap;
7627 t->glosstexture = r_texture_black;
7628 t->glowtexture = NULL;
7629 t->fogtexture = NULL;
7630 t->reflectmasktexture = NULL;
7631 t->backgroundbasetexture = NULL;
7632 t->backgroundnmaptexture = r_texture_blanknormalmap;
7633 t->backgroundglosstexture = r_texture_black;
7634 t->backgroundglowtexture = NULL;
7635 t->specularscale = 0;
7636 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7639 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7640 VectorClear(t->dlightcolor);
7641 t->currentnumlayers = 0;
7642 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7644 int blendfunc1, blendfunc2;
7646 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7648 blendfunc1 = GL_SRC_ALPHA;
7649 blendfunc2 = GL_ONE;
7651 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7653 blendfunc1 = GL_SRC_ALPHA;
7654 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7656 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7658 blendfunc1 = t->customblendfunc[0];
7659 blendfunc2 = t->customblendfunc[1];
7663 blendfunc1 = GL_ONE;
7664 blendfunc2 = GL_ZERO;
7666 // don't colormod evilblend textures
7667 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7668 VectorSet(t->lightmapcolor, 1, 1, 1);
7669 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7670 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7672 // fullbright is not affected by r_refdef.lightmapintensity
7673 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]);
7674 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7675 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]);
7676 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7677 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]);
7681 vec3_t ambientcolor;
7683 // set the color tint used for lights affecting this surface
7684 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7686 // q3bsp has no lightmap updates, so the lightstylevalue that
7687 // would normally be baked into the lightmap must be
7688 // applied to the color
7689 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7690 if (model->type == mod_brushq3)
7691 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7692 colorscale *= r_refdef.lightmapintensity;
7693 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7694 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7695 // basic lit geometry
7696 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]);
7697 // add pants/shirt if needed
7698 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7699 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]);
7700 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7701 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]);
7702 // now add ambient passes if needed
7703 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7705 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]);
7706 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7707 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]);
7708 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7709 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]);
7712 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7713 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]);
7714 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7716 // if this is opaque use alpha blend which will darken the earlier
7719 // if this is an alpha blended material, all the earlier passes
7720 // were darkened by fog already, so we only need to add the fog
7721 // color ontop through the fog mask texture
7723 // if this is an additive blended material, all the earlier passes
7724 // were darkened by fog already, and we should not add fog color
7725 // (because the background was not darkened, there is no fog color
7726 // that was lost behind it).
7727 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]);
7731 return t->currentframe;
7734 rsurfacestate_t rsurface;
7736 void RSurf_ActiveWorldEntity(void)
7738 dp_model_t *model = r_refdef.scene.worldmodel;
7739 //if (rsurface.entity == r_refdef.scene.worldentity)
7741 rsurface.entity = r_refdef.scene.worldentity;
7742 rsurface.skeleton = NULL;
7743 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7744 rsurface.ent_skinnum = 0;
7745 rsurface.ent_qwskin = -1;
7746 rsurface.ent_shadertime = 0;
7747 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7748 rsurface.matrix = identitymatrix;
7749 rsurface.inversematrix = identitymatrix;
7750 rsurface.matrixscale = 1;
7751 rsurface.inversematrixscale = 1;
7752 R_EntityMatrix(&identitymatrix);
7753 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7754 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7755 rsurface.fograngerecip = r_refdef.fograngerecip;
7756 rsurface.fogheightfade = r_refdef.fogheightfade;
7757 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7758 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7759 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7760 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7761 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7762 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7763 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7764 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7765 rsurface.colormod[3] = 1;
7766 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);
7767 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7768 rsurface.frameblend[0].lerp = 1;
7769 rsurface.ent_alttextures = false;
7770 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7771 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7772 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7773 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7774 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7775 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7776 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7777 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7778 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7779 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7780 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7781 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7782 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7783 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7784 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7785 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7786 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7787 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7788 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7789 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7790 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7791 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7792 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7793 rsurface.modelelement3i = model->surfmesh.data_element3i;
7794 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7795 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7796 rsurface.modelelement3s = model->surfmesh.data_element3s;
7797 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7798 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7799 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7800 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7801 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7802 rsurface.modelsurfaces = model->data_surfaces;
7803 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7804 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7805 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7806 rsurface.modelgeneratedvertex = false;
7807 rsurface.batchgeneratedvertex = false;
7808 rsurface.batchfirstvertex = 0;
7809 rsurface.batchnumvertices = 0;
7810 rsurface.batchfirsttriangle = 0;
7811 rsurface.batchnumtriangles = 0;
7812 rsurface.batchvertex3f = NULL;
7813 rsurface.batchvertex3f_vertexbuffer = NULL;
7814 rsurface.batchvertex3f_bufferoffset = 0;
7815 rsurface.batchsvector3f = NULL;
7816 rsurface.batchsvector3f_vertexbuffer = NULL;
7817 rsurface.batchsvector3f_bufferoffset = 0;
7818 rsurface.batchtvector3f = NULL;
7819 rsurface.batchtvector3f_vertexbuffer = NULL;
7820 rsurface.batchtvector3f_bufferoffset = 0;
7821 rsurface.batchnormal3f = NULL;
7822 rsurface.batchnormal3f_vertexbuffer = NULL;
7823 rsurface.batchnormal3f_bufferoffset = 0;
7824 rsurface.batchlightmapcolor4f = NULL;
7825 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7826 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7827 rsurface.batchtexcoordtexture2f = NULL;
7828 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7829 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7830 rsurface.batchtexcoordlightmap2f = NULL;
7831 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7832 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7833 rsurface.batchvertexmesh = NULL;
7834 rsurface.batchvertexmeshbuffer = NULL;
7835 rsurface.batchvertex3fbuffer = NULL;
7836 rsurface.batchelement3i = NULL;
7837 rsurface.batchelement3i_indexbuffer = NULL;
7838 rsurface.batchelement3i_bufferoffset = 0;
7839 rsurface.batchelement3s = NULL;
7840 rsurface.batchelement3s_indexbuffer = NULL;
7841 rsurface.batchelement3s_bufferoffset = 0;
7842 rsurface.passcolor4f = NULL;
7843 rsurface.passcolor4f_vertexbuffer = NULL;
7844 rsurface.passcolor4f_bufferoffset = 0;
7847 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7849 dp_model_t *model = ent->model;
7850 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7852 rsurface.entity = (entity_render_t *)ent;
7853 rsurface.skeleton = ent->skeleton;
7854 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7855 rsurface.ent_skinnum = ent->skinnum;
7856 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;
7857 rsurface.ent_shadertime = ent->shadertime;
7858 rsurface.ent_flags = ent->flags;
7859 rsurface.matrix = ent->matrix;
7860 rsurface.inversematrix = ent->inversematrix;
7861 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7862 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7863 R_EntityMatrix(&rsurface.matrix);
7864 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7865 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7866 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7867 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7868 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7869 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7870 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
7871 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
7872 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
7873 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
7874 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
7875 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
7876 rsurface.colormod[3] = ent->alpha;
7877 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
7878 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7879 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7880 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7881 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7882 if (ent->model->brush.submodel && !prepass)
7884 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7885 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7887 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
7889 if (ent->animcache_vertex3f)
7891 rsurface.modelvertex3f = ent->animcache_vertex3f;
7892 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7893 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7894 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7895 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
7896 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
7897 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
7899 else if (wanttangents)
7901 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7902 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7903 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7904 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7905 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7906 rsurface.modelvertexmesh = NULL;
7907 rsurface.modelvertexmeshbuffer = NULL;
7908 rsurface.modelvertex3fbuffer = NULL;
7910 else if (wantnormals)
7912 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7913 rsurface.modelsvector3f = NULL;
7914 rsurface.modeltvector3f = NULL;
7915 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7916 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7917 rsurface.modelvertexmesh = NULL;
7918 rsurface.modelvertexmeshbuffer = NULL;
7919 rsurface.modelvertex3fbuffer = NULL;
7923 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7924 rsurface.modelsvector3f = NULL;
7925 rsurface.modeltvector3f = NULL;
7926 rsurface.modelnormal3f = NULL;
7927 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7928 rsurface.modelvertexmesh = NULL;
7929 rsurface.modelvertexmeshbuffer = NULL;
7930 rsurface.modelvertex3fbuffer = NULL;
7932 rsurface.modelvertex3f_vertexbuffer = 0;
7933 rsurface.modelvertex3f_bufferoffset = 0;
7934 rsurface.modelsvector3f_vertexbuffer = 0;
7935 rsurface.modelsvector3f_bufferoffset = 0;
7936 rsurface.modeltvector3f_vertexbuffer = 0;
7937 rsurface.modeltvector3f_bufferoffset = 0;
7938 rsurface.modelnormal3f_vertexbuffer = 0;
7939 rsurface.modelnormal3f_bufferoffset = 0;
7940 rsurface.modelgeneratedvertex = true;
7944 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7945 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7946 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7947 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7948 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7949 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7950 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7951 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7952 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7953 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7954 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7955 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7956 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7957 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7958 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7959 rsurface.modelgeneratedvertex = false;
7961 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7962 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7963 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7964 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7965 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7966 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7967 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7968 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7969 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7970 rsurface.modelelement3i = model->surfmesh.data_element3i;
7971 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7972 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7973 rsurface.modelelement3s = model->surfmesh.data_element3s;
7974 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7975 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7976 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7977 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7978 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7979 rsurface.modelsurfaces = model->data_surfaces;
7980 rsurface.batchgeneratedvertex = false;
7981 rsurface.batchfirstvertex = 0;
7982 rsurface.batchnumvertices = 0;
7983 rsurface.batchfirsttriangle = 0;
7984 rsurface.batchnumtriangles = 0;
7985 rsurface.batchvertex3f = NULL;
7986 rsurface.batchvertex3f_vertexbuffer = NULL;
7987 rsurface.batchvertex3f_bufferoffset = 0;
7988 rsurface.batchsvector3f = NULL;
7989 rsurface.batchsvector3f_vertexbuffer = NULL;
7990 rsurface.batchsvector3f_bufferoffset = 0;
7991 rsurface.batchtvector3f = NULL;
7992 rsurface.batchtvector3f_vertexbuffer = NULL;
7993 rsurface.batchtvector3f_bufferoffset = 0;
7994 rsurface.batchnormal3f = NULL;
7995 rsurface.batchnormal3f_vertexbuffer = NULL;
