2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
124 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
125 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"};
126 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"};
127 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
130 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
131 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
132 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"};
133 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
134 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
135 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
137 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
140 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
141 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
142 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
143 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
144 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
145 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
146 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148 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)"};
149 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"};
151 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
152 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
153 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
156 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"};
157 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"};
158 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
159 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
160 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"};
161 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)"};
162 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)"};
163 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165 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)"};
166 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
167 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)"};
168 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
169 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)"};
170 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)"};
171 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
172 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
173 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
174 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
175 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)"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
184 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)"};
185 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
186 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"};
187 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
188 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
189 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
190 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
191 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
192 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
194 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
195 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
196 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
197 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
199 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
200 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
202 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
203 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
204 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
205 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
206 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
207 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
209 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
210 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
211 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
212 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
213 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
214 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
215 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
216 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
217 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
218 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
220 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"};
222 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"};
224 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
226 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
228 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
229 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
231 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
232 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"};
234 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, requires mod_q3shader_force_terrain_alphaflag on."};
236 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)"};
238 extern cvar_t v_glslgamma;
239 extern cvar_t v_glslgamma_2d;
241 extern qboolean v_flipped_state;
243 r_framebufferstate_t r_fb;
245 /// shadow volume bsp struct with automatically growing nodes buffer
248 rtexture_t *r_texture_blanknormalmap;
249 rtexture_t *r_texture_white;
250 rtexture_t *r_texture_grey128;
251 rtexture_t *r_texture_black;
252 rtexture_t *r_texture_notexture;
253 rtexture_t *r_texture_whitecube;
254 rtexture_t *r_texture_normalizationcube;
255 rtexture_t *r_texture_fogattenuation;
256 rtexture_t *r_texture_fogheighttexture;
257 rtexture_t *r_texture_gammaramps;
258 unsigned int r_texture_gammaramps_serial;
259 //rtexture_t *r_texture_fogintensity;
260 rtexture_t *r_texture_reflectcube;
262 // TODO: hash lookups?
263 typedef struct cubemapinfo_s
270 int r_texture_numcubemaps;
271 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
273 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
274 unsigned int r_numqueries;
275 unsigned int r_maxqueries;
277 typedef struct r_qwskincache_s
279 char name[MAX_QPATH];
280 skinframe_t *skinframe;
284 static r_qwskincache_t *r_qwskincache;
285 static int r_qwskincache_size;
287 /// vertex coordinates for a quad that covers the screen exactly
288 extern const float r_screenvertex3f[12];
289 extern const float r_d3dscreenvertex3f[12];
290 const float r_screenvertex3f[12] =
297 const float r_d3dscreenvertex3f[12] =
305 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
308 for (i = 0;i < verts;i++)
319 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
322 for (i = 0;i < verts;i++)
332 // FIXME: move this to client?
335 if (gamemode == GAME_NEHAHRA)
337 Cvar_Set("gl_fogenable", "0");
338 Cvar_Set("gl_fogdensity", "0.2");
339 Cvar_Set("gl_fogred", "0.3");
340 Cvar_Set("gl_foggreen", "0.3");
341 Cvar_Set("gl_fogblue", "0.3");
343 r_refdef.fog_density = 0;
344 r_refdef.fog_red = 0;
345 r_refdef.fog_green = 0;
346 r_refdef.fog_blue = 0;
347 r_refdef.fog_alpha = 1;
348 r_refdef.fog_start = 0;
349 r_refdef.fog_end = 16384;
350 r_refdef.fog_height = 1<<30;
351 r_refdef.fog_fadedepth = 128;
352 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
355 static void R_BuildBlankTextures(void)
357 unsigned char data[4];
358 data[2] = 128; // normal X
359 data[1] = 128; // normal Y
360 data[0] = 255; // normal Z
361 data[3] = 255; // height
362 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
372 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
377 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildNoTexture(void)
383 unsigned char pix[16][16][4];
384 // this makes a light grey/dark grey checkerboard texture
385 for (y = 0;y < 16;y++)
387 for (x = 0;x < 16;x++)
389 if ((y < 8) ^ (x < 8))
405 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildWhiteCube(void)
410 unsigned char data[6*1*1*4];
411 memset(data, 255, sizeof(data));
412 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
415 static void R_BuildNormalizationCube(void)
419 vec_t s, t, intensity;
422 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
423 for (side = 0;side < 6;side++)
425 for (y = 0;y < NORMSIZE;y++)
427 for (x = 0;x < NORMSIZE;x++)
429 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
430 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
465 intensity = 127.0f / sqrt(DotProduct(v, v));
466 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
467 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
468 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
469 data[((side*64+y)*64+x)*4+3] = 255;
473 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
477 static void R_BuildFogTexture(void)
481 unsigned char data1[FOGWIDTH][4];
482 //unsigned char data2[FOGWIDTH][4];
485 r_refdef.fogmasktable_start = r_refdef.fog_start;
486 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
487 r_refdef.fogmasktable_range = r_refdef.fogrange;
488 r_refdef.fogmasktable_density = r_refdef.fog_density;
490 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
491 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
493 d = (x * r - r_refdef.fogmasktable_start);
494 if(developer_extra.integer)
495 Con_DPrintf("%f ", d);
497 if (r_fog_exp2.integer)
498 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
500 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
501 if(developer_extra.integer)
502 Con_DPrintf(" : %f ", alpha);
503 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
504 if(developer_extra.integer)
505 Con_DPrintf(" = %f\n", alpha);
506 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
509 for (x = 0;x < FOGWIDTH;x++)
511 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
516 //data2[x][0] = 255 - b;
517 //data2[x][1] = 255 - b;
518 //data2[x][2] = 255 - b;
521 if (r_texture_fogattenuation)
523 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
524 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
528 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
529 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
533 static void R_BuildFogHeightTexture(void)
535 unsigned char *inpixels;
543 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
544 if (r_refdef.fogheighttexturename[0])
545 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
548 r_refdef.fog_height_tablesize = 0;
549 if (r_texture_fogheighttexture)
550 R_FreeTexture(r_texture_fogheighttexture);
551 r_texture_fogheighttexture = NULL;
552 if (r_refdef.fog_height_table2d)
553 Mem_Free(r_refdef.fog_height_table2d);
554 r_refdef.fog_height_table2d = NULL;
555 if (r_refdef.fog_height_table1d)
556 Mem_Free(r_refdef.fog_height_table1d);
557 r_refdef.fog_height_table1d = NULL;
561 r_refdef.fog_height_tablesize = size;
562 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
563 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
564 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
566 // LordHavoc: now the magic - what is that table2d for? it is a cooked
567 // average fog color table accounting for every fog layer between a point
568 // and the camera. (Note: attenuation is handled separately!)
569 for (y = 0;y < size;y++)
571 for (x = 0;x < size;x++)
577 for (j = x;j <= y;j++)
579 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 for (j = x;j >= y;j--)
587 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
592 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
593 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
594 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
595 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
598 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
601 //=======================================================================================================================================================
603 static const char *builtinshaderstring =
604 #include "shader_glsl.h"
607 const char *builtinhlslshaderstring =
608 #include "shader_hlsl.h"
611 char *glslshaderstring = NULL;
612 char *hlslshaderstring = NULL;
614 //=======================================================================================================================================================
616 typedef struct shaderpermutationinfo_s
621 shaderpermutationinfo_t;
623 typedef struct shadermodeinfo_s
625 const char *vertexfilename;
626 const char *geometryfilename;
627 const char *fragmentfilename;
633 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
634 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
636 {"#define USEDIFFUSE\n", " diffuse"},
637 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
638 {"#define USEVIEWTINT\n", " viewtint"},
639 {"#define USECOLORMAPPING\n", " colormapping"},
640 {"#define USESATURATION\n", " saturation"},
641 {"#define USEFOGINSIDE\n", " foginside"},
642 {"#define USEFOGOUTSIDE\n", " fogoutside"},
643 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
644 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
645 {"#define USEGAMMARAMPS\n", " gammaramps"},
646 {"#define USECUBEFILTER\n", " cubefilter"},
647 {"#define USEGLOW\n", " glow"},
648 {"#define USEBLOOM\n", " bloom"},
649 {"#define USESPECULAR\n", " specular"},
650 {"#define USEPOSTPROCESSING\n", " postprocessing"},
651 {"#define USEREFLECTION\n", " reflection"},
652 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
653 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
654 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
655 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
656 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
657 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
658 {"#define USEALPHAKILL\n", " alphakill"},
659 {"#define USEREFLECTCUBE\n", " reflectcube"},
660 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
661 {"#define USEBOUNCEGRID\n", " bouncegrid"},
662 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
663 {"#define USETRIPPY\n", " trippy"},
664 {"#define USEDEPTHRGB\n", " depthrgb"},
665 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
668 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
669 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
686 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
687 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
691 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
713 struct r_glsl_permutation_s;
714 typedef struct r_glsl_permutation_s
717 struct r_glsl_permutation_s *hashnext;
719 unsigned int permutation;
721 /// indicates if we have tried compiling this permutation already
723 /// 0 if compilation failed
725 // texture units assigned to each detected uniform
726 int tex_Texture_First;
727 int tex_Texture_Second;
728 int tex_Texture_GammaRamps;
729 int tex_Texture_Normal;
730 int tex_Texture_Color;
731 int tex_Texture_Gloss;
732 int tex_Texture_Glow;
733 int tex_Texture_SecondaryNormal;
734 int tex_Texture_SecondaryColor;
735 int tex_Texture_SecondaryGloss;
736 int tex_Texture_SecondaryGlow;
737 int tex_Texture_Pants;
738 int tex_Texture_Shirt;
739 int tex_Texture_FogHeightTexture;
740 int tex_Texture_FogMask;
741 int tex_Texture_Lightmap;
742 int tex_Texture_Deluxemap;
743 int tex_Texture_Attenuation;
744 int tex_Texture_Cube;
745 int tex_Texture_Refraction;
746 int tex_Texture_Reflection;
747 int tex_Texture_ShadowMap2D;
748 int tex_Texture_CubeProjection;
749 int tex_Texture_ScreenNormalMap;
750 int tex_Texture_ScreenDiffuse;
751 int tex_Texture_ScreenSpecular;
752 int tex_Texture_ReflectMask;
753 int tex_Texture_ReflectCube;
754 int tex_Texture_BounceGrid;
755 /// locations of detected uniforms in program object, or -1 if not found
756 int loc_Texture_First;
757 int loc_Texture_Second;
758 int loc_Texture_GammaRamps;
759 int loc_Texture_Normal;
760 int loc_Texture_Color;
761 int loc_Texture_Gloss;
762 int loc_Texture_Glow;
763 int loc_Texture_SecondaryNormal;
764 int loc_Texture_SecondaryColor;
765 int loc_Texture_SecondaryGloss;
766 int loc_Texture_SecondaryGlow;
767 int loc_Texture_Pants;
768 int loc_Texture_Shirt;
769 int loc_Texture_FogHeightTexture;
770 int loc_Texture_FogMask;
771 int loc_Texture_Lightmap;
772 int loc_Texture_Deluxemap;
773 int loc_Texture_Attenuation;
774 int loc_Texture_Cube;
775 int loc_Texture_Refraction;
776 int loc_Texture_Reflection;
777 int loc_Texture_ShadowMap2D;
778 int loc_Texture_CubeProjection;
779 int loc_Texture_ScreenNormalMap;
780 int loc_Texture_ScreenDiffuse;
781 int loc_Texture_ScreenSpecular;
782 int loc_Texture_ReflectMask;
783 int loc_Texture_ReflectCube;
784 int loc_Texture_BounceGrid;
786 int loc_BloomBlur_Parameters;
788 int loc_Color_Ambient;
789 int loc_Color_Diffuse;
790 int loc_Color_Specular;
794 int loc_DeferredColor_Ambient;
795 int loc_DeferredColor_Diffuse;
796 int loc_DeferredColor_Specular;
797 int loc_DeferredMod_Diffuse;
798 int loc_DeferredMod_Specular;
799 int loc_DistortScaleRefractReflect;
802 int loc_FogHeightFade;
804 int loc_FogPlaneViewDist;
805 int loc_FogRangeRecip;
808 int loc_LightPosition;
809 int loc_OffsetMapping_ScaleSteps;
810 int loc_OffsetMapping_LodDistance;
811 int loc_OffsetMapping_Bias;
813 int loc_ReflectColor;
814 int loc_ReflectFactor;
815 int loc_ReflectOffset;
816 int loc_RefractColor;
818 int loc_ScreenCenterRefractReflect;
819 int loc_ScreenScaleRefractReflect;
820 int loc_ScreenToDepth;
821 int loc_ShadowMap_Parameters;
822 int loc_ShadowMap_TextureScale;
823 int loc_SpecularPower;
828 int loc_ViewTintColor;
830 int loc_ModelToLight;
832 int loc_BackgroundTexMatrix;
833 int loc_ModelViewProjectionMatrix;
834 int loc_ModelViewMatrix;
835 int loc_PixelToScreenTexCoord;
836 int loc_ModelToReflectCube;
837 int loc_ShadowMapMatrix;
838 int loc_BloomColorSubtract;
839 int loc_NormalmapScrollBlend;
840 int loc_BounceGridMatrix;
841 int loc_BounceGridIntensity;
843 r_glsl_permutation_t;
845 #define SHADERPERMUTATION_HASHSIZE 256
848 // non-degradable "lightweight" shader parameters to keep the permutations simpler
849 // these can NOT degrade! only use for simple stuff
852 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
853 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
854 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
855 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
856 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
857 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
858 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
859 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
860 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
861 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
862 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
863 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
864 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
866 #define SHADERSTATICPARMS_COUNT 13
868 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
869 static int shaderstaticparms_count = 0;
871 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
872 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
874 extern qboolean r_shadow_shadowmapsampler;
875 extern int r_shadow_shadowmappcf;
876 qboolean R_CompileShader_CheckStaticParms(void)
878 static int r_compileshader_staticparms_save[1];
879 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