7996 rsurface.batchnormal3f_bufferoffset = 0;
7997 rsurface.batchlightmapcolor4f = NULL;
7998 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7999 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8000 rsurface.batchtexcoordtexture2f = NULL;
8001 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8002 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8003 rsurface.batchtexcoordlightmap2f = NULL;
8004 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8005 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8006 rsurface.batchvertexmesh = NULL;
8007 rsurface.batchvertexmeshbuffer = NULL;
8008 rsurface.batchvertex3fbuffer = NULL;
8009 rsurface.batchelement3i = NULL;
8010 rsurface.batchelement3i_indexbuffer = NULL;
8011 rsurface.batchelement3i_bufferoffset = 0;
8012 rsurface.batchelement3s = NULL;
8013 rsurface.batchelement3s_indexbuffer = NULL;
8014 rsurface.batchelement3s_bufferoffset = 0;
8015 rsurface.passcolor4f = NULL;
8016 rsurface.passcolor4f_vertexbuffer = NULL;
8017 rsurface.passcolor4f_bufferoffset = 0;
8020 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)
8022 rsurface.entity = r_refdef.scene.worldentity;
8023 rsurface.skeleton = NULL;
8024 rsurface.ent_skinnum = 0;
8025 rsurface.ent_qwskin = -1;
8026 rsurface.ent_shadertime = shadertime;
8027 rsurface.ent_flags = entflags;
8028 rsurface.modelnumvertices = numvertices;
8029 rsurface.modelnumtriangles = numtriangles;
8030 rsurface.matrix = *matrix;
8031 rsurface.inversematrix = *inversematrix;
8032 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8033 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8034 R_EntityMatrix(&rsurface.matrix);
8035 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8036 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8037 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8038 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8039 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8040 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8041 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8042 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8043 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8044 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8045 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8046 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8047 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);
8048 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8049 rsurface.frameblend[0].lerp = 1;
8050 rsurface.ent_alttextures = false;
8051 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8052 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8055 rsurface.modelvertex3f = (float *)vertex3f;
8056 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8057 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8058 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8060 else if (wantnormals)
8062 rsurface.modelvertex3f = (float *)vertex3f;
8063 rsurface.modelsvector3f = NULL;
8064 rsurface.modeltvector3f = NULL;
8065 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8069 rsurface.modelvertex3f = (float *)vertex3f;
8070 rsurface.modelsvector3f = NULL;
8071 rsurface.modeltvector3f = NULL;
8072 rsurface.modelnormal3f = NULL;
8074 rsurface.modelvertexmesh = NULL;
8075 rsurface.modelvertexmeshbuffer = NULL;
8076 rsurface.modelvertex3fbuffer = NULL;
8077 rsurface.modelvertex3f_vertexbuffer = 0;
8078 rsurface.modelvertex3f_bufferoffset = 0;
8079 rsurface.modelsvector3f_vertexbuffer = 0;
8080 rsurface.modelsvector3f_bufferoffset = 0;
8081 rsurface.modeltvector3f_vertexbuffer = 0;
8082 rsurface.modeltvector3f_bufferoffset = 0;
8083 rsurface.modelnormal3f_vertexbuffer = 0;
8084 rsurface.modelnormal3f_bufferoffset = 0;
8085 rsurface.modelgeneratedvertex = true;
8086 rsurface.modellightmapcolor4f = (float *)color4f;
8087 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8088 rsurface.modellightmapcolor4f_bufferoffset = 0;
8089 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8090 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8091 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8092 rsurface.modeltexcoordlightmap2f = NULL;
8093 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8094 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8095 rsurface.modelelement3i = (int *)element3i;
8096 rsurface.modelelement3i_indexbuffer = NULL;
8097 rsurface.modelelement3i_bufferoffset = 0;
8098 rsurface.modelelement3s = (unsigned short *)element3s;
8099 rsurface.modelelement3s_indexbuffer = NULL;
8100 rsurface.modelelement3s_bufferoffset = 0;
8101 rsurface.modellightmapoffsets = NULL;
8102 rsurface.modelsurfaces = NULL;
8103 rsurface.batchgeneratedvertex = false;
8104 rsurface.batchfirstvertex = 0;
8105 rsurface.batchnumvertices = 0;
8106 rsurface.batchfirsttriangle = 0;
8107 rsurface.batchnumtriangles = 0;
8108 rsurface.batchvertex3f = NULL;
8109 rsurface.batchvertex3f_vertexbuffer = NULL;
8110 rsurface.batchvertex3f_bufferoffset = 0;
8111 rsurface.batchsvector3f = NULL;
8112 rsurface.batchsvector3f_vertexbuffer = NULL;
8113 rsurface.batchsvector3f_bufferoffset = 0;
8114 rsurface.batchtvector3f = NULL;
8115 rsurface.batchtvector3f_vertexbuffer = NULL;
8116 rsurface.batchtvector3f_bufferoffset = 0;
8117 rsurface.batchnormal3f = NULL;
8118 rsurface.batchnormal3f_vertexbuffer = NULL;
8119 rsurface.batchnormal3f_bufferoffset = 0;
8120 rsurface.batchlightmapcolor4f = NULL;
8121 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8122 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8123 rsurface.batchtexcoordtexture2f = NULL;
8124 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8125 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8126 rsurface.batchtexcoordlightmap2f = NULL;
8127 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8128 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8129 rsurface.batchvertexmesh = NULL;
8130 rsurface.batchvertexmeshbuffer = NULL;
8131 rsurface.batchvertex3fbuffer = NULL;
8132 rsurface.batchelement3i = NULL;
8133 rsurface.batchelement3i_indexbuffer = NULL;
8134 rsurface.batchelement3i_bufferoffset = 0;
8135 rsurface.batchelement3s = NULL;
8136 rsurface.batchelement3s_indexbuffer = NULL;
8137 rsurface.batchelement3s_bufferoffset = 0;
8138 rsurface.passcolor4f = NULL;
8139 rsurface.passcolor4f_vertexbuffer = NULL;
8140 rsurface.passcolor4f_bufferoffset = 0;
8142 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8144 if ((wantnormals || wanttangents) && !normal3f)
8146 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8147 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8149 if (wanttangents && !svector3f)
8151 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8152 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8153 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8158 float RSurf_FogPoint(const float *v)
8160 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8161 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8162 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8163 float FogHeightFade = r_refdef.fogheightfade;
8165 unsigned int fogmasktableindex;
8166 if (r_refdef.fogplaneviewabove)
8167 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8169 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8170 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8171 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8174 float RSurf_FogVertex(const float *v)
8176 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8177 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8178 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8179 float FogHeightFade = rsurface.fogheightfade;
8181 unsigned int fogmasktableindex;
8182 if (r_refdef.fogplaneviewabove)
8183 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8185 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8186 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8187 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8190 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8193 for (i = 0;i < numelements;i++)
8194 outelement3i[i] = inelement3i[i] + adjust;
8197 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8198 extern cvar_t gl_vbo;
8199 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8207 int surfacefirsttriangle;
8208 int surfacenumtriangles;
8209 int surfacefirstvertex;
8210 int surfaceendvertex;
8211 int surfacenumvertices;
8212 int batchnumvertices;
8213 int batchnumtriangles;
8217 qboolean dynamicvertex;
8221 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8223 q3shaderinfo_deform_t *deform;
8224 const msurface_t *surface, *firstsurface;
8225 r_vertexmesh_t *vertexmesh;
8226 if (!texturenumsurfaces)
8228 // find vertex range of this surface batch
8230 firstsurface = texturesurfacelist[0];
8231 firsttriangle = firstsurface->num_firsttriangle;
8232 batchnumvertices = 0;
8233 batchnumtriangles = 0;
8234 firstvertex = endvertex = firstsurface->num_firstvertex;
8235 for (i = 0;i < texturenumsurfaces;i++)
8237 surface = texturesurfacelist[i];
8238 if (surface != firstsurface + i)
8240 surfacefirstvertex = surface->num_firstvertex;
8241 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8242 surfacenumvertices = surface->num_vertices;
8243 surfacenumtriangles = surface->num_triangles;
8244 if (firstvertex > surfacefirstvertex)
8245 firstvertex = surfacefirstvertex;
8246 if (endvertex < surfaceendvertex)
8247 endvertex = surfaceendvertex;
8248 batchnumvertices += surfacenumvertices;
8249 batchnumtriangles += surfacenumtriangles;
8252 // we now know the vertex range used, and if there are any gaps in it
8253 rsurface.batchfirstvertex = firstvertex;
8254 rsurface.batchnumvertices = endvertex - firstvertex;
8255 rsurface.batchfirsttriangle = firsttriangle;
8256 rsurface.batchnumtriangles = batchnumtriangles;
8258 // this variable holds flags for which properties have been updated that
8259 // may require regenerating vertexmesh array...
8262 // check if any dynamic vertex processing must occur
8263 dynamicvertex = false;
8265 // if there is a chance of animated vertex colors, it's a dynamic batch
8266 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8268 dynamicvertex = true;
8269 batchneed |= BATCHNEED_NOGAPS;
8270 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8273 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
8275 switch (deform->deform)
8278 case Q3DEFORM_PROJECTIONSHADOW:
8279 case Q3DEFORM_TEXT0:
8280 case Q3DEFORM_TEXT1:
8281 case Q3DEFORM_TEXT2:
8282 case Q3DEFORM_TEXT3:
8283 case Q3DEFORM_TEXT4:
8284 case Q3DEFORM_TEXT5:
8285 case Q3DEFORM_TEXT6:
8286 case Q3DEFORM_TEXT7:
8289 case Q3DEFORM_AUTOSPRITE:
8290 dynamicvertex = true;
8291 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8292 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8294 case Q3DEFORM_AUTOSPRITE2:
8295 dynamicvertex = true;
8296 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8297 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8299 case Q3DEFORM_NORMAL:
8300 dynamicvertex = true;
8301 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8302 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8305 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8306 break; // if wavefunc is a nop, ignore this transform
8307 dynamicvertex = true;
8308 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8309 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8311 case Q3DEFORM_BULGE:
8312 dynamicvertex = true;
8313 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8314 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8317 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8318 break; // if wavefunc is a nop, ignore this transform
8319 dynamicvertex = true;
8320 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8321 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8325 switch(rsurface.texture->tcgen.tcgen)
8328 case Q3TCGEN_TEXTURE:
8330 case Q3TCGEN_LIGHTMAP:
8331 dynamicvertex = true;
8332 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8333 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8335 case Q3TCGEN_VECTOR:
8336 dynamicvertex = true;
8337 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8338 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8340 case Q3TCGEN_ENVIRONMENT:
8341 dynamicvertex = true;
8342 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8343 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8346 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8348 dynamicvertex = true;
8349 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8350 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8353 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8355 dynamicvertex = true;
8356 batchneed |= BATCHNEED_NOGAPS;
8357 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8360 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8362 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8363 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8364 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8365 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8366 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8367 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8368 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8371 // when the model data has no vertex buffer (dynamic mesh), we need to
8373 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8374 batchneed |= BATCHNEED_NOGAPS;
8376 // if needsupdate, we have to do a dynamic vertex batch for sure
8377 if (needsupdate & batchneed)
8378 dynamicvertex = true;
8380 // see if we need to build vertexmesh from arrays
8381 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8382 dynamicvertex = true;
8384 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8385 // also some drivers strongly dislike firstvertex
8386 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8387 dynamicvertex = true;
8389 rsurface.batchvertex3f = rsurface.modelvertex3f;
8390 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8391 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8392 rsurface.batchsvector3f = rsurface.modelsvector3f;
8393 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8394 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8395 rsurface.batchtvector3f = rsurface.modeltvector3f;
8396 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8397 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8398 rsurface.batchnormal3f = rsurface.modelnormal3f;
8399 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8400 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8401 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8402 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8403 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8404 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8405 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8406 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8407 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8408 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8409 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8410 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8411 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8412 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8413 rsurface.batchelement3i = rsurface.modelelement3i;
8414 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8415 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8416 rsurface.batchelement3s = rsurface.modelelement3s;
8417 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8418 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8420 // if any dynamic vertex processing has to occur in software, we copy the
8421 // entire surface list together before processing to rebase the vertices
8422 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8424 // if any gaps exist and we do not have a static vertex buffer, we have to
8425 // copy the surface list together to avoid wasting upload bandwidth on the
8426 // vertices in the gaps.