880 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
883 if (r_glsl_saturation_redcompensate.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
885 if (r_glsl_vertextextureblend_usebothalphas.integer)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
887 if (r_shadow_glossexact.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
889 if (r_glsl_postprocess.integer)
891 if (r_glsl_postprocess_uservec1_enable.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
893 if (r_glsl_postprocess_uservec2_enable.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
895 if (r_glsl_postprocess_uservec3_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
897 if (r_glsl_postprocess_uservec4_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
900 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
903 if (r_shadow_shadowmapsampler)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
905 if (r_shadow_shadowmappcf > 1)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
907 else if (r_shadow_shadowmappcf)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
909 if (r_celshading.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
911 if (r_celoutlines.integer)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
914 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
921 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
924 shaderstaticparms_count = 0;
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
942 /// information about each possible shader permutation
943 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
944 /// currently selected permutation
945 r_glsl_permutation_t *r_glsl_permutation;
946 /// storage for permutations linked in the hash table
947 memexpandablearray_t r_glsl_permutationarray;
949 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
951 //unsigned int hashdepth = 0;
952 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
953 r_glsl_permutation_t *p;
954 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
956 if (p->mode == mode && p->permutation == permutation)
958 //if (hashdepth > 10)
959 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
964 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
966 p->permutation = permutation;
967 p->hashnext = r_glsl_permutationhash[mode][hashindex];
968 r_glsl_permutationhash[mode][hashindex] = p;
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
974 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
977 if (!filename || !filename[0])
979 if (!strcmp(filename, "glsl/default.glsl"))
981 if (!glslshaderstring)
983 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
984 if (glslshaderstring)
985 Con_DPrintf("Loading shaders from file %s...\n", filename);
987 glslshaderstring = (char *)builtinshaderstring;
989 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
990 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
993 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
996 if (printfromdisknotice)
997 Con_DPrintf("from disk %s... ", filename);
1000 return shaderstring;
1003 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1007 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1008 char *vertexstring, *geometrystring, *fragmentstring;
1009 char permutationname[256];
1010 int vertstrings_count = 0;
1011 int geomstrings_count = 0;
1012 int fragstrings_count = 0;
1013 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1014 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1015 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1022 permutationname[0] = 0;
1023 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1024 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1025 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1027 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1029 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1030 if(vid.support.gl20shaders130)
1032 vertstrings_list[vertstrings_count++] = "#version 130\n";
1033 geomstrings_list[geomstrings_count++] = "#version 130\n";
1034 fragstrings_list[fragstrings_count++] = "#version 130\n";
1035 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1036 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1037 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1040 // the first pretext is which type of shader to compile as
1041 // (later these will all be bound together as a program object)
1042 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1043 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1044 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1046 // the second pretext is the mode (for example a light source)
1047 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1048 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1049 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1050 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1052 // now add all the permutation pretexts
1053 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1055 if (permutation & (1<<i))
1057 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1058 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1059 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1060 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1064 // keep line numbers correct
1065 vertstrings_list[vertstrings_count++] = "\n";
1066 geomstrings_list[geomstrings_count++] = "\n";
1067 fragstrings_list[fragstrings_count++] = "\n";
1072 R_CompileShader_AddStaticParms(mode, permutation);
1073 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1074 vertstrings_count += shaderstaticparms_count;
1075 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1076 geomstrings_count += shaderstaticparms_count;
1077 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1078 fragstrings_count += shaderstaticparms_count;
1080 // now append the shader text itself
1081 vertstrings_list[vertstrings_count++] = vertexstring;
1082 geomstrings_list[geomstrings_count++] = geometrystring;
1083 fragstrings_list[fragstrings_count++] = fragmentstring;
1085 // if any sources were NULL, clear the respective list
1087 vertstrings_count = 0;
1088 if (!geometrystring)
1089 geomstrings_count = 0;
1090 if (!fragmentstring)
1091 fragstrings_count = 0;
1093 // compile the shader program
1094 if (vertstrings_count + geomstrings_count + fragstrings_count)
1095 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1099 qglUseProgram(p->program);CHECKGLERROR
1100 // look up all the uniform variable names we care about, so we don't
1101 // have to look them up every time we set them
1103 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1104 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1105 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1106 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1107 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1108 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1109 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1110 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1111 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1112 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1113 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1114 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1115 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1116 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1117 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1118 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1119 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1120 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1121 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1122 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1123 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1124 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1125 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1126 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1127 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1128 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1129 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1130 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1131 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1132 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1133 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1134 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1135 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1136 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1137 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1138 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1139 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1140 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1141 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1142 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1143 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1144 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1145 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1146 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1147 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1148 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1149 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1150 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1151 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1152 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1153 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1154 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1155 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1156 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1157 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1158 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1159 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1160 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1161 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1162 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1163 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1164 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1165 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1166 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1167 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1168 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1169 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1170 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1171 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1172 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1173 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1174 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1175 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1176 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1177 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1178 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1179 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1180 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1181 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1182 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1183 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1184 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1185 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1186 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1187 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1188 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1189 // initialize the samplers to refer to the texture units we use
1190 p->tex_Texture_First = -1;
1191 p->tex_Texture_Second = -1;
1192 p->tex_Texture_GammaRamps = -1;
1193 p->tex_Texture_Normal = -1;
1194 p->tex_Texture_Color = -1;
1195 p->tex_Texture_Gloss = -1;
1196 p->tex_Texture_Glow = -1;
1197 p->tex_Texture_SecondaryNormal = -1;
1198 p->tex_Texture_SecondaryColor = -1;
1199 p->tex_Texture_SecondaryGloss = -1;
1200 p->tex_Texture_SecondaryGlow = -1;
1201 p->tex_Texture_Pants = -1;
1202 p->tex_Texture_Shirt = -1;
1203 p->tex_Texture_FogHeightTexture = -1;
1204 p->tex_Texture_FogMask = -1;
1205 p->tex_Texture_Lightmap = -1;
1206 p->tex_Texture_Deluxemap = -1;
1207 p->tex_Texture_Attenuation = -1;
1208 p->tex_Texture_Cube = -1;
1209 p->tex_Texture_Refraction = -1;
1210 p->tex_Texture_Reflection = -1;
1211 p->tex_Texture_ShadowMap2D = -1;
1212 p->tex_Texture_CubeProjection = -1;
1213 p->tex_Texture_ScreenNormalMap = -1;
1214 p->tex_Texture_ScreenDiffuse = -1;
1215 p->tex_Texture_ScreenSpecular = -1;
1216 p->tex_Texture_ReflectMask = -1;
1217 p->tex_Texture_ReflectCube = -1;
1218 p->tex_Texture_BounceGrid = -1;
1220 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1221 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1222 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1223 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1224 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1225 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1226 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1228 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1229 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1230 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1231 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1232 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1233 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1234 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1235 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1236 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1237 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1238 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1239 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1240 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1241 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1242 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1244 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1245 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1246 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1247 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1248 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1250 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1253 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1257 Mem_Free(vertexstring);
1259 Mem_Free(geometrystring);
1261 Mem_Free(fragmentstring);
1264 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1266 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1267 if (r_glsl_permutation != perm)
1269 r_glsl_permutation = perm;
1270 if (!r_glsl_permutation->program)
1272 if (!r_glsl_permutation->compiled)
1273 R_GLSL_CompilePermutation(perm, mode, permutation);
1274 if (!r_glsl_permutation->program)
1276 // remove features until we find a valid permutation
1278 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1280 // reduce i more quickly whenever it would not remove any bits
1281 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1282 if (!(permutation & j))
1285 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1286 if (!r_glsl_permutation->compiled)
1287 R_GLSL_CompilePermutation(perm, mode, permutation);
1288 if (r_glsl_permutation->program)
1291 if (i >= SHADERPERMUTATION_COUNT)
1293 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1294 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1295 qglUseProgram(0);CHECKGLERROR
1296 return; // no bit left to clear, entire mode is broken
1301 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1303 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1304 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1305 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1312 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1313 extern D3DCAPS9 vid_d3d9caps;
1316 struct r_hlsl_permutation_s;
1317 typedef struct r_hlsl_permutation_s
1319 /// hash lookup data
1320 struct r_hlsl_permutation_s *hashnext;
1322 unsigned int permutation;
1324 /// indicates if we have tried compiling this permutation already
1326 /// NULL if compilation failed
1327 IDirect3DVertexShader9 *vertexshader;
1328 IDirect3DPixelShader9 *pixelshader;
1330 r_hlsl_permutation_t;
1332 typedef enum D3DVSREGISTER_e
1334 D3DVSREGISTER_TexMatrix = 0, // float4x4
1335 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1336 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1337 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1338 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1339 D3DVSREGISTER_ModelToLight = 20, // float4x4
1340 D3DVSREGISTER_EyePosition = 24,
1341 D3DVSREGISTER_FogPlane = 25,
1342 D3DVSREGISTER_LightDir = 26,
1343 D3DVSREGISTER_LightPosition = 27,
1347 typedef enum D3DPSREGISTER_e
1349 D3DPSREGISTER_Alpha = 0,
1350 D3DPSREGISTER_BloomBlur_Parameters = 1,
1351 D3DPSREGISTER_ClientTime = 2,
1352 D3DPSREGISTER_Color_Ambient = 3,
1353 D3DPSREGISTER_Color_Diffuse = 4,
1354 D3DPSREGISTER_Color_Specular = 5,
1355 D3DPSREGISTER_Color_Glow = 6,
1356 D3DPSREGISTER_Color_Pants = 7,
1357 D3DPSREGISTER_Color_Shirt = 8,
1358 D3DPSREGISTER_DeferredColor_Ambient = 9,
1359 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1360 D3DPSREGISTER_DeferredColor_Specular = 11,
1361 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1362 D3DPSREGISTER_DeferredMod_Specular = 13,
1363 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1364 D3DPSREGISTER_EyePosition = 15, // unused
1365 D3DPSREGISTER_FogColor = 16,
1366 D3DPSREGISTER_FogHeightFade = 17,
1367 D3DPSREGISTER_FogPlane = 18,
1368 D3DPSREGISTER_FogPlaneViewDist = 19,
1369 D3DPSREGISTER_FogRangeRecip = 20,
1370 D3DPSREGISTER_LightColor = 21,
1371 D3DPSREGISTER_LightDir = 22, // unused
1372 D3DPSREGISTER_LightPosition = 23,
1373 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1374 D3DPSREGISTER_PixelSize = 25,
1375 D3DPSREGISTER_ReflectColor = 26,
1376 D3DPSREGISTER_ReflectFactor = 27,
1377 D3DPSREGISTER_ReflectOffset = 28,
1378 D3DPSREGISTER_RefractColor = 29,
1379 D3DPSREGISTER_Saturation = 30,
1380 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1381 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1382 D3DPSREGISTER_ScreenToDepth = 33,
1383 D3DPSREGISTER_ShadowMap_Parameters = 34,
1384 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1385 D3DPSREGISTER_SpecularPower = 36,
1386 D3DPSREGISTER_UserVec1 = 37,
1387 D3DPSREGISTER_UserVec2 = 38,
1388 D3DPSREGISTER_UserVec3 = 39,
1389 D3DPSREGISTER_UserVec4 = 40,
1390 D3DPSREGISTER_ViewTintColor = 41,
1391 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1392 D3DPSREGISTER_BloomColorSubtract = 43,
1393 D3DPSREGISTER_ViewToLight = 44, // float4x4
1394 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1395 D3DPSREGISTER_NormalmapScrollBlend = 52,
1396 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1397 D3DPSREGISTER_OffsetMapping_Bias = 54,
1402 /// information about each possible shader permutation
1403 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1404 /// currently selected permutation
1405 r_hlsl_permutation_t *r_hlsl_permutation;
1406 /// storage for permutations linked in the hash table
1407 memexpandablearray_t r_hlsl_permutationarray;