8428 // if gaps exist and we have a static vertex buffer, we still have to
8429 // combine the index buffer ranges into one dynamic index buffer.
8431 // in all cases we end up with data that can be drawn in one call.
8435 // static vertex data, just set pointers...
8436 rsurface.batchgeneratedvertex = false;
8437 // if there are gaps, we want to build a combined index buffer,
8438 // otherwise use the original static buffer with an appropriate offset
8441 // build a new triangle elements array for this batch
8442 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8443 rsurface.batchfirsttriangle = 0;
8445 for (i = 0;i < texturenumsurfaces;i++)
8447 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8448 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8449 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8450 numtriangles += surfacenumtriangles;
8452 rsurface.batchelement3i_indexbuffer = NULL;
8453 rsurface.batchelement3i_bufferoffset = 0;
8454 rsurface.batchelement3s = NULL;
8455 rsurface.batchelement3s_indexbuffer = NULL;
8456 rsurface.batchelement3s_bufferoffset = 0;
8457 if (endvertex <= 65536)
8459 // make a 16bit (unsigned short) index array if possible
8460 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8461 for (i = 0;i < numtriangles*3;i++)
8462 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8468 // something needs software processing, do it for real...
8469 // we only directly handle separate array data in this case and then
8470 // generate interleaved data if needed...
8471 rsurface.batchgeneratedvertex = true;
8473 // now copy the vertex data into a combined array and make an index array
8474 // (this is what Quake3 does all the time)
8475 //if (gaps || rsurface.batchfirstvertex)
8477 rsurface.batchvertex3fbuffer = NULL;
8478 rsurface.batchvertexmesh = NULL;
8479 rsurface.batchvertexmeshbuffer = NULL;
8480 rsurface.batchvertex3f = NULL;
8481 rsurface.batchvertex3f_vertexbuffer = NULL;
8482 rsurface.batchvertex3f_bufferoffset = 0;
8483 rsurface.batchsvector3f = NULL;
8484 rsurface.batchsvector3f_vertexbuffer = NULL;
8485 rsurface.batchsvector3f_bufferoffset = 0;
8486 rsurface.batchtvector3f = NULL;
8487 rsurface.batchtvector3f_vertexbuffer = NULL;
8488 rsurface.batchtvector3f_bufferoffset = 0;
8489 rsurface.batchnormal3f = NULL;
8490 rsurface.batchnormal3f_vertexbuffer = NULL;
8491 rsurface.batchnormal3f_bufferoffset = 0;
8492 rsurface.batchlightmapcolor4f = NULL;
8493 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8494 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8495 rsurface.batchtexcoordtexture2f = NULL;
8496 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8497 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8498 rsurface.batchtexcoordlightmap2f = NULL;
8499 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8500 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8501 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8502 rsurface.batchelement3i_indexbuffer = NULL;
8503 rsurface.batchelement3i_bufferoffset = 0;
8504 rsurface.batchelement3s = NULL;
8505 rsurface.batchelement3s_indexbuffer = NULL;
8506 rsurface.batchelement3s_bufferoffset = 0;
8507 // we'll only be setting up certain arrays as needed
8508 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8509 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8510 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8511 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8512 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8513 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8514 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8516 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8517 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8519 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8520 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8521 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8522 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8523 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8524 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8527 for (i = 0;i < texturenumsurfaces;i++)
8529 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8530 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8531 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8532 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8533 // copy only the data requested
8534 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8535 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8536 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8538 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8539 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8540 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
8541 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8542 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
8544 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8545 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8547 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
8548 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8549 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
8550 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8551 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
8552 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8554 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8555 numvertices += surfacenumvertices;
8556 numtriangles += surfacenumtriangles;
8559 // generate a 16bit index array as well if possible
8560 // (in general, dynamic batches fit)
8561 if (numvertices <= 65536)
8563 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8564 for (i = 0;i < numtriangles*3;i++)
8565 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8568 // since we've copied everything, the batch now starts at 0
8569 rsurface.batchfirstvertex = 0;
8570 rsurface.batchnumvertices = batchnumvertices;
8571 rsurface.batchfirsttriangle = 0;
8572 rsurface.batchnumtriangles = batchnumtriangles;
8575 // q1bsp surfaces rendered in vertex color mode have to have colors
8576 // calculated based on lightstyles
8577 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8579 // generate color arrays for the surfaces in this list
8584 const unsigned char *lm;
8585 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8586 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8587 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8589 for (i = 0;i < texturenumsurfaces;i++)
8591 surface = texturesurfacelist[i];
8592 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8593 surfacenumvertices = surface->num_vertices;
8594 if (surface->lightmapinfo->samples)
8596 for (j = 0;j < surfacenumvertices;j++)
8598 lm = surface->lightmapinfo->samples + offsets[j];
8599 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8600 VectorScale(lm, scale, c);
8601 if (surface->lightmapinfo->styles[1] != 255)
8603 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8605 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8606 VectorMA(c, scale, lm, c);
8607 if (surface->lightmapinfo->styles[2] != 255)
8610 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8611 VectorMA(c, scale, lm, c);
8612 if (surface->lightmapinfo->styles[3] != 255)
8615 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8616 VectorMA(c, scale, lm, c);
8623 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);
8629 for (j = 0;j < surfacenumvertices;j++)
8631 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8638 // if vertices are deformed (sprite flares and things in maps, possibly
8639 // water waves, bulges and other deformations), modify the copied vertices
8641 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
8643 switch (deform->deform)
8646 case Q3DEFORM_PROJECTIONSHADOW:
8647 case Q3DEFORM_TEXT0:
8648 case Q3DEFORM_TEXT1:
8649 case Q3DEFORM_TEXT2:
8650 case Q3DEFORM_TEXT3:
8651 case Q3DEFORM_TEXT4:
8652 case Q3DEFORM_TEXT5:
8653 case Q3DEFORM_TEXT6:
8654 case Q3DEFORM_TEXT7:
8657 case Q3DEFORM_AUTOSPRITE:
8658 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8659 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8660 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8661 VectorNormalize(newforward);
8662 VectorNormalize(newright);
8663 VectorNormalize(newup);
8664 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8665 // rsurface.batchvertex3f_vertexbuffer = NULL;
8666 // rsurface.batchvertex3f_bufferoffset = 0;
8667 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8668 // rsurface.batchsvector3f_vertexbuffer = NULL;
8669 // rsurface.batchsvector3f_bufferoffset = 0;
8670 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8671 // rsurface.batchtvector3f_vertexbuffer = NULL;
8672 // rsurface.batchtvector3f_bufferoffset = 0;
8673 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8674 // rsurface.batchnormal3f_vertexbuffer = NULL;
8675 // rsurface.batchnormal3f_bufferoffset = 0;
8676 // a single autosprite surface can contain multiple sprites...
8677 for (j = 0;j < batchnumvertices - 3;j += 4)
8679 VectorClear(center);
8680 for (i = 0;i < 4;i++)
8681 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8682 VectorScale(center, 0.25f, center);
8683 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8684 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8685 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8686 for (i = 0;i < 4;i++)
8688 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8689 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8692 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8693 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8694 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);
8696 case Q3DEFORM_AUTOSPRITE2:
8697 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8698 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8699 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8700 VectorNormalize(newforward);
8701 VectorNormalize(newright);
8702 VectorNormalize(newup);
8703 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8704 // rsurface.batchvertex3f_vertexbuffer = NULL;
8705 // rsurface.batchvertex3f_bufferoffset = 0;
8707 const float *v1, *v2;
8717 memset(shortest, 0, sizeof(shortest));
8718 // a single autosprite surface can contain multiple sprites...
8719 for (j = 0;j < batchnumvertices - 3;j += 4)
8721 VectorClear(center);
8722 for (i = 0;i < 4;i++)
8723 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8724 VectorScale(center, 0.25f, center);
8725 // find the two shortest edges, then use them to define the
8726 // axis vectors for rotating around the central axis
8727 for (i = 0;i < 6;i++)
8729 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8730 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8731 l = VectorDistance2(v1, v2);
8732 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8734 l += (1.0f / 1024.0f);
8735 if (shortest[0].length2 > l || i == 0)
8737 shortest[1] = shortest[0];
8738 shortest[0].length2 = l;
8739 shortest[0].v1 = v1;
8740 shortest[0].v2 = v2;
8742 else if (shortest[1].length2 > l || i == 1)
8744 shortest[1].length2 = l;
8745 shortest[1].v1 = v1;
8746 shortest[1].v2 = v2;
8749 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8750 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8751 // this calculates the right vector from the shortest edge
8752 // and the up vector from the edge midpoints
8753 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8754 VectorNormalize(right);
8755 VectorSubtract(end, start, up);
8756 VectorNormalize(up);
8757 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8758 VectorSubtract(rsurface.localvieworigin, center, forward);
8759 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8760 VectorNegate(forward, forward);
8761 VectorReflect(forward, 0, up, forward);
8762 VectorNormalize(forward);
8763 CrossProduct(up, forward, newright);
8764 VectorNormalize(newright);
8765 // rotate the quad around the up axis vector, this is made
8766 // especially easy by the fact we know the quad is flat,
8767 // so we only have to subtract the center position and
8768 // measure distance along the right vector, and then
8769 // multiply that by the newright vector and add back the
8771 // we also need to subtract the old position to undo the
8772 // displacement from the center, which we do with a
8773 // DotProduct, the subtraction/addition of center is also
8774 // optimized into DotProducts here
8775 l = DotProduct(right, center);
8776 for (i = 0;i < 4;i++)
8778 v1 = rsurface.batchvertex3f + 3*(j+i);
8779 f = DotProduct(right, v1) - l;
8780 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8784 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8786 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8787 // rsurface.batchnormal3f_vertexbuffer = NULL;
8788 // rsurface.batchnormal3f_bufferoffset = 0;
8789 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8791 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8793 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8794 // rsurface.batchsvector3f_vertexbuffer = NULL;
8795 // rsurface.batchsvector3f_bufferoffset = 0;
8796 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8797 // rsurface.batchtvector3f_vertexbuffer = NULL;
8798 // rsurface.batchtvector3f_bufferoffset = 0;
8799 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);
8802 case Q3DEFORM_NORMAL:
8803 // deform the normals to make reflections wavey
8804 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8805 rsurface.batchnormal3f_vertexbuffer = NULL;
8806 rsurface.batchnormal3f_bufferoffset = 0;
8807 for (j = 0;j < batchnumvertices;j++)
8810 float *normal = rsurface.batchnormal3f + 3*j;
8811 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8812 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8813 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8814 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
8815 VectorNormalize(normal);
8817 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8819 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8820 // rsurface.batchsvector3f_vertexbuffer = NULL;
8821 // rsurface.batchsvector3f_bufferoffset = 0;
8822 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8823 // rsurface.batchtvector3f_vertexbuffer = NULL;
8824 // rsurface.batchtvector3f_bufferoffset = 0;
8825 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);
8829 // deform vertex array to make wavey water and flags and such
8830 waveparms[0] = deform->waveparms[0];
8831 waveparms[1] = deform->waveparms[1];
8832 waveparms[2] = deform->waveparms[2];
8833 waveparms[3] = deform->waveparms[3];
8834 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8835 break; // if wavefunc is a nop, don't make a dynamic vertex array
8836 // this is how a divisor of vertex influence on deformation
8837 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8838 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8839 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8840 // rsurface.batchvertex3f_vertexbuffer = NULL;
8841 // rsurface.batchvertex3f_bufferoffset = 0;
8842 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8843 // rsurface.batchnormal3f_vertexbuffer = NULL;
8844 // rsurface.batchnormal3f_bufferoffset = 0;
8845 for (j = 0;j < batchnumvertices;j++)
8847 // if the wavefunc depends on time, evaluate it per-vertex
8850 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8851 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8853 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8855 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8856 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8857 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8859 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8860 // rsurface.batchsvector3f_vertexbuffer = NULL;