1409 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1411 //unsigned int hashdepth = 0;
1412 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1413 r_hlsl_permutation_t *p;
1414 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1416 if (p->mode == mode && p->permutation == permutation)
1418 //if (hashdepth > 10)
1419 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1424 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1426 p->permutation = permutation;
1427 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1428 r_hlsl_permutationhash[mode][hashindex] = p;
1429 //if (hashdepth > 10)
1430 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1434 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1437 if (!filename || !filename[0])
1439 if (!strcmp(filename, "hlsl/default.hlsl"))
1441 if (!hlslshaderstring)
1443 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1444 if (hlslshaderstring)
1445 Con_DPrintf("Loading shaders from file %s...\n", filename);
1447 hlslshaderstring = (char *)builtinhlslshaderstring;
1449 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1450 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1451 return shaderstring;
1453 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1456 if (printfromdisknotice)
1457 Con_DPrintf("from disk %s... ", filename);
1458 return shaderstring;
1460 return shaderstring;
1464 //#include <d3dx9shader.h>
1465 //#include <d3dx9mesh.h>
1467 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1469 DWORD *vsbin = NULL;
1470 DWORD *psbin = NULL;
1471 fs_offset_t vsbinsize;
1472 fs_offset_t psbinsize;
1473 // IDirect3DVertexShader9 *vs = NULL;
1474 // IDirect3DPixelShader9 *ps = NULL;
1475 ID3DXBuffer *vslog = NULL;
1476 ID3DXBuffer *vsbuffer = NULL;
1477 ID3DXConstantTable *vsconstanttable = NULL;
1478 ID3DXBuffer *pslog = NULL;
1479 ID3DXBuffer *psbuffer = NULL;
1480 ID3DXConstantTable *psconstanttable = NULL;
1483 char temp[MAX_INPUTLINE];
1484 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1486 qboolean debugshader = gl_paranoid.integer != 0;
1487 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1491 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1492 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1494 if ((!vsbin && vertstring) || (!psbin && fragstring))
1496 const char* dllnames_d3dx9 [] =
1520 dllhandle_t d3dx9_dll = NULL;
1521 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1522 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1523 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1524 dllfunction_t d3dx9_dllfuncs[] =
1526 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1527 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1528 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1531 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1533 DWORD shaderflags = 0;
1535 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1536 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1537 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1538 if (vertstring && vertstring[0])
1542 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1543 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1549 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1550 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1551 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1552 ID3DXBuffer_Release(vsbuffer);
1556 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1557 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1558 ID3DXBuffer_Release(vslog);
1561 if (fragstring && fragstring[0])
1565 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1566 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1569 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1572 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1573 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1574 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1575 ID3DXBuffer_Release(psbuffer);
1579 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1580 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1581 ID3DXBuffer_Release(pslog);
1584 Sys_UnloadLibrary(&d3dx9_dll);
1587 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1591 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1592 if (FAILED(vsresult))
1593 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1594 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1595 if (FAILED(psresult))
1596 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598 // free the shader data
1599 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1600 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1603 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1606 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1607 int vertstring_length = 0;
1608 int geomstring_length = 0;
1609 int fragstring_length = 0;
1611 char *vertexstring, *geometrystring, *fragmentstring;
1612 char *vertstring, *geomstring, *fragstring;
1613 char permutationname[256];
1614 char cachename[256];
1615 int vertstrings_count = 0;
1616 int geomstrings_count = 0;
1617 int fragstrings_count = 0;
1618 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1619 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1620 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1625 p->vertexshader = NULL;
1626 p->pixelshader = NULL;
1628 permutationname[0] = 0;
1630 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1631 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1632 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1635 strlcat(cachename, "hlsl/", sizeof(cachename));
1637 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1638 vertstrings_count = 0;
1639 geomstrings_count = 0;
1640 fragstrings_count = 0;
1641 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1642 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1643 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645 // the first pretext is which type of shader to compile as
1646 // (later these will all be bound together as a program object)
1647 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1648 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1649 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651 // the second pretext is the mode (for example a light source)
1652 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1653 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1654 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1655 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1656 strlcat(cachename, modeinfo->name, sizeof(cachename));
1658 // now add all the permutation pretexts
1659 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661 if (permutation & (1<<i))
1663 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1664 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1665 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1666 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1667 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1671 // keep line numbers correct
1672 vertstrings_list[vertstrings_count++] = "\n";
1673 geomstrings_list[geomstrings_count++] = "\n";
1674 fragstrings_list[fragstrings_count++] = "\n";
1679 R_CompileShader_AddStaticParms(mode, permutation);
1680 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1681 vertstrings_count += shaderstaticparms_count;
1682 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1683 geomstrings_count += shaderstaticparms_count;
1684 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1685 fragstrings_count += shaderstaticparms_count;
1687 // replace spaces in the cachename with _ characters
1688 for (i = 0;cachename[i];i++)
1689 if (cachename[i] == ' ')
1692 // now append the shader text itself
1693 vertstrings_list[vertstrings_count++] = vertexstring;
1694 geomstrings_list[geomstrings_count++] = geometrystring;
1695 fragstrings_list[fragstrings_count++] = fragmentstring;
1697 // if any sources were NULL, clear the respective list
1699 vertstrings_count = 0;
1700 if (!geometrystring)
1701 geomstrings_count = 0;
1702 if (!fragmentstring)
1703 fragstrings_count = 0;
1705 vertstring_length = 0;
1706 for (i = 0;i < vertstrings_count;i++)
1707 vertstring_length += strlen(vertstrings_list[i]);
1708 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1709 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1710 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712 geomstring_length = 0;
1713 for (i = 0;i < geomstrings_count;i++)
1714 geomstring_length += strlen(geomstrings_list[i]);
1715 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1716 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1717 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719 fragstring_length = 0;
1720 for (i = 0;i < fragstrings_count;i++)
1721 fragstring_length += strlen(fragstrings_list[i]);
1722 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1723 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1724 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726 // try to load the cached shader, or generate one
1727 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1730 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1736 Mem_Free(vertstring);
1738 Mem_Free(geomstring);
1740 Mem_Free(fragstring);
1742 Mem_Free(vertexstring);
1744 Mem_Free(geometrystring);
1746 Mem_Free(fragmentstring);
1749 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1750 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1751 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1757 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1758 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1759 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1766 if (r_hlsl_permutation != perm)
1768 r_hlsl_permutation = perm;
1769 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771 if (!r_hlsl_permutation->compiled)
1772 R_HLSL_CompilePermutation(perm, mode, permutation);
1773 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775 // remove features until we find a valid permutation
1777 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779 // reduce i more quickly whenever it would not remove any bits
1780 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1781 if (!(permutation & j))
1784 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1785 if (!r_hlsl_permutation->compiled)
1786 R_HLSL_CompilePermutation(perm, mode, permutation);
1787 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1790 if (i >= SHADERPERMUTATION_COUNT)
1792 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1793 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1794 return; // no bit left to clear, entire mode is broken
1798 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1799 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1803 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1807 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1810 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1812 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1815 void R_GLSL_Restart_f(void)
1817 unsigned int i, limit;
1818 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1819 Mem_Free(glslshaderstring);
1820 glslshaderstring = NULL;
1821 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1822 Mem_Free(hlslshaderstring);
1823 hlslshaderstring = NULL;
1824 switch(vid.renderpath)
1826 case RENDERPATH_D3D9:
1829 r_hlsl_permutation_t *p;
1830 r_hlsl_permutation = NULL;
1831 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1832 for (i = 0;i < limit;i++)
1834 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836 if (p->vertexshader)
1837 IDirect3DVertexShader9_Release(p->vertexshader);
1839 IDirect3DPixelShader9_Release(p->pixelshader);
1840 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1843 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1847 case RENDERPATH_D3D10:
1848 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850 case RENDERPATH_D3D11:
1851 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853 case RENDERPATH_GL20:
1854 case RENDERPATH_GLES2:
1856 r_glsl_permutation_t *p;
1857 r_glsl_permutation = NULL;
1858 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1859 for (i = 0;i < limit;i++)
1861 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863 GL_Backend_FreeProgram(p->program);
1864 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1867 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1870 case RENDERPATH_GL11:
1871 case RENDERPATH_GL13:
1872 case RENDERPATH_GLES1:
1874 case RENDERPATH_SOFT:
1879 static void R_GLSL_DumpShader_f(void)
1884 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1887 FS_Print(file, "/* The engine may define the following macros:\n");
1888 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1889 for (i = 0;i < SHADERMODE_COUNT;i++)
1890 FS_Print(file, glslshadermodeinfo[i].pretext);
1891 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1892 FS_Print(file, shaderpermutationinfo[i].pretext);
1893 FS_Print(file, "*/\n");
1894 FS_Print(file, builtinshaderstring);
1896 Con_Printf("glsl/default.glsl written\n");
1899 Con_Printf("failed to write to glsl/default.glsl\n");
1901 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1904 FS_Print(file, "/* The engine may define the following macros:\n");
1905 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1906 for (i = 0;i < SHADERMODE_COUNT;i++)
1907 FS_Print(file, hlslshadermodeinfo[i].pretext);
1908 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1909 FS_Print(file, shaderpermutationinfo[i].pretext);
1910 FS_Print(file, "*/\n");
1911 FS_Print(file, builtinhlslshaderstring);
1913 Con_Printf("hlsl/default.hlsl written\n");
1916 Con_Printf("failed to write to hlsl/default.hlsl\n");
1919 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1921 unsigned int permutation = 0;
1922 if (r_trippy.integer && !notrippy)
1923 permutation |= SHADERPERMUTATION_TRIPPY;
1924 permutation |= SHADERPERMUTATION_VIEWTINT;
1926 permutation |= SHADERPERMUTATION_DIFFUSE;
1928 permutation |= SHADERPERMUTATION_SPECULAR;
1929 if (texturemode == GL_MODULATE)
1930 permutation |= SHADERPERMUTATION_COLORMAPPING;
1931 else if (texturemode == GL_ADD)
1932 permutation |= SHADERPERMUTATION_GLOW;
1933 else if (texturemode == GL_DECAL)
1934 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1935 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1936 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1937 if (suppresstexalpha)
1938 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1940 texturemode = GL_MODULATE;
1941 if (vid.allowalphatocoverage)
1942 GL_AlphaToCoverage(false);
1943 switch (vid.renderpath)
1945 case RENDERPATH_D3D9:
1947 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(GL20TU_FIRST , first );
1949 R_Mesh_TexBind(GL20TU_SECOND, second);
1950 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1954 case RENDERPATH_D3D10:
1955 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1957 case RENDERPATH_D3D11:
1958 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1960 case RENDERPATH_GL20:
1961 case RENDERPATH_GLES2:
1962 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1964 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1965 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1966 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1968 case RENDERPATH_GL13:
1969 case RENDERPATH_GLES1:
1970 R_Mesh_TexBind(0, first );
1971 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1972 R_Mesh_TexBind(1, second);
1974 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1976 case RENDERPATH_GL11:
1977 R_Mesh_TexBind(0, first );
1979 case RENDERPATH_SOFT:
1980 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1981 R_Mesh_TexBind(GL20TU_FIRST , first );
1982 R_Mesh_TexBind(GL20TU_SECOND, second);
1987 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1989 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1992 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1994 unsigned int permutation = 0;
1995 if (r_trippy.integer && !notrippy)
1996 permutation |= SHADERPERMUTATION_TRIPPY;
1998 permutation |= SHADERPERMUTATION_DEPTHRGB;
1999 if (vid.allowalphatocoverage)
2000 GL_AlphaToCoverage(false);
2001 switch (vid.renderpath)
2003 case RENDERPATH_D3D9:
2005 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2008 case RENDERPATH_D3D10:
2009 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011 case RENDERPATH_D3D11:
2012 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_GL20:
2015 case RENDERPATH_GLES2:
2016 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2018 case RENDERPATH_GL13:
2019 case RENDERPATH_GLES1:
2020 R_Mesh_TexBind(0, 0);
2021 R_Mesh_TexBind(1, 0);
2023 case RENDERPATH_GL11:
2024 R_Mesh_TexBind(0, 0);
2026 case RENDERPATH_SOFT:
2027 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2032 void R_SetupShader_ShowDepth(qboolean notrippy)
2034 int permutation = 0;
2035 if (r_trippy.integer && !notrippy)
2036 permutation |= SHADERPERMUTATION_TRIPPY;
2037 if (vid.allowalphatocoverage)
2038 GL_AlphaToCoverage(false);
2039 switch (vid.renderpath)
2041 case RENDERPATH_D3D9:
2043 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2046 case RENDERPATH_D3D10:
2047 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2049 case RENDERPATH_D3D11:
2050 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2052 case RENDERPATH_GL20:
2053 case RENDERPATH_GLES2:
2054 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2056 case RENDERPATH_GL13:
2057 case RENDERPATH_GLES1:
2059 case RENDERPATH_GL11:
2061 case RENDERPATH_SOFT:
2062 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2067 extern qboolean r_shadow_usingdeferredprepass;
2068 extern rtexture_t *r_shadow_attenuationgradienttexture;
2069 extern rtexture_t *r_shadow_attenuation2dtexture;
2070 extern rtexture_t *r_shadow_attenuation3dtexture;
2071 extern qboolean r_shadow_usingshadowmap2d;
2072 extern qboolean r_shadow_usingshadowmaportho;
2073 extern float r_shadow_shadowmap_texturescale[2];
2074 extern float r_shadow_shadowmap_parameters[4];
2075 extern qboolean r_shadow_shadowmapvsdct;
2076 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2077 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2078 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2079 extern matrix4x4_t r_shadow_shadowmapmatrix;
2080 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2081 extern int r_shadow_prepass_width;
2082 extern int r_shadow_prepass_height;
2083 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2084 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2085 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2086 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2088 #define BLENDFUNC_ALLOWS_COLORMOD 1
2089 #define BLENDFUNC_ALLOWS_FOG 2
2090 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2091 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2092 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2093 static int R_BlendFuncFlags(int src, int dst)
2097 // a blendfunc allows colormod if:
2098 // a) it can never keep the destination pixel invariant, or
2099 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2100 // this is to prevent unintended side effects from colormod