8861 // rsurface.batchsvector3f_bufferoffset = 0;
8862 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8863 // rsurface.batchtvector3f_vertexbuffer = NULL;
8864 // rsurface.batchtvector3f_bufferoffset = 0;
8865 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);
8868 case Q3DEFORM_BULGE:
8869 // deform vertex array to make the surface have moving bulges
8870 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8871 // rsurface.batchvertex3f_vertexbuffer = NULL;
8872 // rsurface.batchvertex3f_bufferoffset = 0;
8873 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8874 // rsurface.batchnormal3f_vertexbuffer = NULL;
8875 // rsurface.batchnormal3f_bufferoffset = 0;
8876 for (j = 0;j < batchnumvertices;j++)
8878 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
8879 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8881 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8882 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8883 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8885 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8886 // rsurface.batchsvector3f_vertexbuffer = NULL;
8887 // rsurface.batchsvector3f_bufferoffset = 0;
8888 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8889 // rsurface.batchtvector3f_vertexbuffer = NULL;
8890 // rsurface.batchtvector3f_bufferoffset = 0;
8891 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);
8895 // deform vertex array
8896 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8897 break; // if wavefunc is a nop, don't make a dynamic vertex array
8898 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8899 VectorScale(deform->parms, scale, waveparms);
8900 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8901 // rsurface.batchvertex3f_vertexbuffer = NULL;
8902 // rsurface.batchvertex3f_bufferoffset = 0;
8903 for (j = 0;j < batchnumvertices;j++)
8904 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8909 // generate texcoords based on the chosen texcoord source
8910 switch(rsurface.texture->tcgen.tcgen)
8913 case Q3TCGEN_TEXTURE:
8915 case Q3TCGEN_LIGHTMAP:
8916 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8917 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8918 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8919 if (rsurface.batchtexcoordlightmap2f)
8920 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
8922 case Q3TCGEN_VECTOR:
8923 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8924 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8925 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8926 for (j = 0;j < batchnumvertices;j++)
8928 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
8929 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
8932 case Q3TCGEN_ENVIRONMENT:
8933 // make environment reflections using a spheremap
8934 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8935 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8936 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8937 for (j = 0;j < batchnumvertices;j++)
8939 // identical to Q3A's method, but executed in worldspace so
8940 // carried models can be shiny too
8942 float viewer[3], d, reflected[3], worldreflected[3];
8944 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8945 // VectorNormalize(viewer);
8947 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8949 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8950 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8951 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8952 // note: this is proportinal to viewer, so we can normalize later
8954 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8955 VectorNormalize(worldreflected);
8957 // note: this sphere map only uses world x and z!
8958 // so positive and negative y will LOOK THE SAME.
8959 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8960 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8964 // the only tcmod that needs software vertex processing is turbulent, so
8965 // check for it here and apply the changes if needed
8966 // and we only support that as the first one
8967 // (handling a mixture of turbulent and other tcmods would be problematic
8968 // without punting it entirely to a software path)
8969 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8971 amplitude = rsurface.texture->tcmods[0].parms[1];
8972 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
8973 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8974 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8975 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8976 for (j = 0;j < batchnumvertices;j++)
8978 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);
8979 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8983 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8985 // convert the modified arrays to vertex structs
8986 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8987 // rsurface.batchvertexmeshbuffer = NULL;
8988 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
8989 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8990 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
8991 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
8992 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8993 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
8994 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
8996 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8998 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
8999 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9002 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9003 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9004 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9005 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9006 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9007 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9008 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9009 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9010 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9014 void RSurf_DrawBatch(void)
9016 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9017 // through the pipeline, killing it earlier in the pipeline would have
9018 // per-surface overhead rather than per-batch overhead, so it's best to
9019 // reject it here, before it hits glDraw.
9020 if (rsurface.batchnumtriangles == 0)
9023 // batch debugging code
9024 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9030 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9031 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9034 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9036 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9038 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9039 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);
9046 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);
9049 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9051 // pick the closest matching water plane
9052 int planeindex, vertexindex, bestplaneindex = -1;
9056 r_waterstate_waterplane_t *p;
9057 qboolean prepared = false;
9059 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9061 if(p->camera_entity != rsurface.texture->camera_entity)
9066 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9068 if(rsurface.batchnumvertices == 0)
9071 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9073 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9074 d += fabs(PlaneDiff(vert, &p->plane));
9076 if (bestd > d || bestplaneindex < 0)
9079 bestplaneindex = planeindex;
9082 return bestplaneindex;
9083 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9084 // this situation though, as it might be better to render single larger
9085 // batches with useless stuff (backface culled for example) than to
9086 // render multiple smaller batches
9089 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9092 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9093 rsurface.passcolor4f_vertexbuffer = 0;
9094 rsurface.passcolor4f_bufferoffset = 0;
9095 for (i = 0;i < rsurface.batchnumvertices;i++)
9096 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9099 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9106 if (rsurface.passcolor4f)
9108 // generate color arrays
9109 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9110 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9111 rsurface.passcolor4f_vertexbuffer = 0;
9112 rsurface.passcolor4f_bufferoffset = 0;
9113 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)
9115 f = RSurf_FogVertex(v);
9124 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9125 rsurface.passcolor4f_vertexbuffer = 0;
9126 rsurface.passcolor4f_bufferoffset = 0;
9127 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9129 f = RSurf_FogVertex(v);
9138 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9145 if (!rsurface.passcolor4f)
9147 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9148 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9149 rsurface.passcolor4f_vertexbuffer = 0;
9150 rsurface.passcolor4f_bufferoffset = 0;
9151 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)
9153 f = RSurf_FogVertex(v);
9154 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9155 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9156 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9161 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9166 if (!rsurface.passcolor4f)
9168 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9169 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9170 rsurface.passcolor4f_vertexbuffer = 0;
9171 rsurface.passcolor4f_bufferoffset = 0;
9172 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9181 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9186 if (!rsurface.passcolor4f)
9188 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9189 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9190 rsurface.passcolor4f_vertexbuffer = 0;
9191 rsurface.passcolor4f_bufferoffset = 0;
9192 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9194 c2[0] = c[0] + r_refdef.scene.ambient;
9195 c2[1] = c[1] + r_refdef.scene.ambient;
9196 c2[2] = c[2] + r_refdef.scene.ambient;
9201 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9204 rsurface.passcolor4f = NULL;
9205 rsurface.passcolor4f_vertexbuffer = 0;
9206 rsurface.passcolor4f_bufferoffset = 0;
9207 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9208 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9209 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9210 GL_Color(r, g, b, a);
9211 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9215 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9217 // TODO: optimize applyfog && applycolor case
9218 // just apply fog if necessary, and tint the fog color array if necessary
9219 rsurface.passcolor4f = NULL;
9220 rsurface.passcolor4f_vertexbuffer = 0;
9221 rsurface.passcolor4f_bufferoffset = 0;
9222 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9223 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9224 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9225 GL_Color(r, g, b, a);
9229 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9232 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9233 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9234 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9235 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9236 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9237 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9238 GL_Color(r, g, b, a);
9242 static void RSurf_DrawBatch_GL11_ClampColor(void)
9247 if (!rsurface.passcolor4f)
9249 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9251 c2[0] = bound(0.0f, c1[0], 1.0f);
9252 c2[1] = bound(0.0f, c1[1], 1.0f);
9253 c2[2] = bound(0.0f, c1[2], 1.0f);
9254 c2[3] = bound(0.0f, c1[3], 1.0f);
9258 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9268 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9269 rsurface.passcolor4f_vertexbuffer = 0;
9270 rsurface.passcolor4f_bufferoffset = 0;
9271 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)
9273 f = -DotProduct(r_refdef.view.forward, n);
9275 f = f * 0.85 + 0.15; // work around so stuff won't get black
9276 f *= r_refdef.lightmapintensity;
9277 Vector4Set(c, f, f, f, 1);
9281 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9283 RSurf_DrawBatch_GL11_ApplyFakeLight();
9284 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9285 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9286 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9287 GL_Color(r, g, b, a);
9291 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9299 vec3_t ambientcolor;
9300 vec3_t diffusecolor;
9304 VectorCopy(rsurface.modellight_lightdir, lightdir);
9305 f = 0.5f * r_refdef.lightmapintensity;
9306 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9307 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9308 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9309 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9310 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9311 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9313 if (VectorLength2(diffusecolor) > 0)
9315 // q3-style directional shading
9316 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9317 rsurface.passcolor4f_vertexbuffer = 0;
9318 rsurface.passcolor4f_bufferoffset = 0;
9319 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)
9321 if ((f = DotProduct(n, lightdir)) > 0)
9322 VectorMA(ambientcolor, f, diffusecolor, c);
9324 VectorCopy(ambientcolor, c);
9331 *applycolor = false;
9335 *r = ambientcolor[0];
9336 *g = ambientcolor[1];
9337 *b = ambientcolor[2];
9338 rsurface.passcolor4f = NULL;
9339 rsurface.passcolor4f_vertexbuffer = 0;
9340 rsurface.passcolor4f_bufferoffset = 0;
9344 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9346 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9347 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9348 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9349 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9350 GL_Color(r, g, b, a);
9354 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9362 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9363 rsurface.passcolor4f_vertexbuffer = 0;
9364 rsurface.passcolor4f_bufferoffset = 0;
9366 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9368 f = 1 - RSurf_FogVertex(v);
9376 void RSurf_SetupDepthAndCulling(void)
9378 // submodels are biased to avoid z-fighting with world surfaces that they
9379 // may be exactly overlapping (avoids z-fighting artifacts on certain
9380 // doors and things in Quake maps)
9381 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9382 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9383 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9384 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9387 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9389 // transparent sky would be ridiculous
9390 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9392 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9393 skyrenderlater = true;
9394 RSurf_SetupDepthAndCulling();
9396 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9397 // skymasking on them, and Quake3 never did sky masking (unlike
9398 // software Quake and software Quake2), so disable the sky masking
9399 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9400 // and skymasking also looks very bad when noclipping outside the
9401 // level, so don't use it then either.
9402 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
9404 R_Mesh_ResetTextureState();
9405 if (skyrendermasked)
9407 R_SetupShader_DepthOrShadow();
9408 // depth-only (masking)
9409 GL_ColorMask(0,0,0,0);
9410 // just to make sure that braindead drivers don't draw
9411 // anything despite that colormask...