2102 // a blendfunc allows fog if:
2103 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2104 // this is to prevent unintended side effects from fog
2106 // these checks are the output of fogeval.pl
2108 r |= BLENDFUNC_ALLOWS_COLORMOD;
2109 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2118 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2121 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2122 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2125 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2127 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2128 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2129 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2134 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2136 // select a permutation of the lighting shader appropriate to this
2137 // combination of texture, entity, light source, and fogging, only use the
2138 // minimum features necessary to avoid wasting rendering time in the
2139 // fragment shader on features that are not being used
2140 unsigned int permutation = 0;
2141 unsigned int mode = 0;
2143 static float dummy_colormod[3] = {1, 1, 1};
2144 float *colormod = rsurface.colormod;
2146 matrix4x4_t tempmatrix;
2147 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2148 if (r_trippy.integer && !notrippy)
2149 permutation |= SHADERPERMUTATION_TRIPPY;
2150 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2151 permutation |= SHADERPERMUTATION_ALPHAKILL;
2152 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2153 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2154 if (rsurfacepass == RSURFPASS_BACKGROUND)
2156 // distorted background
2157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2159 mode = SHADERMODE_WATER;
2160 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2161 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2162 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2164 // this is the right thing to do for wateralpha
2165 GL_BlendFunc(GL_ONE, GL_ZERO);
2166 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2170 // this is the right thing to do for entity alpha
2171 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2172 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2175 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2177 mode = SHADERMODE_REFRACTION;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2179 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2181 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2185 mode = SHADERMODE_GENERIC;
2186 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2187 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2188 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2190 if (vid.allowalphatocoverage)
2191 GL_AlphaToCoverage(false);
2193 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2195 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2197 switch(rsurface.texture->offsetmapping)
2199 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2200 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2202 case OFFSETMAPPING_OFF: break;
2205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2206 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2207 // normalmap (deferred prepass), may use alpha test on diffuse
2208 mode = SHADERMODE_DEFERREDGEOMETRY;
2209 GL_BlendFunc(GL_ONE, GL_ZERO);
2210 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2211 if (vid.allowalphatocoverage)
2212 GL_AlphaToCoverage(false);
2214 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2216 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2218 switch(rsurface.texture->offsetmapping)
2220 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2221 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2222 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2223 case OFFSETMAPPING_OFF: break;
2226 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2227 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2229 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2231 mode = SHADERMODE_LIGHTSOURCE;
2232 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2233 permutation |= SHADERPERMUTATION_CUBEFILTER;
2234 if (diffusescale > 0)
2235 permutation |= SHADERPERMUTATION_DIFFUSE;
2236 if (specularscale > 0)
2237 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2238 if (r_refdef.fogenabled)
2239 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2240 if (rsurface.texture->colormapping)
2241 permutation |= SHADERPERMUTATION_COLORMAPPING;
2242 if (r_shadow_usingshadowmap2d)
2244 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2245 if(r_shadow_shadowmapvsdct)
2246 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2248 if (r_shadow_shadowmap2ddepthbuffer)
2249 permutation |= SHADERPERMUTATION_DEPTHRGB;
2251 if (rsurface.texture->reflectmasktexture)
2252 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2254 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2255 if (vid.allowalphatocoverage)
2256 GL_AlphaToCoverage(false);
2258 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2260 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2262 switch(rsurface.texture->offsetmapping)
2264 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2265 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2266 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2267 case OFFSETMAPPING_OFF: break;
2270 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2271 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2273 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2274 // unshaded geometry (fullbright or ambient model lighting)
2275 mode = SHADERMODE_FLATCOLOR;
2276 ambientscale = diffusescale = specularscale = 0;
2277 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2278 permutation |= SHADERPERMUTATION_GLOW;
2279 if (r_refdef.fogenabled)
2280 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2281 if (rsurface.texture->colormapping)
2282 permutation |= SHADERPERMUTATION_COLORMAPPING;
2283 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2285 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2286 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2288 if (r_shadow_shadowmap2ddepthbuffer)
2289 permutation |= SHADERPERMUTATION_DEPTHRGB;
2291 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2292 permutation |= SHADERPERMUTATION_REFLECTION;
2293 if (rsurface.texture->reflectmasktexture)
2294 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2295 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2296 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2297 // when using alphatocoverage, we don't need alphakill
2298 if (vid.allowalphatocoverage)
2300 if (r_transparent_alphatocoverage.integer)
2302 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2303 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2306 GL_AlphaToCoverage(false);
2309 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2311 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2313 switch(rsurface.texture->offsetmapping)
2315 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2316 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2317 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2318 case OFFSETMAPPING_OFF: break;
2321 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2322 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2324 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2325 // directional model lighting
2326 mode = SHADERMODE_LIGHTDIRECTION;
2327 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2328 permutation |= SHADERPERMUTATION_GLOW;
2329 permutation |= SHADERPERMUTATION_DIFFUSE;
2330 if (specularscale > 0)
2331 permutation |= SHADERPERMUTATION_SPECULAR;
2332 if (r_refdef.fogenabled)
2333 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334 if (rsurface.texture->colormapping)
2335 permutation |= SHADERPERMUTATION_COLORMAPPING;
2336 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2338 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2341 if (r_shadow_shadowmap2ddepthbuffer)
2342 permutation |= SHADERPERMUTATION_DEPTHRGB;
2344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345 permutation |= SHADERPERMUTATION_REFLECTION;
2346 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2347 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2348 if (rsurface.texture->reflectmasktexture)
2349 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2350 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2353 if (r_shadow_bouncegriddirectional)
2354 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2356 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2357 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2358 // when using alphatocoverage, we don't need alphakill
2359 if (vid.allowalphatocoverage)
2361 if (r_transparent_alphatocoverage.integer)
2363 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2364 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2367 GL_AlphaToCoverage(false);
2370 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2372 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2374 switch(rsurface.texture->offsetmapping)
2376 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2377 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2378 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2379 case OFFSETMAPPING_OFF: break;
2382 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2383 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2385 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2386 // ambient model lighting
2387 mode = SHADERMODE_LIGHTDIRECTION;
2388 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2389 permutation |= SHADERPERMUTATION_GLOW;
2390 if (r_refdef.fogenabled)
2391 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2392 if (rsurface.texture->colormapping)
2393 permutation |= SHADERPERMUTATION_COLORMAPPING;
2394 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2396 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2397 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2399 if (r_shadow_shadowmap2ddepthbuffer)
2400 permutation |= SHADERPERMUTATION_DEPTHRGB;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2443 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2445 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2446 permutation |= SHADERPERMUTATION_GLOW;
2447 if (r_refdef.fogenabled)
2448 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2449 if (rsurface.texture->colormapping)
2450 permutation |= SHADERPERMUTATION_COLORMAPPING;
2451 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2453 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2454 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2456 if (r_shadow_shadowmap2ddepthbuffer)
2457 permutation |= SHADERPERMUTATION_DEPTHRGB;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2460 permutation |= SHADERPERMUTATION_REFLECTION;
2461 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2462 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2463 if (rsurface.texture->reflectmasktexture)
2464 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2465 if (FAKELIGHT_ENABLED)
2467 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2468 mode = SHADERMODE_FAKELIGHT;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2475 // deluxemapping (light direction texture)
2476 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (r_glsl_deluxemapping.integer >= 2)
2486 // fake deluxemapping (uniform light direction in tangentspace)
2487 if (rsurface.uselightmaptexture)
2488 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2491 permutation |= SHADERPERMUTATION_DIFFUSE;
2492 if (specularscale > 0)
2493 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2495 else if (rsurface.uselightmaptexture)
2497 // ordinary lightmapping (q1bsp, q3bsp)
2498 mode = SHADERMODE_LIGHTMAP;
2502 // ordinary vertex coloring (q3bsp)
2503 mode = SHADERMODE_VERTEXCOLOR;
2505 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2507 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2508 if (r_shadow_bouncegriddirectional)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2511 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2512 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2513 // when using alphatocoverage, we don't need alphakill
2514 if (vid.allowalphatocoverage)
2516 if (r_transparent_alphatocoverage.integer)
2518 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2519 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522 GL_AlphaToCoverage(false);
2525 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2526 colormod = dummy_colormod;
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2528 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2529 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2530 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2531 switch(vid.renderpath)
2533 case RENDERPATH_D3D9:
2535 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2536 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2537 R_SetupShader_SetPermutationHLSL(mode, permutation);
2538 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2542 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2546 if (mode == SHADERMODE_LIGHTDIRECTION)
2548 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2552 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2553 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2554 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2555 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2557 if (mode == SHADERMODE_LIGHTSOURCE)
2559 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2565 // additive passes are only darkened by fog, not tinted
2566 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2567 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2571 if (mode == SHADERMODE_FLATCOLOR)
2573 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2575 else if (mode == SHADERMODE_LIGHTDIRECTION)
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2583 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2587 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2590 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2591 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2593 // additive passes are only darkened by fog, not tinted
2594 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2595 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2598 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2601 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2603 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2604 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2605 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2606 if (mode == SHADERMODE_WATER)
2607 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2609 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2610 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2612 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2613 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2614 if (rsurface.texture->pantstexture)
2615 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2618 if (rsurface.texture->shirttexture)
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2622 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2623 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2624 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2626 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2627 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2628 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2629 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2630 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2632 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2633 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2634 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2635 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2637 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2638 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2639 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2640 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2641 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2642 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2645 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2646 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2647 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2648 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2649 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2650 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2651 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2652 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2653 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2654 if (rsurfacepass == RSURFPASS_BACKGROUND)
2656 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2657 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2658 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2662 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2665 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2666 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2667 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2669 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2670 if (rsurface.rtlight)
2672 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2673 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2678 case RENDERPATH_D3D10:
2679 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2681 case RENDERPATH_D3D11:
2682 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_GL20:
2685 case RENDERPATH_GLES2:
2686 if (!vid.useinterleavedarrays)
2688 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2689 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2690 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2691 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2692 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2693 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2694 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2695 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2700 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2702 R_SetupShader_SetPermutationGLSL(mode, permutation);
2703 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2704 if (mode == SHADERMODE_LIGHTSOURCE)
2706 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2707 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2708 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2710 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2711 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2713 // additive passes are only darkened by fog, not tinted
2714 if (r_glsl_permutation->loc_FogColor >= 0)
2715 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2716 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2720 if (mode == SHADERMODE_FLATCOLOR)
2722 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2724 else if (mode == SHADERMODE_LIGHTDIRECTION)