9412 GL_BlendFunc(GL_ZERO, GL_ONE);
9413 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9414 if (rsurface.batchvertex3fbuffer)
9415 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9417 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9421 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9423 GL_BlendFunc(GL_ONE, GL_ZERO);
9424 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9425 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9426 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9429 if (skyrendermasked)
9430 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9432 R_Mesh_ResetTextureState();
9433 GL_Color(1, 1, 1, 1);
9436 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9437 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9438 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9440 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9444 // render screenspace normalmap to texture
9446 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
9451 // bind lightmap texture
9453 // water/refraction/reflection/camera surfaces have to be handled specially
9454 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9456 int start, end, startplaneindex;
9457 for (start = 0;start < texturenumsurfaces;start = end)
9459 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9460 if(startplaneindex < 0)
9462 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9463 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9467 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9469 // now that we have a batch using the same planeindex, render it
9470 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9472 // render water or distortion background
9474 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
9476 // blend surface on top
9477 GL_DepthMask(false);
9478 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
9481 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9483 // render surface with reflection texture as input
9484 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9485 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
9492 // render surface batch normally
9493 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9494 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
9498 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9500 // OpenGL 1.3 path - anything not completely ancient
9501 qboolean applycolor;
9504 const texturelayer_t *layer;
9505 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);
9506 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9508 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9511 int layertexrgbscale;
9512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9514 if (layerindex == 0)
9518 GL_AlphaTest(false);
9519 GL_DepthFunc(GL_EQUAL);
9522 GL_DepthMask(layer->depthmask && writedepth);
9523 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9524 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9526 layertexrgbscale = 4;
9527 VectorScale(layer->color, 0.25f, layercolor);
9529 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9531 layertexrgbscale = 2;
9532 VectorScale(layer->color, 0.5f, layercolor);
9536 layertexrgbscale = 1;
9537 VectorScale(layer->color, 1.0f, layercolor);
9539 layercolor[3] = layer->color[3];
9540 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9541 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9542 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9543 switch (layer->type)
9545 case TEXTURELAYERTYPE_LITTEXTURE:
9546 // single-pass lightmapped texture with 2x rgbscale
9547 R_Mesh_TexBind(0, r_texture_white);
9548 R_Mesh_TexMatrix(0, NULL);
9549 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9550 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9551 R_Mesh_TexBind(1, layer->texture);
9552 R_Mesh_TexMatrix(1, &layer->texmatrix);
9553 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9554 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9555 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9556 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9557 else if (FAKELIGHT_ENABLED)
9558 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9559 else if (rsurface.uselightmaptexture)
9560 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9562 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9564 case TEXTURELAYERTYPE_TEXTURE:
9565 // singletexture unlit texture with transparency support
9566 R_Mesh_TexBind(0, layer->texture);
9567 R_Mesh_TexMatrix(0, &layer->texmatrix);
9568 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9569 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9570 R_Mesh_TexBind(1, 0);
9571 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9572 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9574 case TEXTURELAYERTYPE_FOG:
9575 // singletexture fogging
9578 R_Mesh_TexBind(0, layer->texture);
9579 R_Mesh_TexMatrix(0, &layer->texmatrix);
9580 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9581 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9585 R_Mesh_TexBind(0, 0);
9586 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9588 R_Mesh_TexBind(1, 0);
9589 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9590 // generate a color array for the fog pass
9591 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9592 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9596 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9601 GL_DepthFunc(GL_LEQUAL);
9602 GL_AlphaTest(false);
9606 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9608 // OpenGL 1.1 - crusty old voodoo path
9611 const texturelayer_t *layer;
9612 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);
9613 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9615 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9619 if (layerindex == 0)
9623 GL_AlphaTest(false);
9624 GL_DepthFunc(GL_EQUAL);
9627 GL_DepthMask(layer->depthmask && writedepth);
9628 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9629 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9630 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9631 switch (layer->type)
9633 case TEXTURELAYERTYPE_LITTEXTURE:
9634 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9636 // two-pass lit texture with 2x rgbscale
9637 // first the lightmap pass
9638 R_Mesh_TexBind(0, r_texture_white);
9639 R_Mesh_TexMatrix(0, NULL);
9640 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9641 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9643 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9644 else if (FAKELIGHT_ENABLED)
9645 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9646 else if (rsurface.uselightmaptexture)
9647 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9649 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9650 // then apply the texture to it
9651 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9652 R_Mesh_TexBind(0, layer->texture);
9653 R_Mesh_TexMatrix(0, &layer->texmatrix);
9654 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9655 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9656 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);
9660 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9661 R_Mesh_TexBind(0, layer->texture);
9662 R_Mesh_TexMatrix(0, &layer->texmatrix);
9663 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9664 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9665 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9666 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);
9668 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);
9671 case TEXTURELAYERTYPE_TEXTURE:
9672 // singletexture unlit texture with transparency support
9673 R_Mesh_TexBind(0, layer->texture);
9674 R_Mesh_TexMatrix(0, &layer->texmatrix);
9675 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9676 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9677 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);
9679 case TEXTURELAYERTYPE_FOG:
9680 // singletexture fogging
9683 R_Mesh_TexBind(0, layer->texture);
9684 R_Mesh_TexMatrix(0, &layer->texmatrix);
9685 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9686 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9690 R_Mesh_TexBind(0, 0);
9691 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9693 // generate a color array for the fog pass
9694 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9695 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9699 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9702 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9704 GL_DepthFunc(GL_LEQUAL);
9705 GL_AlphaTest(false);
9709 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9713 r_vertexgeneric_t *batchvertex;
9716 // R_Mesh_ResetTextureState();
9717 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9719 if(rsurface.texture && rsurface.texture->currentskinframe)
9721 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9722 c[3] *= rsurface.texture->currentalpha;
9732 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9734 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
9735 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
9736 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
9739 // brighten it up (as texture value 127 means "unlit")
9740 c[0] *= 2 * r_refdef.view.colorscale;
9741 c[1] *= 2 * r_refdef.view.colorscale;
9742 c[2] *= 2 * r_refdef.view.colorscale;
9744 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9745 c[3] *= r_wateralpha.value;
9747 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9749 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9750 GL_DepthMask(false);
9752 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
9754 GL_BlendFunc(GL_ONE, GL_ONE);
9755 GL_DepthMask(false);
9757 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9759 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9760 GL_DepthMask(false);
9762 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9764 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
9765 GL_DepthMask(false);
9769 GL_BlendFunc(GL_ONE, GL_ZERO);
9770 GL_DepthMask(writedepth);
9773 if (r_showsurfaces.integer == 3)
9775 rsurface.passcolor4f = NULL;
9777 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9779 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9781 rsurface.passcolor4f = NULL;
9782 rsurface.passcolor4f_vertexbuffer = 0;
9783 rsurface.passcolor4f_bufferoffset = 0;
9785 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9787 qboolean applycolor = true;
9790 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9792 r_refdef.lightmapintensity = 1;
9793 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
9794 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
9796 else if (FAKELIGHT_ENABLED)
9798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9800 r_refdef.lightmapintensity = r_fakelight_intensity.value;
9801 RSurf_DrawBatch_GL11_ApplyFakeLight();
9802 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
9806 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9808 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9809 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9810 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9813 if(!rsurface.passcolor4f)
9814 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
9816 RSurf_DrawBatch_GL11_ApplyAmbient();
9817 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
9818 if(r_refdef.fogenabled)
9819 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
9820 RSurf_DrawBatch_GL11_ClampColor();
9822 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
9823 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9826 else if (!r_refdef.view.showdebug)
9828 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9829 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9830 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
9832 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9833 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
9835 R_Mesh_PrepareVertices_Generic_Unlock();
9838 else if (r_showsurfaces.integer == 4)
9840 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9841 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9842 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
9844 unsigned char c = (vi << 3) * (1.0f / 256.0f);
9845 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9846 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
9848 R_Mesh_PrepareVertices_Generic_Unlock();
9851 else if (r_showsurfaces.integer == 2)
9854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9855 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
9856 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
9858 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
9859 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
9860 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
9861 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
9862 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
9863 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
9864 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
9866 R_Mesh_PrepareVertices_Generic_Unlock();
9867 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
9871 int texturesurfaceindex;
9873 const msurface_t *surface;
9874 float surfacecolor4f[4];
9875 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9876 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
9878 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9880 surface = texturesurfacelist[texturesurfaceindex];
9881 k = (int)(((size_t)surface) / sizeof(msurface_t));
9882 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
9883 for (j = 0;j < surface->num_vertices;j++)
9885 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9886 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
9890 R_Mesh_PrepareVertices_Generic_Unlock();
9895 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9898 RSurf_SetupDepthAndCulling();
9899 if (r_showsurfaces.integer)
9901 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9904 switch (vid.renderpath)
9906 case RENDERPATH_GL20:
9907 case RENDERPATH_D3D9:
9908 case RENDERPATH_D3D10:
9909 case RENDERPATH_D3D11:
9910 case RENDERPATH_SOFT:
9911 case RENDERPATH_GLES2:
9912 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9914 case RENDERPATH_GL13:
9915 case RENDERPATH_GLES1:
9916 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
9918 case RENDERPATH_GL11:
9919 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
9925 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9928 RSurf_SetupDepthAndCulling();
9929 if (r_showsurfaces.integer)
9931 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9934 switch (vid.renderpath)
9936 case RENDERPATH_GL20:
9937 case RENDERPATH_D3D9:
9938 case RENDERPATH_D3D10:
9939 case RENDERPATH_D3D11:
9940 case RENDERPATH_SOFT:
9941 case RENDERPATH_GLES2:
9942 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9944 case RENDERPATH_GL13:
9945 case RENDERPATH_GLES1:
9946 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
9948 case RENDERPATH_GL11:
9949 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
9955 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9958 int texturenumsurfaces, endsurface;
9960 const msurface_t *surface;
9961 #define MAXBATCH_TRANSPARENTSURFACES 256
9962 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
9964 // if the model is static it doesn't matter what value we give for
9965 // wantnormals and wanttangents, so this logic uses only rules applicable
9966 // to a model, knowing that they are meaningless otherwise
9967 if (ent == r_refdef.scene.worldentity)