2726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2727 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2728 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2729 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2730 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2732 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2736 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2737 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2738 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2739 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2740 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2742 // additive passes are only darkened by fog, not tinted
2743 if (r_glsl_permutation->loc_FogColor >= 0)
2745 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2746 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2748 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2750 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2751 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2752 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2753 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2754 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2755 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2756 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2757 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2758 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2760 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2761 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2762 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2763 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2764 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2766 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2767 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2768 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2769 if (r_glsl_permutation->loc_Color_Pants >= 0)
2771 if (rsurface.texture->pantstexture)
2772 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2774 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2776 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2778 if (rsurface.texture->shirttexture)
2779 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2781 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2783 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2784 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2785 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2786 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2787 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2788 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2789 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2790 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2791 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2793 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2794 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2795 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2796 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2797 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2798 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2800 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2801 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2802 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2803 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2804 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2805 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2806 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2807 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2808 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2809 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2811 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2812 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2813 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2814 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2815 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2816 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2817 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2818 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2819 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2820 if (rsurfacepass == RSURFPASS_BACKGROUND)
2822 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2823 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2824 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2828 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2830 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2831 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2832 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2833 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2835 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2836 if (rsurface.rtlight)
2838 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2839 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2842 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2845 case RENDERPATH_GL11:
2846 case RENDERPATH_GL13:
2847 case RENDERPATH_GLES1:
2849 case RENDERPATH_SOFT:
2850 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2851 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2852 R_SetupShader_SetPermutationSoft(mode, permutation);
2853 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2854 if (mode == SHADERMODE_LIGHTSOURCE)
2856 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2863 // additive passes are only darkened by fog, not tinted
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2865 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2869 if (mode == SHADERMODE_FLATCOLOR)
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2873 else if (mode == SHADERMODE_LIGHTDIRECTION)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2891 // additive passes are only darkened by fog, not tinted
2892 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2897 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2898 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2901 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2904 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2906 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2907 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2908 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2909 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2915 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2917 if (rsurface.texture->pantstexture)
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2920 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2922 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2924 if (rsurface.texture->shirttexture)
2925 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2927 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2929 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2934 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2935 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2936 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2937 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2939 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2940 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2941 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2942 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2944 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2945 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2946 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2947 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2948 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2949 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2952 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2953 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2954 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2955 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2956 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2957 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2958 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2959 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2960 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2961 if (rsurfacepass == RSURFPASS_BACKGROUND)
2963 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2964 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2965 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2969 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2971 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2972 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2973 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2974 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2976 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2977 if (rsurface.rtlight)
2979 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2980 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2987 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2989 // select a permutation of the lighting shader appropriate to this
2990 // combination of texture, entity, light source, and fogging, only use the
2991 // minimum features necessary to avoid wasting rendering time in the
2992 // fragment shader on features that are not being used
2993 unsigned int permutation = 0;
2994 unsigned int mode = 0;
2995 const float *lightcolorbase = rtlight->currentcolor;
2996 float ambientscale = rtlight->ambientscale;
2997 float diffusescale = rtlight->diffusescale;
2998 float specularscale = rtlight->specularscale;
2999 // this is the location of the light in view space
3000 vec3_t viewlightorigin;
3001 // this transforms from view space (camera) to light space (cubemap)
3002 matrix4x4_t viewtolight;
3003 matrix4x4_t lighttoview;
3004 float viewtolight16f[16];
3006 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3007 if (rtlight->currentcubemap != r_texture_whitecube)
3008 permutation |= SHADERPERMUTATION_CUBEFILTER;
3009 if (diffusescale > 0)
3010 permutation |= SHADERPERMUTATION_DIFFUSE;
3011 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3012 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3013 if (r_shadow_usingshadowmap2d)
3015 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3016 if (r_shadow_shadowmapvsdct)
3017 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3019 if (r_shadow_shadowmap2ddepthbuffer)
3020 permutation |= SHADERPERMUTATION_DEPTHRGB;
3022 if (vid.allowalphatocoverage)
3023 GL_AlphaToCoverage(false);
3024 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3025 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3026 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3027 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3028 switch(vid.renderpath)
3030 case RENDERPATH_D3D9:
3032 R_SetupShader_SetPermutationHLSL(mode, permutation);
3033 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3034 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3035 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3036 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3037 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3038 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3039 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3040 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3041 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3042 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3044 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3045 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3046 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3047 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3048 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3051 case RENDERPATH_D3D10:
3052 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3054 case RENDERPATH_D3D11:
3055 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3057 case RENDERPATH_GL20:
3058 case RENDERPATH_GLES2:
3059 R_SetupShader_SetPermutationGLSL(mode, permutation);
3060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3065 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3066 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3067 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3068 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3077 case RENDERPATH_GL11:
3078 case RENDERPATH_GL13:
3079 case RENDERPATH_GLES1:
3081 case RENDERPATH_SOFT:
3082 R_SetupShader_SetPermutationGLSL(mode, permutation);
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3084 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3086 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3087 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3088 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3089 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3090 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3091 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3092 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3094 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3095 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3096 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3097 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3098 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3103 #define SKINFRAME_HASH 1024
3107 int loadsequence; // incremented each level change
3108 memexpandablearray_t array;
3109 skinframe_t *hash[SKINFRAME_HASH];
3112 r_skinframe_t r_skinframe;
3114 void R_SkinFrame_PrepareForPurge(void)
3116 r_skinframe.loadsequence++;
3117 // wrap it without hitting zero
3118 if (r_skinframe.loadsequence >= 200)
3119 r_skinframe.loadsequence = 1;
3122 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3126 // mark the skinframe as used for the purging code
3127 skinframe->loadsequence = r_skinframe.loadsequence;
3130 void R_SkinFrame_Purge(void)
3134 for (i = 0;i < SKINFRAME_HASH;i++)
3136 for (s = r_skinframe.hash[i];s;s = s->next)
3138 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3140 if (s->merged == s->base)
3142 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3143 R_PurgeTexture(s->stain );s->stain = NULL;
3144 R_PurgeTexture(s->merged);s->merged = NULL;
3145 R_PurgeTexture(s->base );s->base = NULL;
3146 R_PurgeTexture(s->pants );s->pants = NULL;
3147 R_PurgeTexture(s->shirt );s->shirt = NULL;
3148 R_PurgeTexture(s->nmap );s->nmap = NULL;
3149 R_PurgeTexture(s->gloss );s->gloss = NULL;
3150 R_PurgeTexture(s->glow );s->glow = NULL;
3151 R_PurgeTexture(s->fog );s->fog = NULL;
3152 R_PurgeTexture(s->reflect);s->reflect = NULL;
3153 s->loadsequence = 0;
3159 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3161 char basename[MAX_QPATH];
3163 Image_StripImageExtension(name, basename, sizeof(basename));
3165 if( last == NULL ) {
3167 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3168 item = r_skinframe.hash[hashindex];
3173 // linearly search through the hash bucket
3174 for( ; item ; item = item->next ) {
3175 if( !strcmp( item->basename, basename ) ) {
3182 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3186 char basename[MAX_QPATH];
3188 Image_StripImageExtension(name, basename, sizeof(basename));
3190 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3191 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3192 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3196 rtexture_t *dyntexture;
3197 // check whether its a dynamic texture
3198 dyntexture = CL_GetDynTexture( basename );
3199 if (!add && !dyntexture)
3201 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3202 memset(item, 0, sizeof(*item));
3203 strlcpy(item->basename, basename, sizeof(item->basename));
3204 item->base = dyntexture; // either NULL or dyntexture handle
3205 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3206 item->comparewidth = comparewidth;
3207 item->compareheight = compareheight;
3208 item->comparecrc = comparecrc;
3209 item->next = r_skinframe.hash[hashindex];
3210 r_skinframe.hash[hashindex] = item;
3212 else if (textureflags & TEXF_FORCE_RELOAD)
3214 rtexture_t *dyntexture;
3215 // check whether its a dynamic texture
3216 dyntexture = CL_GetDynTexture( basename );
3217 if (!add && !dyntexture)
3219 if (item->merged == item->base)
3220 item->merged = NULL;
3221 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3222 R_PurgeTexture(item->stain );item->stain = NULL;
3223 R_PurgeTexture(item->merged);item->merged = NULL;
3224 R_PurgeTexture(item->base );item->base = NULL;
3225 R_PurgeTexture(item->pants );item->pants = NULL;
3226 R_PurgeTexture(item->shirt );item->shirt = NULL;
3227 R_PurgeTexture(item->nmap );item->nmap = NULL;
3228 R_PurgeTexture(item->gloss );item->gloss = NULL;
3229 R_PurgeTexture(item->glow );item->glow = NULL;
3230 R_PurgeTexture(item->fog );item->fog = NULL;
3231 R_PurgeTexture(item->reflect);item->reflect = NULL;
3232 item->loadsequence = 0;
3234 else if( item->base == NULL )
3236 rtexture_t *dyntexture;
3237 // check whether its a dynamic texture
3238 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3239 dyntexture = CL_GetDynTexture( basename );
3240 item->base = dyntexture; // either NULL or dyntexture handle
3243 R_SkinFrame_MarkUsed(item);
3247 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3249 unsigned long long avgcolor[5], wsum; \
3257 for(pix = 0; pix < cnt; ++pix) \
3260 for(comp = 0; comp < 3; ++comp) \
3262 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3265 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3267 for(comp = 0; comp < 3; ++comp) \
3268 avgcolor[comp] += getpixel * w; \
3271 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3272 avgcolor[4] += getpixel; \
3274 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3276 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3277 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3278 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3279 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3282 extern cvar_t gl_picmip;
3283 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3286 unsigned char *pixels;
3287 unsigned char *bumppixels;
3288 unsigned char *basepixels = NULL;
3289 int basepixels_width = 0;
3290 int basepixels_height = 0;
3291 skinframe_t *skinframe;
3292 rtexture_t *ddsbase = NULL;
3293 qboolean ddshasalpha = false;
3294 float ddsavgcolor[4];
3295 char basename[MAX_QPATH];
3296 int miplevel = R_PicmipForFlags(textureflags);
3297 int savemiplevel = miplevel;
3301 if (cls.state == ca_dedicated)
3304 // return an existing skinframe if already loaded
3305 // if loading of the first image fails, don't make a new skinframe as it
3306 // would cause all future lookups of this to be missing
3307 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3308 if (skinframe && skinframe->base)
3311 Image_StripImageExtension(name, basename, sizeof(basename));
3313 // check for DDS texture file first
3314 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3316 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3317 if (basepixels == NULL)
3321 // FIXME handle miplevel
3323 if (developer_loading.integer)
3324 Con_Printf("loading skin \"%s\"\n", name);
3326 // we've got some pixels to store, so really allocate this new texture now
3328 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3329 textureflags &= ~TEXF_FORCE_RELOAD;