9968 RSurf_ActiveWorldEntity();
9969 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9970 RSurf_ActiveModelEntity(ent, false, false, false);
9973 switch (vid.renderpath)
9975 case RENDERPATH_GL20:
9976 case RENDERPATH_D3D9:
9977 case RENDERPATH_D3D10:
9978 case RENDERPATH_D3D11:
9979 case RENDERPATH_SOFT:
9980 case RENDERPATH_GLES2:
9981 RSurf_ActiveModelEntity(ent, true, true, false);
9983 case RENDERPATH_GL11:
9984 case RENDERPATH_GL13:
9985 case RENDERPATH_GLES1:
9986 RSurf_ActiveModelEntity(ent, true, false, false);
9991 if (r_transparentdepthmasking.integer)
9993 qboolean setup = false;
9994 for (i = 0;i < numsurfaces;i = j)
9997 surface = rsurface.modelsurfaces + surfacelist[i];
9998 texture = surface->texture;
9999 rsurface.texture = R_GetCurrentTexture(texture);
10000 rsurface.lightmaptexture = NULL;
10001 rsurface.deluxemaptexture = NULL;
10002 rsurface.uselightmaptexture = false;
10003 // scan ahead until we find a different texture
10004 endsurface = min(i + 1024, numsurfaces);
10005 texturenumsurfaces = 0;
10006 texturesurfacelist[texturenumsurfaces++] = surface;
10007 for (;j < endsurface;j++)
10009 surface = rsurface.modelsurfaces + surfacelist[j];
10010 if (texture != surface->texture)
10012 texturesurfacelist[texturenumsurfaces++] = surface;
10014 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10016 // render the range of surfaces as depth
10020 GL_ColorMask(0,0,0,0);
10022 GL_DepthTest(true);
10023 GL_BlendFunc(GL_ONE, GL_ZERO);
10024 GL_DepthMask(true);
10025 // R_Mesh_ResetTextureState();
10026 R_SetupShader_DepthOrShadow();
10028 RSurf_SetupDepthAndCulling();
10029 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10030 if (rsurface.batchvertex3fbuffer)
10031 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10033 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10037 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10040 for (i = 0;i < numsurfaces;i = j)
10043 surface = rsurface.modelsurfaces + surfacelist[i];
10044 texture = surface->texture;
10045 rsurface.texture = R_GetCurrentTexture(texture);
10046 // scan ahead until we find a different texture
10047 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
10048 texturenumsurfaces = 0;
10049 texturesurfacelist[texturenumsurfaces++] = surface;
10050 if(FAKELIGHT_ENABLED)
10052 rsurface.lightmaptexture = NULL;
10053 rsurface.deluxemaptexture = NULL;
10054 rsurface.uselightmaptexture = false;
10055 for (;j < endsurface;j++)
10057 surface = rsurface.modelsurfaces + surfacelist[j];
10058 if (texture != surface->texture)
10060 texturesurfacelist[texturenumsurfaces++] = surface;
10065 rsurface.lightmaptexture = surface->lightmaptexture;
10066 rsurface.deluxemaptexture = surface->deluxemaptexture;
10067 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10068 for (;j < endsurface;j++)
10070 surface = rsurface.modelsurfaces + surfacelist[j];
10071 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10073 texturesurfacelist[texturenumsurfaces++] = surface;
10076 // render the range of surfaces
10077 if (ent == r_refdef.scene.worldentity)
10078 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10080 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10082 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10085 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10087 // transparent surfaces get pushed off into the transparent queue
10088 int surfacelistindex;
10089 const msurface_t *surface;
10090 vec3_t tempcenter, center;
10091 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10093 surface = texturesurfacelist[surfacelistindex];
10094 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10095 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10096 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10097 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10098 if (queueentity->transparent_offset) // transparent offset
10100 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10101 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10102 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10104 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10108 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10110 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10112 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10114 RSurf_SetupDepthAndCulling();
10115 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10116 if (rsurface.batchvertex3fbuffer)
10117 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10119 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10123 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10125 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10128 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10131 if (!rsurface.texture->currentnumlayers)
10133 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10134 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10136 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10138 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10139 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10140 else if (!rsurface.texture->currentnumlayers)
10142 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10144 // in the deferred case, transparent surfaces were queued during prepass
10145 if (!r_shadow_usingdeferredprepass)
10146 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10150 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10151 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10156 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10159 texture_t *texture;
10160 R_FrameData_SetMark();
10161 // break the surface list down into batches by texture and use of lightmapping
10162 for (i = 0;i < numsurfaces;i = j)
10165 // texture is the base texture pointer, rsurface.texture is the
10166 // current frame/skin the texture is directing us to use (for example
10167 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10168 // use skin 1 instead)
10169 texture = surfacelist[i]->texture;
10170 rsurface.texture = R_GetCurrentTexture(texture);
10171 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10173 // if this texture is not the kind we want, skip ahead to the next one
10174 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10178 if(FAKELIGHT_ENABLED || depthonly || prepass)
10180 rsurface.lightmaptexture = NULL;
10181 rsurface.deluxemaptexture = NULL;
10182 rsurface.uselightmaptexture = false;
10183 // simply scan ahead until we find a different texture or lightmap state
10184 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10189 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10190 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10191 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10192 // simply scan ahead until we find a different texture or lightmap state
10193 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10196 // render the range of surfaces
10197 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10199 R_FrameData_ReturnToMark();
10202 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10206 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10209 if (!rsurface.texture->currentnumlayers)
10211 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10212 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10214 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10216 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10217 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10218 else if (!rsurface.texture->currentnumlayers)
10220 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10222 // in the deferred case, transparent surfaces were queued during prepass
10223 if (!r_shadow_usingdeferredprepass)
10224 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10228 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10229 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10234 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10237 texture_t *texture;
10238 R_FrameData_SetMark();
10239 // break the surface list down into batches by texture and use of lightmapping
10240 for (i = 0;i < numsurfaces;i = j)
10243 // texture is the base texture pointer, rsurface.texture is the
10244 // current frame/skin the texture is directing us to use (for example
10245 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10246 // use skin 1 instead)
10247 texture = surfacelist[i]->texture;
10248 rsurface.texture = R_GetCurrentTexture(texture);
10249 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10251 // if this texture is not the kind we want, skip ahead to the next one
10252 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10256 if(FAKELIGHT_ENABLED || depthonly || prepass)
10258 rsurface.lightmaptexture = NULL;
10259 rsurface.deluxemaptexture = NULL;
10260 rsurface.uselightmaptexture = false;
10261 // simply scan ahead until we find a different texture or lightmap state
10262 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10267 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10268 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10269 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10270 // simply scan ahead until we find a different texture or lightmap state
10271 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10274 // render the range of surfaces
10275 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10277 R_FrameData_ReturnToMark();
10280 float locboxvertex3f[6*4*3] =
10282 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10283 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10284 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10285 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10286 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10287 1,0,0, 0,0,0, 0,1,0, 1,1,0
10290 unsigned short locboxelements[6*2*3] =
10295 12,13,14, 12,14,15,
10296 16,17,18, 16,18,19,
10300 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10303 cl_locnode_t *loc = (cl_locnode_t *)ent;
10305 float vertex3f[6*4*3];
10307 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10308 GL_DepthMask(false);
10309 GL_DepthRange(0, 1);
10310 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10311 GL_DepthTest(true);
10312 GL_CullFace(GL_NONE);
10313 R_EntityMatrix(&identitymatrix);
10315 // R_Mesh_ResetTextureState();
10317 i = surfacelist[0];
10318 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10319 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10320 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10321 surfacelist[0] < 0 ? 0.5f : 0.125f);
10323 if (VectorCompare(loc->mins, loc->maxs))
10325 VectorSet(size, 2, 2, 2);
10326 VectorMA(loc->mins, -0.5f, size, mins);
10330 VectorCopy(loc->mins, mins);
10331 VectorSubtract(loc->maxs, loc->mins, size);
10334 for (i = 0;i < 6*4*3;)
10335 for (j = 0;j < 3;j++, i++)
10336 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10338 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10339 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10340 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10343 void R_DrawLocs(void)
10346 cl_locnode_t *loc, *nearestloc;
10348 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10349 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10351 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10352 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10356 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10358 if (decalsystem->decals)
10359 Mem_Free(decalsystem->decals);
10360 memset(decalsystem, 0, sizeof(*decalsystem));
10363 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)
10366 tridecal_t *decals;
10369 // expand or initialize the system
10370 if (decalsystem->maxdecals <= decalsystem->numdecals)
10372 decalsystem_t old = *decalsystem;
10373 qboolean useshortelements;
10374 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10375 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10376 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)));
10377 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10378 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10379 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10380 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10381 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10382 if (decalsystem->numdecals)
10383 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10385 Mem_Free(old.decals);
10386 for (i = 0;i < decalsystem->maxdecals*3;i++)
10387 decalsystem->element3i[i] = i;
10388 if (useshortelements)
10389 for (i = 0;i < decalsystem->maxdecals*3;i++)
10390 decalsystem->element3s[i] = i;
10393 // grab a decal and search for another free slot for the next one
10394 decals = decalsystem->decals;
10395 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10396 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10398 decalsystem->freedecal = i;
10399 if (decalsystem->numdecals <= i)
10400 decalsystem->numdecals = i + 1;
10402 // initialize the decal
10404 decal->triangleindex = triangleindex;
10405 decal->surfaceindex = surfaceindex;
10406 decal->decalsequence = decalsequence;
10407 decal->color4f[0][0] = c0[0];
10408 decal->color4f[0][1] = c0[1];
10409 decal->color4f[0][2] = c0[2];
10410 decal->color4f[0][3] = 1;
10411 decal->color4f[1][0] = c1[0];
10412 decal->color4f[1][1] = c1[1];
10413 decal->color4f[1][2] = c1[2];
10414 decal->color4f[1][3] = 1;
10415 decal->color4f[2][0] = c2[0];
10416 decal->color4f[2][1] = c2[1];
10417 decal->color4f[2][2] = c2[2];
10418 decal->color4f[2][3] = 1;
10419 decal->vertex3f[0][0] = v0[0];
10420 decal->vertex3f[0][1] = v0[1];
10421 decal->vertex3f[0][2] = v0[2];
10422 decal->vertex3f[1][0] = v1[0];
10423 decal->vertex3f[1][1] = v1[1];
10424 decal->vertex3f[1][2] = v1[2];
10425 decal->vertex3f[2][0] = v2[0];
10426 decal->vertex3f[2][1] = v2[1];
10427 decal->vertex3f[2][2] = v2[2];
10428 decal->texcoord2f[0][0] = t0[0];
10429 decal->texcoord2f[0][1] = t0[1];
10430 decal->texcoord2f[1][0] = t1[0];
10431 decal->texcoord2f[1][1] = t1[1];
10432 decal->texcoord2f[2][0] = t2[0];
10433 decal->texcoord2f[2][1] = t2[1];
10434 TriangleNormal(v0, v1, v2, decal->plane);
10435 VectorNormalize(decal->plane);
10436 decal->plane[3] = DotProduct(v0, decal->plane);
10439 extern cvar_t cl_decals_bias;
10440 extern cvar_t cl_decals_models;
10441 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10442 // baseparms, parms, temps
10443 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)
10448 const float *vertex3f;
10449 const float *normal3f;
10451 float points[2][9][3];
10458 e = rsurface.modelelement3i + 3*triangleindex;
10460 vertex3f = rsurface.modelvertex3f;
10461 normal3f = rsurface.modelnormal3f;
10465 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10467 index = 3*e[cornerindex];
10468 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10473 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10475 index = 3*e[cornerindex];
10476 VectorCopy(vertex3f + index, v[cornerindex]);
10481 //TriangleNormal(v[0], v[1], v[2], normal);
10482 //if (DotProduct(normal, localnormal) < 0.0f)
10484 // clip by each of the box planes formed from the projection matrix
10485 // if anything survives, we emit the decal
10486 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]);
10489 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]);
10492 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]);
10495 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]);
10498 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]);
10501 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]);
10504 // some part of the triangle survived, so we have to accept it...
10507 // dynamic always uses the original triangle
10509 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10511 index = 3*e[cornerindex];
10512 VectorCopy(vertex3f + index, v[cornerindex]);
10515 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10517 // convert vertex positions to texcoords
10518 Matrix4x4_Transform(projection, v[cornerindex], temp);
10519 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10520 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10521 // calculate distance fade from the projection origin
10522 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10523 f = bound(0.0f, f, 1.0f);
10524 c[cornerindex][0] = r * f;
10525 c[cornerindex][1] = g * f;
10526 c[cornerindex][2] = b * f;
10527 c[cornerindex][3] = 1.0f;
10528 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10531 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);
10533 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10534 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);
10536 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)
10538 matrix4x4_t projection;
10539 decalsystem_t *decalsystem;
10542 const msurface_t *surface;
10543 const msurface_t *surfaces;
10544 const int *surfacelist;
10545 const texture_t *texture;
10547 int numsurfacelist;
10548 int surfacelistindex;
10551 float localorigin[3];
10552 float localnormal[3];
10553 float localmins[3];
10554 float localmaxs[3];
10557 float planes[6][4];
10560 int bih_triangles_count;
10561 int bih_triangles[256];
10562 int bih_surfaces[256];
10564 decalsystem = &ent->decalsystem;
10565 model = ent->model;
10566 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10568 R_DecalSystem_Reset(&ent->decalsystem);
10572 if (!model->brush.data_leafs && !cl_decals_models.integer)
10574 if (decalsystem->model)
10575 R_DecalSystem_Reset(decalsystem);
10579 if (decalsystem->model != model)
10580 R_DecalSystem_Reset(decalsystem);
10581 decalsystem->model = model;
10583 RSurf_ActiveModelEntity(ent, true, false, false);
10585 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10586 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10587 VectorNormalize(localnormal);
10588 localsize = worldsize*rsurface.inversematrixscale;
10589 localmins[0] = localorigin[0] - localsize;
10590 localmins[1] = localorigin[1] - localsize;
10591 localmins[2] = localorigin[2] - localsize;
10592 localmaxs[0] = localorigin[0] + localsize;
10593 localmaxs[1] = localorigin[1] + localsize;
10594 localmaxs[2] = localorigin[2] + localsize;
10596 //VectorCopy(localnormal, planes[4]);
10597 //VectorVectors(planes[4], planes[2], planes[0]);
10598 AnglesFromVectors(angles, localnormal, NULL, false);
10599 AngleVectors(angles, planes[0], planes[2], planes[4]);
10600 VectorNegate(planes[0], planes[1]);
10601 VectorNegate(planes[2], planes[3]);
10602 VectorNegate(planes[4], planes[5]);
10603 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10604 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10605 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10606 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10607 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10608 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10613 matrix4x4_t forwardprojection;
10614 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10615 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10620 float projectionvector[4][3];
10621 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10622 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10623 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10624 projectionvector[0][0] = planes[0][0] * ilocalsize;
10625 projectionvector[0][1] = planes[1][0] * ilocalsize;
10626 projectionvector[0][2] = planes[2][0] * ilocalsize;
10627 projectionvector[1][0] = planes[0][1] * ilocalsize;
10628 projectionvector[1][1] = planes[1][1] * ilocalsize;
10629 projectionvector[1][2] = planes[2][1] * ilocalsize;
10630 projectionvector[2][0] = planes[0][2] * ilocalsize;
10631 projectionvector[2][1] = planes[1][2] * ilocalsize;
10632 projectionvector[2][2] = planes[2][2] * ilocalsize;
10633 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10634 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10635 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10636 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10640 dynamic = model->surfmesh.isanimated;
10641 numsurfacelist = model->nummodelsurfaces;
10642 surfacelist = model->sortedmodelsurfaces;
10643 surfaces = model->data_surfaces;
10646 bih_triangles_count = -1;
10649 if(model->render_bih.numleafs)
10650 bih = &model->render_bih;
10651 else if(model->collision_bih.numleafs)
10652 bih = &model->collision_bih;
10655 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10656 if(bih_triangles_count == 0)
10658 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10660 if(bih_triangles_count > 0)
10662 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10664 surfaceindex = bih_surfaces[triangleindex];
10665 surface = surfaces + surfaceindex;
10666 texture = surface->texture;
10667 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10669 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10671 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10676 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10678 surfaceindex = surfacelist[surfacelistindex];
10679 surface = surfaces + surfaceindex;
10680 // check cull box first because it rejects more than any other check
10681 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10683 // skip transparent surfaces
10684 texture = surface->texture;
10685 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10687 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10689 numtriangles = surface->num_triangles;
10690 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10691 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10696 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10697 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)
10699 int renderentityindex;
10700 float worldmins[3];
10701 float worldmaxs[3];
10702 entity_render_t *ent;
10704 if (!cl_decals_newsystem.integer)
10707 worldmins[0] = worldorigin[0] - worldsize;
10708 worldmins[1] = worldorigin[1] - worldsize;
10709 worldmins[2] = worldorigin[2] - worldsize;
10710 worldmaxs[0] = worldorigin[0] + worldsize;
10711 worldmaxs[1] = worldorigin[1] + worldsize;
10712 worldmaxs[2] = worldorigin[2] + worldsize;
10714 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10716 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10718 ent = r_refdef.scene.entities[renderentityindex];
10719 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10722 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10726 typedef struct r_decalsystem_splatqueue_s
10728 vec3_t worldorigin;
10729 vec3_t worldnormal;
10735 r_decalsystem_splatqueue_t;
10737 int r_decalsystem_numqueued = 0;
10738 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
10740 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)
10742 r_decalsystem_splatqueue_t *queue;
10744 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
10747 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
10748 VectorCopy(worldorigin, queue->worldorigin);
10749 VectorCopy(worldnormal, queue->worldnormal);
10750 Vector4Set(queue->color, r, g, b, a);
10751 Vector4Set(queue->tcrange, s1, t1, s2, t2);
10752 queue->worldsize = worldsize;
10753 queue->decalsequence = cl.decalsequence++;
10756 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
10759 r_decalsystem_splatqueue_t *queue;
10761 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
10762 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);
10763 r_decalsystem_numqueued = 0;
10766 extern cvar_t cl_decals_max;
10767 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
10770 decalsystem_t *decalsystem = &ent->decalsystem;
10777 if (!decalsystem->numdecals)
10780 if (r_showsurfaces.integer)
10783 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10785 R_DecalSystem_Reset(decalsystem);
10789 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
10790 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
10792 if (decalsystem->lastupdatetime)
10793 frametime = (cl.time - decalsystem->lastupdatetime);
10796 decalsystem->lastupdatetime = cl.time;
10797 decal = decalsystem->decals;
10798 numdecals = decalsystem->numdecals;
10800 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10802 if (decal->color4f[0][3])
10804 decal->lived += frametime;
10805 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
10807 memset(decal, 0, sizeof(*decal));
10808 if (decalsystem->freedecal > i)
10809 decalsystem->freedecal = i;
10813 decal = decalsystem->decals;
10814 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
10817 // collapse the array by shuffling the tail decals into the gaps
10820 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
10821 decalsystem->freedecal++;
10822 if (decalsystem->freedecal == numdecals)
10824 decal[decalsystem->freedecal] = decal[--numdecals];
10827 decalsystem->numdecals = numdecals;
10829 if (numdecals <= 0)
10831 // if there are no decals left, reset decalsystem
10832 R_DecalSystem_Reset(decalsystem);
10836 extern skinframe_t *decalskinframe;
10837 static void R_DrawModelDecals_Entity(entity_render_t *ent)
10840 decalsystem_t *decalsystem = &ent->decalsystem;
10849 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
10852 numdecals = decalsystem->numdecals;
10856 if (r_showsurfaces.integer)
10859 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10861 R_DecalSystem_Reset(decalsystem);
10865 // if the model is static it doesn't matter what value we give for
10866 // wantnormals and wanttangents, so this logic uses only rules applicable
10867 // to a model, knowing that they are meaningless otherwise
10868 if (ent == r_refdef.scene.worldentity)
10869 RSurf_ActiveWorldEntity();
10871 RSurf_ActiveModelEntity(ent, false, false, false);
10873 decalsystem->lastupdatetime = cl.time;
10874 decal = decalsystem->decals;
10876 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
10878 // update vertex positions for animated models
10879 v3f = decalsystem->vertex3f;
10880 c4f = decalsystem->color4f;
10881 t2f = decalsystem->texcoord2f;
10882 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10884 if (!decal->color4f[0][3])
10887 if (surfacevisible && !surfacevisible[decal->surfaceindex])
10891 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
10894 // update color values for fading decals
10895 if (decal->lived >= cl_decals_time.value)
10896 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
10900 c4f[ 0] = decal->color4f[0][0] * alpha;
10901 c4f[ 1] = decal->color4f[0][1] * alpha;
10902 c4f[ 2] = decal->color4f[0][2] * alpha;
10904 c4f[ 4] = decal->color4f[1][0] * alpha;
10905 c4f[ 5] = decal->color4f[1][1] * alpha;
10906 c4f[ 6] = decal->color4f[1][2] * alpha;
10908 c4f[ 8] = decal->color4f[2][0] * alpha;
10909 c4f[ 9] = decal->color4f[2][1] * alpha;
10910 c4f[10] = decal->color4f[2][2] * alpha;
10913 t2f[0] = decal->texcoord2f[0][0];
10914 t2f[1] = decal->texcoord2f[0][1];
10915 t2f[2] = decal->texcoord2f[1][0];
10916 t2f[3] = decal->texcoord2f[1][1];
10917 t2f[4] = decal->texcoord2f[2][0];
10918 t2f[5] = decal->texcoord2f[2][1];
10920 // update vertex positions for animated models
10921 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
10923 e = rsurface.modelelement3i + 3*decal->triangleindex;
10924 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
10925 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
10926 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
10930 VectorCopy(decal->vertex3f[0], v3f);
10931 VectorCopy(decal->vertex3f[1], v3f + 3);
10932 VectorCopy(decal->vertex3f[2], v3f + 6);
10935 if (r_refdef.fogenabled)
10937 alpha = RSurf_FogVertex(v3f);
10938 VectorScale(c4f, alpha, c4f);
10939 alpha = RSurf_FogVertex(v3f + 3);
10940 VectorScale(c4f + 4, alpha, c4f + 4);
10941 alpha = RSurf_FogVertex(v3f + 6);
10942 VectorScale(c4f + 8, alpha, c4f + 8);
10953 r_refdef.stats.drawndecals += numtris;
10955 // now render the decals all at once
10956 // (this assumes they all use one particle font texture!)