3330 skinframe->stain = NULL;
3331 skinframe->merged = NULL;
3332 skinframe->base = NULL;
3333 skinframe->pants = NULL;
3334 skinframe->shirt = NULL;
3335 skinframe->nmap = NULL;
3336 skinframe->gloss = NULL;
3337 skinframe->glow = NULL;
3338 skinframe->fog = NULL;
3339 skinframe->reflect = NULL;
3340 skinframe->hasalpha = false;
3344 skinframe->base = ddsbase;
3345 skinframe->hasalpha = ddshasalpha;
3346 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3347 if (r_loadfog && skinframe->hasalpha)
3348 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3349 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3353 basepixels_width = image_width;
3354 basepixels_height = image_height;
3355 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3356 if (textureflags & TEXF_ALPHA)
3358 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3360 if (basepixels[j] < 255)
3362 skinframe->hasalpha = true;
3366 if (r_loadfog && skinframe->hasalpha)
3368 // has transparent pixels
3369 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3370 for (j = 0;j < image_width * image_height * 4;j += 4)
3375 pixels[j+3] = basepixels[j+3];
3377 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3381 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3383 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3384 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3385 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3386 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3387 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3393 mymiplevel = savemiplevel;
3394 if (r_loadnormalmap)
3395 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3396 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3398 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3399 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3400 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3401 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3404 // _norm is the name used by tenebrae and has been adopted as standard
3405 if (r_loadnormalmap && skinframe->nmap == NULL)
3407 mymiplevel = savemiplevel;
3408 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3410 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3414 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3416 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3417 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3418 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3420 Mem_Free(bumppixels);
3422 else if (r_shadow_bumpscale_basetexture.value > 0)
3424 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3425 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3426 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3431 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3435 // _luma is supported only for tenebrae compatibility
3436 // _glow is the preferred name
3437 mymiplevel = savemiplevel;
3438 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3440 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3443 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3445 Mem_Free(pixels);pixels = NULL;
3448 mymiplevel = savemiplevel;
3449 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3451 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3454 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3460 mymiplevel = savemiplevel;
3461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3466 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3478 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3490 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3497 Mem_Free(basepixels);
3502 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3503 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3506 unsigned char *temp1, *temp2;
3507 skinframe_t *skinframe;
3510 if (cls.state == ca_dedicated)
3513 // if already loaded just return it, otherwise make a new skinframe
3514 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3515 if (skinframe->base)
3517 textureflags &= ~TEXF_FORCE_RELOAD;
3519 skinframe->stain = NULL;
3520 skinframe->merged = NULL;
3521 skinframe->base = NULL;
3522 skinframe->pants = NULL;
3523 skinframe->shirt = NULL;
3524 skinframe->nmap = NULL;
3525 skinframe->gloss = NULL;
3526 skinframe->glow = NULL;
3527 skinframe->fog = NULL;
3528 skinframe->reflect = NULL;
3529 skinframe->hasalpha = false;
3531 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3535 if (developer_loading.integer)
3536 Con_Printf("loading 32bit skin \"%s\"\n", name);
3538 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3540 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3541 temp2 = temp1 + width * height * 4;
3542 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3543 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3546 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3547 if (textureflags & TEXF_ALPHA)
3549 for (i = 3;i < width * height * 4;i += 4)
3551 if (skindata[i] < 255)
3553 skinframe->hasalpha = true;
3557 if (r_loadfog && skinframe->hasalpha)
3559 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3560 memcpy(fogpixels, skindata, width * height * 4);
3561 for (i = 0;i < width * height * 4;i += 4)
3562 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3563 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3564 Mem_Free(fogpixels);
3568 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3569 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3574 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3578 skinframe_t *skinframe;
3580 if (cls.state == ca_dedicated)
3583 // if already loaded just return it, otherwise make a new skinframe
3584 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3585 if (skinframe->base)
3587 //textureflags &= ~TEXF_FORCE_RELOAD;
3589 skinframe->stain = NULL;
3590 skinframe->merged = NULL;
3591 skinframe->base = NULL;
3592 skinframe->pants = NULL;
3593 skinframe->shirt = NULL;
3594 skinframe->nmap = NULL;
3595 skinframe->gloss = NULL;
3596 skinframe->glow = NULL;
3597 skinframe->fog = NULL;
3598 skinframe->reflect = NULL;
3599 skinframe->hasalpha = false;
3601 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3605 if (developer_loading.integer)
3606 Con_Printf("loading quake skin \"%s\"\n", name);
3608 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3609 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3610 memcpy(skinframe->qpixels, skindata, width*height);
3611 skinframe->qwidth = width;
3612 skinframe->qheight = height;
3615 for (i = 0;i < width * height;i++)
3616 featuresmask |= palette_featureflags[skindata[i]];
3618 skinframe->hasalpha = false;
3619 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3620 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3621 skinframe->qgeneratemerged = true;
3622 skinframe->qgeneratebase = skinframe->qhascolormapping;
3623 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3625 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3626 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3631 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3635 unsigned char *skindata;
3638 if (!skinframe->qpixels)
3641 if (!skinframe->qhascolormapping)
3642 colormapped = false;
3646 if (!skinframe->qgeneratebase)
3651 if (!skinframe->qgeneratemerged)
3655 width = skinframe->qwidth;
3656 height = skinframe->qheight;
3657 skindata = skinframe->qpixels;
3659 if (skinframe->qgeneratenmap)
3661 unsigned char *temp1, *temp2;
3662 skinframe->qgeneratenmap = false;
3663 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3664 temp2 = temp1 + width * height * 4;
3665 // use either a custom palette or the quake palette
3666 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3667 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3668 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3672 if (skinframe->qgenerateglow)
3674 skinframe->qgenerateglow = false;
3675 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3680 skinframe->qgeneratebase = false;
3681 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3682 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3683 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3687 skinframe->qgeneratemerged = false;
3688 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3691 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3693 Mem_Free(skinframe->qpixels);
3694 skinframe->qpixels = NULL;
3698 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3701 skinframe_t *skinframe;
3704 if (cls.state == ca_dedicated)
3707 // if already loaded just return it, otherwise make a new skinframe
3708 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3709 if (skinframe->base)
3711 textureflags &= ~TEXF_FORCE_RELOAD;
3713 skinframe->stain = NULL;
3714 skinframe->merged = NULL;
3715 skinframe->base = NULL;
3716 skinframe->pants = NULL;
3717 skinframe->shirt = NULL;
3718 skinframe->nmap = NULL;
3719 skinframe->gloss = NULL;
3720 skinframe->glow = NULL;
3721 skinframe->fog = NULL;
3722 skinframe->reflect = NULL;
3723 skinframe->hasalpha = false;
3725 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3729 if (developer_loading.integer)
3730 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3732 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3733 if (textureflags & TEXF_ALPHA)
3735 for (i = 0;i < width * height;i++)
3737 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3739 skinframe->hasalpha = true;
3743 if (r_loadfog && skinframe->hasalpha)
3744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3747 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3748 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3753 skinframe_t *R_SkinFrame_LoadMissing(void)
3755 skinframe_t *skinframe;
3757 if (cls.state == ca_dedicated)
3760 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3761 skinframe->stain = NULL;
3762 skinframe->merged = NULL;
3763 skinframe->base = NULL;
3764 skinframe->pants = NULL;
3765 skinframe->shirt = NULL;
3766 skinframe->nmap = NULL;
3767 skinframe->gloss = NULL;
3768 skinframe->glow = NULL;
3769 skinframe->fog = NULL;
3770 skinframe->reflect = NULL;
3771 skinframe->hasalpha = false;
3773 skinframe->avgcolor[0] = rand() / RAND_MAX;
3774 skinframe->avgcolor[1] = rand() / RAND_MAX;
3775 skinframe->avgcolor[2] = rand() / RAND_MAX;
3776 skinframe->avgcolor[3] = 1;
3781 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3782 typedef struct suffixinfo_s
3785 qboolean flipx, flipy, flipdiagonal;
3788 static suffixinfo_t suffix[3][6] =
3791 {"px", false, false, false},
3792 {"nx", false, false, false},
3793 {"py", false, false, false},
3794 {"ny", false, false, false},
3795 {"pz", false, false, false},
3796 {"nz", false, false, false}
3799 {"posx", false, false, false},
3800 {"negx", false, false, false},
3801 {"posy", false, false, false},
3802 {"negy", false, false, false},
3803 {"posz", false, false, false},
3804 {"negz", false, false, false}
3807 {"rt", true, false, true},
3808 {"lf", false, true, true},
3809 {"ft", true, true, false},
3810 {"bk", false, false, false},
3811 {"up", true, false, true},
3812 {"dn", true, false, true}
3816 static int componentorder[4] = {0, 1, 2, 3};
3818 static rtexture_t *R_LoadCubemap(const char *basename)
3820 int i, j, cubemapsize;
3821 unsigned char *cubemappixels, *image_buffer;
3822 rtexture_t *cubemaptexture;
3824 // must start 0 so the first loadimagepixels has no requested width/height
3826 cubemappixels = NULL;
3827 cubemaptexture = NULL;
3828 // keep trying different suffix groups (posx, px, rt) until one loads
3829 for (j = 0;j < 3 && !cubemappixels;j++)
3831 // load the 6 images in the suffix group
3832 for (i = 0;i < 6;i++)
3834 // generate an image name based on the base and and suffix
3835 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3837 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3839 // an image loaded, make sure width and height are equal
3840 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3842 // if this is the first image to load successfully, allocate the cubemap memory
3843 if (!cubemappixels && image_width >= 1)
3845 cubemapsize = image_width;
3846 // note this clears to black, so unavailable sides are black
3847 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3849 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3851 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3854 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3856 Mem_Free(image_buffer);
3860 // if a cubemap loaded, upload it
3863 if (developer_loading.integer)
3864 Con_Printf("loading cubemap \"%s\"\n", basename);
3866 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3867 Mem_Free(cubemappixels);
3871 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3872 if (developer_loading.integer)
3874 Con_Printf("(tried tried images ");
3875 for (j = 0;j < 3;j++)
3876 for (i = 0;i < 6;i++)
3877 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3878 Con_Print(" and was unable to find any of them).\n");
3881 return cubemaptexture;
3884 rtexture_t *R_GetCubemap(const char *basename)
3887 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (r_texture_cubemaps[i] != NULL)
3889 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3890 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3891 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3892 return r_texture_whitecube;
3893 r_texture_numcubemaps++;
3894 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3895 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3896 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3897 return r_texture_cubemaps[i]->texture;
3900 static void R_Main_FreeViewCache(void)
3902 if (r_refdef.viewcache.entityvisible)
3903 Mem_Free(r_refdef.viewcache.entityvisible);
3904 if (r_refdef.viewcache.world_pvsbits)
3905 Mem_Free(r_refdef.viewcache.world_pvsbits);
3906 if (r_refdef.viewcache.world_leafvisible)
3907 Mem_Free(r_refdef.viewcache.world_leafvisible);
3908 if (r_refdef.viewcache.world_surfacevisible)
3909 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3910 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3913 static void R_Main_ResizeViewCache(void)
3915 int numentities = r_refdef.scene.numentities;
3916 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3917 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3918 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3919 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3920 if (r_refdef.viewcache.maxentities < numentities)
3922 r_refdef.viewcache.maxentities = numentities;
3923 if (r_refdef.viewcache.entityvisible)
3924 Mem_Free(r_refdef.viewcache.entityvisible);
3925 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927 if (r_refdef.viewcache.world_numclusters != numclusters)
3929 r_refdef.viewcache.world_numclusters = numclusters;
3930 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3931 if (r_refdef.viewcache.world_pvsbits)
3932 Mem_Free(r_refdef.viewcache.world_pvsbits);
3933 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935 if (r_refdef.viewcache.world_numleafs != numleafs)
3937 r_refdef.viewcache.world_numleafs = numleafs;
3938 if (r_refdef.viewcache.world_leafvisible)
3939 Mem_Free(r_refdef.viewcache.world_leafvisible);
3940 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3945 if (r_refdef.viewcache.world_surfacevisible)
3946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3947 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3951 extern rtexture_t *loadingscreentexture;
3952 static void gl_main_start(void)
3954 loadingscreentexture = NULL;
3955 r_texture_blanknormalmap = NULL;
3956 r_texture_white = NULL;
3957 r_texture_grey128 = NULL;
3958 r_texture_black = NULL;
3959 r_texture_whitecube = NULL;
3960 r_texture_normalizationcube = NULL;
3961 r_texture_fogattenuation = NULL;
3962 r_texture_fogheighttexture = NULL;
3963 r_texture_gammaramps = NULL;
3964 r_texture_numcubemaps = 0;
3966 r_loaddds = r_texture_dds_load.integer != 0;
3967 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3969 switch(vid.renderpath)
3971 case RENDERPATH_GL20:
3972 case RENDERPATH_D3D9:
3973 case RENDERPATH_D3D10:
3974 case RENDERPATH_D3D11:
3975 case RENDERPATH_SOFT:
3976 case RENDERPATH_GLES2:
3977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3978 Cvar_SetValueQuick(&gl_combine, 1);
3979 Cvar_SetValueQuick(&r_glsl, 1);
3980 r_loadnormalmap = true;
3984 case RENDERPATH_GL13:
3985 case RENDERPATH_GLES1:
3986 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3987 Cvar_SetValueQuick(&gl_combine, 1);
3988 Cvar_SetValueQuick(&r_glsl, 0);
3989 r_loadnormalmap = false;
3990 r_loadgloss = false;
3993 case RENDERPATH_GL11:
3994 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3995 Cvar_SetValueQuick(&gl_combine, 0);
3996 Cvar_SetValueQuick(&r_glsl, 0);
3997 r_loadnormalmap = false;
3998 r_loadgloss = false;
4004 R_FrameData_Reset();
4008 memset(r_queries, 0, sizeof(r_queries));
4010 r_qwskincache = NULL;
4011 r_qwskincache_size = 0;
4013 // due to caching of texture_t references, the collision cache must be reset
4014 Collision_Cache_Reset(true);
4016 // set up r_skinframe loading system for textures
4017 memset(&r_skinframe, 0, sizeof(r_skinframe));
4018 r_skinframe.loadsequence = 1;
4019 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4021 r_main_texturepool = R_AllocTexturePool();
4022 R_BuildBlankTextures();
4024 if (vid.support.arb_texture_cube_map)
4027 R_BuildNormalizationCube();
4029 r_texture_fogattenuation = NULL;
4030 r_texture_fogheighttexture = NULL;
4031 r_texture_gammaramps = NULL;
4032 //r_texture_fogintensity = NULL;
4033 memset(&r_fb, 0, sizeof(r_fb));
4034 r_glsl_permutation = NULL;
4035 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4036 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4037 glslshaderstring = NULL;
4039 r_hlsl_permutation = NULL;
4040 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4041 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4043 hlslshaderstring = NULL;
4044 memset(&r_svbsp, 0, sizeof (r_svbsp));
4046 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4047 r_texture_numcubemaps = 0;
4049 r_refdef.fogmasktable_density = 0;
4052 static void gl_main_shutdown(void)
4055 R_FrameData_Reset();
4057 R_Main_FreeViewCache();
4059 switch(vid.renderpath)
4061 case RENDERPATH_GL11:
4062 case RENDERPATH_GL13:
4063 case RENDERPATH_GL20:
4064 case RENDERPATH_GLES1:
4065 case RENDERPATH_GLES2:
4066 #ifdef GL_SAMPLES_PASSED_ARB
4068 qglDeleteQueriesARB(r_maxqueries, r_queries);
4071 case RENDERPATH_D3D9:
4072 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4074 case RENDERPATH_D3D10:
4075 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4077 case RENDERPATH_D3D11:
4078 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4080 case RENDERPATH_SOFT:
4086 memset(r_queries, 0, sizeof(r_queries));
4088 r_qwskincache = NULL;
4089 r_qwskincache_size = 0;
4091 // clear out the r_skinframe state
4092 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4093 memset(&r_skinframe, 0, sizeof(r_skinframe));
4096 Mem_Free(r_svbsp.nodes);
4097 memset(&r_svbsp, 0, sizeof (r_svbsp));
4098 R_FreeTexturePool(&r_main_texturepool);
4099 loadingscreentexture = NULL;
4100 r_texture_blanknormalmap = NULL;
4101 r_texture_white = NULL;
4102 r_texture_grey128 = NULL;
4103 r_texture_black = NULL;
4104 r_texture_whitecube = NULL;
4105 r_texture_normalizationcube = NULL;
4106 r_texture_fogattenuation = NULL;
4107 r_texture_fogheighttexture = NULL;
4108 r_texture_gammaramps = NULL;
4109 r_texture_numcubemaps = 0;
4110 //r_texture_fogintensity = NULL;
4111 memset(&r_fb, 0, sizeof(r_fb));
4114 r_glsl_permutation = NULL;
4115 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4116 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4117 glslshaderstring = NULL;
4119 r_hlsl_permutation = NULL;
4120 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4121 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4123 hlslshaderstring = NULL;
4126 static void gl_main_newmap(void)
4128 // FIXME: move this code to client
4129 char *entities, entname[MAX_QPATH];
4131 Mem_Free(r_qwskincache);
4132 r_qwskincache = NULL;
4133 r_qwskincache_size = 0;
4136 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4137 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4139 CL_ParseEntityLump(entities);
4143 if (cl.worldmodel->brush.entities)
4144 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4146 R_Main_FreeViewCache();
4148 R_FrameData_Reset();
4151 void GL_Main_Init(void)
4153 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4155 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4156 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4157 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4158 if (gamemode == GAME_NEHAHRA)
4160 Cvar_RegisterVariable (&gl_fogenable);
4161 Cvar_RegisterVariable (&gl_fogdensity);
4162 Cvar_RegisterVariable (&gl_fogred);
4163 Cvar_RegisterVariable (&gl_foggreen);
4164 Cvar_RegisterVariable (&gl_fogblue);
4165 Cvar_RegisterVariable (&gl_fogstart);
4166 Cvar_RegisterVariable (&gl_fogend);
4167 Cvar_RegisterVariable (&gl_skyclip);
4169 Cvar_RegisterVariable(&r_motionblur);
4170 Cvar_RegisterVariable(&r_damageblur);
4171 Cvar_RegisterVariable(&r_motionblur_averaging);
4172 Cvar_RegisterVariable(&r_motionblur_randomize);
4173 Cvar_RegisterVariable(&r_motionblur_minblur);
4174 Cvar_RegisterVariable(&r_motionblur_maxblur);
4175 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4176 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4177 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4178 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4179 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4180 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4181 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4182 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4183 Cvar_RegisterVariable(&r_equalize_entities_by);
4184 Cvar_RegisterVariable(&r_equalize_entities_to);
4185 Cvar_RegisterVariable(&r_depthfirst);
4186 Cvar_RegisterVariable(&r_useinfinitefarclip);
4187 Cvar_RegisterVariable(&r_farclip_base);
4188 Cvar_RegisterVariable(&r_farclip_world);
4189 Cvar_RegisterVariable(&r_nearclip);
4190 Cvar_RegisterVariable(&r_deformvertexes);
4191 Cvar_RegisterVariable(&r_transparent);
4192 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4193 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4194 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4195 Cvar_RegisterVariable(&r_showoverdraw);
4196 Cvar_RegisterVariable(&r_showbboxes);
4197 Cvar_RegisterVariable(&r_showsurfaces);
4198 Cvar_RegisterVariable(&r_showtris);
4199 Cvar_RegisterVariable(&r_shownormals);
4200 Cvar_RegisterVariable(&r_showlighting);
4201 Cvar_RegisterVariable(&r_showshadowvolumes);
4202 Cvar_RegisterVariable(&r_showcollisionbrushes);
4203 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4204 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4205 Cvar_RegisterVariable(&r_showdisabledepthtest);
4206 Cvar_RegisterVariable(&r_drawportals);
4207 Cvar_RegisterVariable(&r_drawentities);
4208 Cvar_RegisterVariable(&r_draw2d);
4209 Cvar_RegisterVariable(&r_drawworld);
4210 Cvar_RegisterVariable(&r_cullentities_trace);
4211 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4212 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4213 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4214 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4215 Cvar_RegisterVariable(&r_sortentities);
4216 Cvar_RegisterVariable(&r_drawviewmodel);
4217 Cvar_RegisterVariable(&r_drawexteriormodel);
4218 Cvar_RegisterVariable(&r_speeds);
4219 Cvar_RegisterVariable(&r_fullbrights);
4220 Cvar_RegisterVariable(&r_wateralpha);
4221 Cvar_RegisterVariable(&r_dynamic);
4222 Cvar_RegisterVariable(&r_fakelight);
4223 Cvar_RegisterVariable(&r_fakelight_intensity);
4224 Cvar_RegisterVariable(&r_fullbright);
4225 Cvar_RegisterVariable(&r_shadows);
4226 Cvar_RegisterVariable(&r_shadows_darken);
4227 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4228 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4229 Cvar_RegisterVariable(&r_shadows_throwdistance);
4230 Cvar_RegisterVariable(&r_shadows_throwdirection);
4231 Cvar_RegisterVariable(&r_shadows_focus);
4232 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4233 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4234 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4235 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4236 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4237 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4238 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4239 Cvar_RegisterVariable(&r_fog_exp2);
4240 Cvar_RegisterVariable(&r_fog_clear);
4241 Cvar_RegisterVariable(&r_drawfog);
4242 Cvar_RegisterVariable(&r_transparentdepthmasking);
4243 Cvar_RegisterVariable(&r_transparent_sortmindist);
4244 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4245 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4246 Cvar_RegisterVariable(&r_texture_dds_load);
4247 Cvar_RegisterVariable(&r_texture_dds_save);
4248 Cvar_RegisterVariable(&r_textureunits);
4249 Cvar_RegisterVariable(&gl_combine);
4250 Cvar_RegisterVariable(&r_usedepthtextures);
4251 Cvar_RegisterVariable(&r_viewfbo);
4252 Cvar_RegisterVariable(&r_viewscale);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4256 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4257 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4258 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4259 Cvar_RegisterVariable(&r_glsl);
4260 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4266 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4267 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4268 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4269 Cvar_RegisterVariable(&r_glsl_postprocess);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4277 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4278 Cvar_RegisterVariable(&r_celshading);
4279 Cvar_RegisterVariable(&r_celoutlines);
4281 Cvar_RegisterVariable(&r_water);
4282 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4283 Cvar_RegisterVariable(&r_water_clippingplanebias);
4284 Cvar_RegisterVariable(&r_water_refractdistort);
4285 Cvar_RegisterVariable(&r_water_reflectdistort);
4286 Cvar_RegisterVariable(&r_water_scissormode);
4287 Cvar_RegisterVariable(&r_water_lowquality);
4288 Cvar_RegisterVariable(&r_water_hideplayer);
4289 Cvar_RegisterVariable(&r_water_fbo);
4291 Cvar_RegisterVariable(&r_lerpsprites);
4292 Cvar_RegisterVariable(&r_lerpmodels);
4293 Cvar_RegisterVariable(&r_lerplightstyles);
4294 Cvar_RegisterVariable(&r_waterscroll);
4295 Cvar_RegisterVariable(&r_bloom);
4296 Cvar_RegisterVariable(&r_bloom_colorscale);
4297 Cvar_RegisterVariable(&r_bloom_brighten);
4298 Cvar_RegisterVariable(&r_bloom_blur);
4299 Cvar_RegisterVariable(&r_bloom_resolution);
4300 Cvar_RegisterVariable(&r_bloom_colorexponent);
4301 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4302 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4303 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4304 Cvar_RegisterVariable(&r_hdr_glowintensity);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4307 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4308 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4309 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4310 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4311 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4312 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4313 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4314 Cvar_RegisterVariable(&developer_texturelogging);
4315 Cvar_RegisterVariable(&gl_lightmaps);
4316 Cvar_RegisterVariable(&r_test);
4317 Cvar_RegisterVariable(&r_batch_multidraw);
4318 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4319 Cvar_RegisterVariable(&r_glsl_saturation);
4320 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4321 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4322 Cvar_RegisterVariable(&r_framedatasize);
4323 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4324 Cvar_SetValue("r_fullbrights", 0);
4325 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4328 void Render_Init(void)
4341 R_LightningBeams_Init();
4351 extern char *ENGINE_EXTENSIONS;
4354 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4355 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4356 gl_version = (const char *)qglGetString(GL_VERSION);
4357 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4361 if (!gl_platformextensions)
4362 gl_platformextensions = "";
4364 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4365 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4366 Con_Printf("GL_VERSION: %s\n", gl_version);
4367 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4368 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4370 VID_CheckExtensions();
4372 // LordHavoc: report supported extensions
4373 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4375 // clear to black (loading plaque will be seen over this)
4376 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4380 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4384 if (r_trippy.integer)
4386 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4388 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4391 p = r_refdef.view.frustum + i;
4396 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4400 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4404 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4408 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4412 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4416 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4420 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4424 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4432 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4436 if (r_trippy.integer)
4438 for (i = 0;i < numplanes;i++)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4465 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4481 //==================================================================================
4483 // LordHavoc: this stores temporary data used within the same frame
4485 typedef struct r_framedata_mem_s
4487 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4488 size_t size; // how much usable space
4489 size_t current; // how much space in use
4490 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4491 size_t wantedsize; // how much space was allocated
4492 unsigned char *data; // start of real data (16byte aligned)
4496 static r_framedata_mem_t *r_framedata_mem;
4498 void R_FrameData_Reset(void)
4500 while (r_framedata_mem)
4502 r_framedata_mem_t *next = r_framedata_mem->purge;
4503 Mem_Free(r_framedata_mem);
4504 r_framedata_mem = next;
4508 static void R_FrameData_Resize(void)
4511 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4512 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4513 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4515 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4516 newmem->wantedsize = wantedsize;
4517 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4518 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4519 newmem->current = 0;
4521 newmem->purge = r_framedata_mem;
4522 r_framedata_mem = newmem;
4526 void R_FrameData_NewFrame(void)
4528 R_FrameData_Resize();
4529 if (!r_framedata_mem)
4531 // if we ran out of space on the last frame, free the old memory now
4532 while (r_framedata_mem->purge)
4534 // repeatedly remove the second item in the list, leaving only head
4535 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4536 Mem_Free(r_framedata_mem->purge);
4537 r_framedata_mem->purge = next;
4539 // reset the current mem pointer
4540 r_framedata_mem->current = 0;
4541 r_framedata_mem->mark = 0;
4544 void *R_FrameData_Alloc(size_t size)
4548 // align to 16 byte boundary - the data pointer is already aligned, so we
4549 // only need to ensure the size of every allocation is also aligned
4550 size = (size + 15) & ~15;
4552 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4554 // emergency - we ran out of space, allocate more memory
4555 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4556 R_FrameData_Resize();
4559 data = r_framedata_mem->data + r_framedata_mem->current;
4560 r_framedata_mem->current += size;
4562 // count the usage for stats
4563 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4564 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4566 return (void *)data;
4569 void *R_FrameData_Store(size_t size, void *data)
4571 void *d = R_FrameData_Alloc(size);
4573 memcpy(d, data, size);
4577 void R_FrameData_SetMark(void)
4579 if (!r_framedata_mem)
4581 r_framedata_mem->mark = r_framedata_mem->current;
4584 void R_FrameData_ReturnToMark(void)
4586 if (!r_framedata_mem)
4588 r_framedata_mem->current = r_framedata_mem->mark;
4591 //==================================================================================
4593 // LordHavoc: animcache originally written by Echon, rewritten since then
4596 * Animation cache prevents re-generating mesh data for an animated model
4597 * multiple times in one frame for lighting, shadowing, reflections, etc.
4600 void R_AnimCache_Free(void)
4604 void R_AnimCache_ClearCache(void)
4607 entity_render_t *ent;
4609 for (i = 0;i < r_refdef.scene.numentities;i++)
4611 ent = r_refdef.scene.entities[i];
4612 ent->animcache_vertex3f = NULL;
4613 ent->animcache_normal3f = NULL;
4614 ent->animcache_svector3f = NULL;
4615 ent->animcache_tvector3f = NULL;
4616 ent->animcache_vertexmesh = NULL;
4617 ent->animcache_vertex3fbuffer = NULL;
4618 ent->animcache_vertexmeshbuffer = NULL;
4622 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4626 // check if we need the meshbuffers
4627 if (!vid.useinterleavedarrays)
4630 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4631 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4632 // TODO: upload vertex3f buffer?
4633 if (ent->animcache_vertexmesh)
4635 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4636 for (i = 0;i < numvertices;i++)
4637 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4638 if (ent->animcache_svector3f)
4639 for (i = 0;i < numvertices;i++)
4640 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4641 if (ent->animcache_tvector3f)
4642 for (i = 0;i < numvertices;i++)
4643 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4644 if (ent->animcache_normal3f)
4645 for (i = 0;i < numvertices;i++)
4646 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4647 // TODO: upload vertexmeshbuffer?
4651 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4653 dp_model_t *model = ent->model;
4655 // see if it's already cached this frame
4656 if (ent->animcache_vertex3f)
4658 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4659 if (wantnormals || wanttangents)
4661 if (ent->animcache_normal3f)
4662 wantnormals = false;
4663 if (ent->animcache_svector3f)
4664 wanttangents = false;
4665 if (wantnormals || wanttangents)
4667 numvertices = model->surfmesh.num_vertices;
4669 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4673 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4675 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4676 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4682 // see if this ent is worth caching
4683 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4685 // get some memory for this entity and generate mesh data
4686 numvertices = model->surfmesh.num_vertices;
4687 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4689 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4692 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4693 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4695 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4696 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4701 void R_AnimCache_CacheVisibleEntities(void)
4704 qboolean wantnormals = true;
4705 qboolean wanttangents = !r_showsurfaces.integer;
4707 switch(vid.renderpath)
4709 case RENDERPATH_GL20:
4710 case RENDERPATH_D3D9:
4711 case RENDERPATH_D3D10:
4712 case RENDERPATH_D3D11:
4713 case RENDERPATH_GLES2:
4715 case RENDERPATH_GL11:
4716 case RENDERPATH_GL13:
4717 case RENDERPATH_GLES1:
4718 wanttangents = false;
4720 case RENDERPATH_SOFT:
4724 if (r_shownormals.integer)
4725 wanttangents = wantnormals = true;
4727 // TODO: thread this
4728 // NOTE: R_PrepareRTLights() also caches entities
4730 for (i = 0;i < r_refdef.scene.numentities;i++)
4731 if (r_refdef.viewcache.entityvisible[i])
4732 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4735 //==================================================================================
4737 extern cvar_t r_overheadsprites_pushback;
4739 static void R_View_UpdateEntityLighting (void)
4742 entity_render_t *ent;
4743 vec3_t tempdiffusenormal, avg;
4744 vec_t f, fa, fd, fdd;
4745 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4747 for (i = 0;i < r_refdef.scene.numentities;i++)
4749 ent = r_refdef.scene.entities[i];
4751 // skip unseen models
4752 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4756 if (ent->model && ent->model == cl.worldmodel)
4758 // TODO: use modellight for r_ambient settings on world?
4759 VectorSet(ent->modellight_ambient, 0, 0, 0);
4760 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4761 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4765 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4767 // aleady updated by CSQC
4768 // TODO: force modellight on BSP models in this case?
4769 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4773 // fetch the lighting from the worldmodel data
4774 VectorClear(ent->modellight_ambient);
4775 VectorClear(ent->modellight_diffuse);
4776 VectorClear(tempdiffusenormal);
4777 if (ent->flags & RENDER_LIGHT)
4780 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4782 // complete lightning for lit sprites
4783 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4784 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4786 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4787 org[2] = org[2] + r_overheadsprites_pushback.value;
4788 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4791 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4793 if(ent->flags & RENDER_EQUALIZE)
4795 // first fix up ambient lighting...