10957 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
10958 // R_Mesh_ResetTextureState();
10959 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
10960 GL_DepthMask(false);
10961 GL_DepthRange(0, 1);
10962 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
10963 GL_DepthTest(true);
10964 GL_CullFace(GL_NONE);
10965 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
10966 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
10967 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
10971 static void R_DrawModelDecals(void)
10975 // fade faster when there are too many decals
10976 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10977 for (i = 0;i < r_refdef.scene.numentities;i++)
10978 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10980 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
10981 for (i = 0;i < r_refdef.scene.numentities;i++)
10982 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10983 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
10985 R_DecalSystem_ApplySplatEntitiesQueue();
10987 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10988 for (i = 0;i < r_refdef.scene.numentities;i++)
10989 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10991 r_refdef.stats.totaldecals += numdecals;
10993 if (r_showsurfaces.integer)
10996 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
10998 for (i = 0;i < r_refdef.scene.numentities;i++)
11000 if (!r_refdef.viewcache.entityvisible[i])
11002 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11003 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11007 extern cvar_t mod_collision_bih;
11008 void R_DrawDebugModel(void)
11010 entity_render_t *ent = rsurface.entity;
11011 int i, j, k, l, flagsmask;
11012 const msurface_t *surface;
11013 dp_model_t *model = ent->model;
11016 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11019 if (r_showoverdraw.value > 0)
11021 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11022 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11023 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11024 GL_DepthTest(false);
11025 GL_DepthMask(false);
11026 GL_DepthRange(0, 1);
11027 GL_BlendFunc(GL_ONE, GL_ONE);
11028 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11030 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11032 rsurface.texture = R_GetCurrentTexture(surface->texture);
11033 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11035 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11036 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11037 if (!rsurface.texture->currentlayers->depthmask)
11038 GL_Color(c, 0, 0, 1.0f);
11039 else if (ent == r_refdef.scene.worldentity)
11040 GL_Color(c, c, c, 1.0f);
11042 GL_Color(0, c, 0, 1.0f);
11043 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11047 rsurface.texture = NULL;
11050 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11052 // R_Mesh_ResetTextureState();
11053 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11054 GL_DepthRange(0, 1);
11055 GL_DepthTest(!r_showdisabledepthtest.integer);
11056 GL_DepthMask(false);
11057 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11059 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11063 qboolean cullbox = ent == r_refdef.scene.worldentity;
11064 const q3mbrush_t *brush;
11065 const bih_t *bih = &model->collision_bih;
11066 const bih_leaf_t *bihleaf;
11067 float vertex3f[3][3];
11068 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11070 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11072 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11074 switch (bihleaf->type)
11077 brush = model->brush.data_brushes + bihleaf->itemindex;
11078 if (brush->colbrushf && brush->colbrushf->numtriangles)
11080 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);
11081 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11082 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11085 case BIH_COLLISIONTRIANGLE:
11086 triangleindex = bihleaf->itemindex;
11087 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11088 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11089 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11090 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);
11091 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11092 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11094 case BIH_RENDERTRIANGLE:
11095 triangleindex = bihleaf->itemindex;
11096 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11097 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11098 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11099 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);
11100 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11101 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11107 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11109 if (r_showtris.integer && qglPolygonMode)
11111 if (r_showdisabledepthtest.integer)
11113 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11114 GL_DepthMask(false);
11118 GL_BlendFunc(GL_ONE, GL_ZERO);
11119 GL_DepthMask(true);
11121 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11122 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11124 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11126 rsurface.texture = R_GetCurrentTexture(surface->texture);
11127 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11129 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11130 if (!rsurface.texture->currentlayers->depthmask)
11131 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11132 else if (ent == r_refdef.scene.worldentity)
11133 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11135 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11136 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11140 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11141 rsurface.texture = NULL;
11144 if (r_shownormals.value != 0 && qglBegin)
11146 if (r_showdisabledepthtest.integer)
11148 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11149 GL_DepthMask(false);
11153 GL_BlendFunc(GL_ONE, GL_ZERO);
11154 GL_DepthMask(true);
11156 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11158 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11160 rsurface.texture = R_GetCurrentTexture(surface->texture);
11161 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11163 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11164 qglBegin(GL_LINES);
11165 if (r_shownormals.value < 0)
11167 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11169 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11170 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11171 qglVertex3f(v[0], v[1], v[2]);
11172 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11173 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11174 qglVertex3f(v[0], v[1], v[2]);
11177 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11179 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11181 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11182 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11183 qglVertex3f(v[0], v[1], v[2]);
11184 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11185 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11186 qglVertex3f(v[0], v[1], v[2]);
11188 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11190 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11191 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11192 qglVertex3f(v[0], v[1], v[2]);
11193 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11194 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11195 qglVertex3f(v[0], v[1], v[2]);
11197 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11199 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11200 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11201 qglVertex3f(v[0], v[1], v[2]);
11202 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11203 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11204 qglVertex3f(v[0], v[1], v[2]);
11211 rsurface.texture = NULL;
11215 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11216 int r_maxsurfacelist = 0;
11217 const msurface_t **r_surfacelist = NULL;
11218 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11220 int i, j, endj, flagsmask;
11221 dp_model_t *model = r_refdef.scene.worldmodel;
11222 msurface_t *surfaces;
11223 unsigned char *update;
11224 int numsurfacelist = 0;
11228 if (r_maxsurfacelist < model->num_surfaces)
11230 r_maxsurfacelist = model->num_surfaces;
11232 Mem_Free((msurface_t**)r_surfacelist);
11233 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11236 RSurf_ActiveWorldEntity();
11238 surfaces = model->data_surfaces;
11239 update = model->brushq1.lightmapupdateflags;
11241 // update light styles on this submodel
11242 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11244 model_brush_lightstyleinfo_t *style;
11245 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11247 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11249 int *list = style->surfacelist;
11250 style->value = r_refdef.scene.lightstylevalue[style->style];
11251 for (j = 0;j < style->numsurfaces;j++)
11252 update[list[j]] = true;
11257 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11261 R_DrawDebugModel();
11262 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11266 rsurface.lightmaptexture = NULL;
11267 rsurface.deluxemaptexture = NULL;
11268 rsurface.uselightmaptexture = false;
11269 rsurface.texture = NULL;
11270 rsurface.rtlight = NULL;
11271 numsurfacelist = 0;
11272 // add visible surfaces to draw list
11273 for (i = 0;i < model->nummodelsurfaces;i++)
11275 j = model->sortedmodelsurfaces[i];
11276 if (r_refdef.viewcache.world_surfacevisible[j])
11277 r_surfacelist[numsurfacelist++] = surfaces + j;
11279 // update lightmaps if needed
11280 if (model->brushq1.firstrender)
11282 model->brushq1.firstrender = false;
11283 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11285 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11289 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11290 if (r_refdef.viewcache.world_surfacevisible[j])
11292 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11294 // don't do anything if there were no surfaces
11295 if (!numsurfacelist)
11297 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11300 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11302 // add to stats if desired
11303 if (r_speeds.integer && !skysurfaces && !depthonly)
11305 r_refdef.stats.world_surfaces += numsurfacelist;
11306 for (j = 0;j < numsurfacelist;j++)
11307 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11310 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11313 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11315 int i, j, endj, flagsmask;
11316 dp_model_t *model = ent->model;
11317 msurface_t *surfaces;
11318 unsigned char *update;
11319 int numsurfacelist = 0;
11323 if (r_maxsurfacelist < model->num_surfaces)
11325 r_maxsurfacelist = model->num_surfaces;
11327 Mem_Free((msurface_t **)r_surfacelist);
11328 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11331 // if the model is static it doesn't matter what value we give for
11332 // wantnormals and wanttangents, so this logic uses only rules applicable
11333 // to a model, knowing that they are meaningless otherwise
11334 if (ent == r_refdef.scene.worldentity)
11335 RSurf_ActiveWorldEntity();
11336 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11337 RSurf_ActiveModelEntity(ent, false, false, false);
11339 RSurf_ActiveModelEntity(ent, true, true, true);
11340 else if (depthonly)
11342 switch (vid.renderpath)
11344 case RENDERPATH_GL20:
11345 case RENDERPATH_D3D9:
11346 case RENDERPATH_D3D10:
11347 case RENDERPATH_D3D11:
11348 case RENDERPATH_SOFT:
11349 case RENDERPATH_GLES2:
11350 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11352 case RENDERPATH_GL11:
11353 case RENDERPATH_GL13:
11354 case RENDERPATH_GLES1:
11355 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11361 switch (vid.renderpath)
11363 case RENDERPATH_GL20:
11364 case RENDERPATH_D3D9:
11365 case RENDERPATH_D3D10:
11366 case RENDERPATH_D3D11:
11367 case RENDERPATH_SOFT:
11368 case RENDERPATH_GLES2:
11369 RSurf_ActiveModelEntity(ent, true, true, false);
11371 case RENDERPATH_GL11:
11372 case RENDERPATH_GL13:
11373 case RENDERPATH_GLES1:
11374 RSurf_ActiveModelEntity(ent, true, false, false);
11379 surfaces = model->data_surfaces;
11380 update = model->brushq1.lightmapupdateflags;
11382 // update light styles
11383 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11385 model_brush_lightstyleinfo_t *style;
11386 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11388 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11390 int *list = style->surfacelist;
11391 style->value = r_refdef.scene.lightstylevalue[style->style];
11392 for (j = 0;j < style->numsurfaces;j++)
11393 update[list[j]] = true;
11398 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11402 R_DrawDebugModel();
11403 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11407 rsurface.lightmaptexture = NULL;
11408 rsurface.deluxemaptexture = NULL;
11409 rsurface.uselightmaptexture = false;
11410 rsurface.texture = NULL;
11411 rsurface.rtlight = NULL;
11412 numsurfacelist = 0;
11413 // add visible surfaces to draw list
11414 for (i = 0;i < model->nummodelsurfaces;i++)
11415 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11416 // don't do anything if there were no surfaces
11417 if (!numsurfacelist)
11419 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11422 // update lightmaps if needed
11426 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11431 R_BuildLightMap(ent, surfaces + j);
11436 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11438 R_BuildLightMap(ent, surfaces + j);
11439 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11441 // add to stats if desired
11442 if (r_speeds.integer && !skysurfaces && !depthonly)
11444 r_refdef.stats.entities_surfaces += numsurfacelist;
11445 for (j = 0;j < numsurfacelist;j++)
11446 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11449 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11452 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11454 static texture_t texture;
11455 static msurface_t surface;
11456 const msurface_t *surfacelist = &surface;
11458 // fake enough texture and surface state to render this geometry
11460 texture.update_lastrenderframe = -1; // regenerate this texture
11461 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11462 texture.currentskinframe = skinframe;
11463 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11464 texture.offsetmapping = OFFSETMAPPING_OFF;
11465 texture.offsetscale = 1;
11466 texture.specularscalemod = 1;
11467 texture.specularpowermod = 1;
11469 surface.texture = &texture;
11470 surface.num_triangles = numtriangles;
11471 surface.num_firsttriangle = firsttriangle;
11472 surface.num_vertices = numvertices;
11473 surface.num_firstvertex = firstvertex;
11476 rsurface.texture = R_GetCurrentTexture(surface.texture);
11477 rsurface.lightmaptexture = NULL;
11478 rsurface.deluxemaptexture = NULL;
11479 rsurface.uselightmaptexture = false;
11480 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11483 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)
11485 static msurface_t surface;
11486 const msurface_t *surfacelist = &surface;
11488 // fake enough texture and surface state to render this geometry
11489 surface.texture = texture;
11490 surface.num_triangles = numtriangles;
11491 surface.num_firsttriangle = firsttriangle;
11492 surface.num_vertices = numvertices;
11493 surface.num_firstvertex = firstvertex;
11496 rsurface.texture = R_GetCurrentTexture(surface.texture);
11497 rsurface.lightmaptexture = NULL;
11498 rsurface.deluxemaptexture = NULL;
11499 rsurface.uselightmaptexture = false;
11500 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);