4796 if(r_equalize_entities_minambient.value > 0)
4798 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4801 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4802 if(fa < r_equalize_entities_minambient.value * fd)
4805 // fa'/fd' = minambient
4806 // fa'+0.25*fd' = fa+0.25*fd
4808 // fa' = fd' * minambient
4809 // fd'*(0.25+minambient) = fa+0.25*fd
4811 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4812 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4814 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4815 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
4816 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4817 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4822 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4824 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4825 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4829 // adjust brightness and saturation to target
4830 avg[0] = avg[1] = avg[2] = fa / f;
4831 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4832 avg[0] = avg[1] = avg[2] = fd / f;
4833 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4839 VectorSet(ent->modellight_ambient, 1, 1, 1);
4842 // move the light direction into modelspace coordinates for lighting code
4843 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4844 if(VectorLength2(ent->modellight_lightdir) == 0)
4845 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4846 VectorNormalize(ent->modellight_lightdir);
4850 #define MAX_LINEOFSIGHTTRACES 64
4852 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4855 vec3_t boxmins, boxmaxs;
4858 dp_model_t *model = r_refdef.scene.worldmodel;
4860 if (!model || !model->brush.TraceLineOfSight)
4863 // expand the box a little
4864 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4865 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4866 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4867 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4868 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4869 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4871 // return true if eye is inside enlarged box
4872 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4876 VectorCopy(eye, start);
4877 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4878 if (model->brush.TraceLineOfSight(model, start, end))
4881 // try various random positions
4882 for (i = 0;i < numsamples;i++)
4884 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4885 if (model->brush.TraceLineOfSight(model, start, end))
4893 static void R_View_UpdateEntityVisible (void)
4898 entity_render_t *ent;
4900 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4901 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4902 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4903 : RENDER_EXTERIORMODEL;
4904 if (!r_drawviewmodel.integer)
4905 renderimask |= RENDER_VIEWMODEL;
4906 if (!r_drawexteriormodel.integer)
4907 renderimask |= RENDER_EXTERIORMODEL;
4908 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4910 // worldmodel can check visibility
4911 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4912 for (i = 0;i < r_refdef.scene.numentities;i++)
4914 ent = r_refdef.scene.entities[i];
4915 if (!(ent->flags & renderimask))
4916 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)))
4917 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4918 r_refdef.viewcache.entityvisible[i] = true;
4923 // no worldmodel or it can't check visibility
4924 for (i = 0;i < r_refdef.scene.numentities;i++)
4926 ent = r_refdef.scene.entities[i];
4927 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));
4930 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4931 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4933 for (i = 0;i < r_refdef.scene.numentities;i++)
4935 if (!r_refdef.viewcache.entityvisible[i])
4937 ent = r_refdef.scene.entities[i];
4938 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4940 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4942 continue; // temp entities do pvs only
4943 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4944 ent->last_trace_visibility = realtime;
4945 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4946 r_refdef.viewcache.entityvisible[i] = 0;
4952 /// only used if skyrendermasked, and normally returns false
4953 static int R_DrawBrushModelsSky (void)
4956 entity_render_t *ent;
4959 for (i = 0;i < r_refdef.scene.numentities;i++)
4961 if (!r_refdef.viewcache.entityvisible[i])
4963 ent = r_refdef.scene.entities[i];
4964 if (!ent->model || !ent->model->DrawSky)
4966 ent->model->DrawSky(ent);
4972 static void R_DrawNoModel(entity_render_t *ent);
4973 static void R_DrawModels(void)
4976 entity_render_t *ent;
4978 for (i = 0;i < r_refdef.scene.numentities;i++)
4980 if (!r_refdef.viewcache.entityvisible[i])
4982 ent = r_refdef.scene.entities[i];
4983 r_refdef.stats.entities++;
4985 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4988 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4989 Con_Printf("R_DrawModels\n");
4990 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4991 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4992 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4995 if (ent->model && ent->model->Draw != NULL)
4996 ent->model->Draw(ent);
5002 static void R_DrawModelsDepth(void)
5005 entity_render_t *ent;
5007 for (i = 0;i < r_refdef.scene.numentities;i++)
5009 if (!r_refdef.viewcache.entityvisible[i])
5011 ent = r_refdef.scene.entities[i];
5012 if (ent->model && ent->model->DrawDepth != NULL)
5013 ent->model->DrawDepth(ent);
5017 static void R_DrawModelsDebug(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 if (ent->model && ent->model->DrawDebug != NULL)
5028 ent->model->DrawDebug(ent);
5032 static void R_DrawModelsAddWaterPlanes(void)
5035 entity_render_t *ent;
5037 for (i = 0;i < r_refdef.scene.numentities;i++)
5039 if (!r_refdef.viewcache.entityvisible[i])
5041 ent = r_refdef.scene.entities[i];
5042 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5043 ent->model->DrawAddWaterPlanes(ent);
5047 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5049 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5051 if (r_hdr_irisadaptation.integer)
5056 vec3_t diffusenormal;
5058 vec_t brightness = 0.0f;
5063 VectorCopy(r_refdef.view.forward, forward);
5064 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5066 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5067 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5068 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5069 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5070 d = DotProduct(forward, diffusenormal);
5071 brightness += VectorLength(ambient);
5073 brightness += d * VectorLength(diffuse);
5075 brightness *= 1.0f / c;
5076 brightness += 0.00001f; // make sure it's never zero
5077 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5078 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5079 current = r_hdr_irisadaptation_value.value;
5081 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5082 else if (current > goal)
5083 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5084 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5085 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5087 else if (r_hdr_irisadaptation_value.value != 1.0f)
5088 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5091 static void R_View_SetFrustum(const int *scissor)
5094 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5095 vec3_t forward, left, up, origin, v;
5099 // flipped x coordinates (because x points left here)
5100 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5101 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5103 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5104 switch(vid.renderpath)
5106 case RENDERPATH_D3D9:
5107 case RENDERPATH_D3D10:
5108 case RENDERPATH_D3D11:
5109 // non-flipped y coordinates
5110 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5111 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5113 case RENDERPATH_SOFT:
5114 case RENDERPATH_GL11:
5115 case RENDERPATH_GL13:
5116 case RENDERPATH_GL20:
5117 case RENDERPATH_GLES1:
5118 case RENDERPATH_GLES2:
5119 // non-flipped y coordinates
5120 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5121 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5126 // we can't trust r_refdef.view.forward and friends in reflected scenes
5127 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5130 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5131 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5133 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5134 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5135 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5136 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5137 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5138 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5139 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5140 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5141 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5145 zNear = r_refdef.nearclip;
5146 nudge = 1.0 - 1.0 / (1<<23);
5147 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5148 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5149 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5150 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5151 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5152 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5153 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5154 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5160 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5161 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5162 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5163 r_refdef.view.frustum[0].dist = m[15] - m[12];
5165 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5166 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5167 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5168 r_refdef.view.frustum[1].dist = m[15] + m[12];
5170 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5171 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5172 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5173 r_refdef.view.frustum[2].dist = m[15] - m[13];
5175 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5176 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5177 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5178 r_refdef.view.frustum[3].dist = m[15] + m[13];
5180 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5181 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5182 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5183 r_refdef.view.frustum[4].dist = m[15] - m[14];
5185 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5186 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5187 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5188 r_refdef.view.frustum[5].dist = m[15] + m[14];
5191 if (r_refdef.view.useperspective)
5193 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5194 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]);
5195 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]);
5196 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]);
5197 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]);
5199 // then the normals from the corners relative to origin
5200 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5201 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5202 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5203 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5205 // in a NORMAL view, forward cross left == up
5206 // in a REFLECTED view, forward cross left == down
5207 // so our cross products above need to be adjusted for a left handed coordinate system
5208 CrossProduct(forward, left, v);
5209 if(DotProduct(v, up) < 0)
5211 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5212 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5213 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5214 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5217 // Leaving those out was a mistake, those were in the old code, and they
5218 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5219 // I couldn't reproduce it after adding those normalizations. --blub
5220 VectorNormalize(r_refdef.view.frustum[0].normal);
5221 VectorNormalize(r_refdef.view.frustum[1].normal);
5222 VectorNormalize(r_refdef.view.frustum[2].normal);
5223 VectorNormalize(r_refdef.view.frustum[3].normal);
5225 // make the corners absolute
5226 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5227 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5228 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5229 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5232 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5234 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5235 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5236 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5237 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5238 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5242 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5243 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5244 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5245 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5246 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5247 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5248 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5249 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5250 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5251 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5253 r_refdef.view.numfrustumplanes = 5;
5255 if (r_refdef.view.useclipplane)
5257 r_refdef.view.numfrustumplanes = 6;
5258 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5261 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5262 PlaneClassify(r_refdef.view.frustum + i);
5264 // LordHavoc: note to all quake engine coders, Quake had a special case
5265 // for 90 degrees which assumed a square view (wrong), so I removed it,
5266 // Quake2 has it disabled as well.
5268 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5269 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5270 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5271 //PlaneClassify(&frustum[0]);
5273 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5274 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5275 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5276 //PlaneClassify(&frustum[1]);
5278 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5279 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5280 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5281 //PlaneClassify(&frustum[2]);
5283 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5284 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5285 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5286 //PlaneClassify(&frustum[3]);
5289 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5290 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5291 //PlaneClassify(&frustum[4]);
5294 static void R_View_UpdateWithScissor(const int *myscissor)
5296 R_Main_ResizeViewCache();
5297 R_View_SetFrustum(myscissor);
5298 R_View_WorldVisibility(r_refdef.view.useclipplane);
5299 R_View_UpdateEntityVisible();
5300 R_View_UpdateEntityLighting();
5303 static void R_View_Update(void)
5305 R_Main_ResizeViewCache();
5306 R_View_SetFrustum(NULL);
5307 R_View_WorldVisibility(r_refdef.view.useclipplane);
5308 R_View_UpdateEntityVisible();
5309 R_View_UpdateEntityLighting();
5312 float viewscalefpsadjusted = 1.0f;
5314 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5316 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5317 scale = bound(0.03125f, scale, 1.0f);
5318 *outwidth = (int)ceil(width * scale);
5319 *outheight = (int)ceil(height * scale);
5322 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5324 const float *customclipplane = NULL;
5326 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5327 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5329 // LordHavoc: couldn't figure out how to make this approach the
5330 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5331 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5332 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5333 dist = r_refdef.view.clipplane.dist;
5334 plane[0] = r_refdef.view.clipplane.normal[0];
5335 plane[1] = r_refdef.view.clipplane.normal[1];
5336 plane[2] = r_refdef.view.clipplane.normal[2];
5338 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5341 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5342 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5344 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5345 if (!r_refdef.view.useperspective)
5346 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5347 else if (vid.stencil && r_useinfinitefarclip.integer)
5348 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5350 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5351 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5352 R_SetViewport(&r_refdef.view.viewport);
5353 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5355 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5356 float screenplane[4];
5357 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5358 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5359 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5360 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5361 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5365 void R_EntityMatrix(const matrix4x4_t *matrix)
5367 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5369 gl_modelmatrixchanged = false;
5370 gl_modelmatrix = *matrix;
5371 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5372 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5373 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5374 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5376 switch(vid.renderpath)
5378 case RENDERPATH_D3D9:
5380 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5381 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5384 case RENDERPATH_D3D10:
5385 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5387 case RENDERPATH_D3D11:
5388 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5390 case RENDERPATH_GL11:
5391 case RENDERPATH_GL13:
5392 case RENDERPATH_GLES1:
5393 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5395 case RENDERPATH_SOFT:
5396 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5397 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5399 case RENDERPATH_GL20:
5400 case RENDERPATH_GLES2:
5401 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5402 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5408 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5410 r_viewport_t viewport;
5414 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5415 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5416 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5417 R_SetViewport(&viewport);
5418 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5419 GL_Color(1, 1, 1, 1);
5420 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5421 GL_BlendFunc(GL_ONE, GL_ZERO);
5422 GL_ScissorTest(false);
5423 GL_DepthMask(false);
5424 GL_DepthRange(0, 1);
5425 GL_DepthTest(false);
5426 GL_DepthFunc(GL_LEQUAL);
5427 R_EntityMatrix(&identitymatrix);
5428 R_Mesh_ResetTextureState();
5429 GL_PolygonOffset(0, 0);
5430 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5431 switch(vid.renderpath)
5433 case RENDERPATH_GL11:
5434 case RENDERPATH_GL13:
5435 case RENDERPATH_GL20:
5436 case RENDERPATH_GLES1:
5437 case RENDERPATH_GLES2:
5438 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5440 case RENDERPATH_D3D9:
5441 case RENDERPATH_D3D10:
5442 case RENDERPATH_D3D11:
5443 case RENDERPATH_SOFT:
5446 GL_CullFace(GL_NONE);
5451 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5455 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5458 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5462 R_SetupView(true, fbo, depthtexture, colortexture);
5463 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5464 GL_Color(1, 1, 1, 1);
5465 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5466 GL_BlendFunc(GL_ONE, GL_ZERO);
5467 GL_ScissorTest(true);
5469 GL_DepthRange(0, 1);
5471 GL_DepthFunc(GL_LEQUAL);
5472 R_EntityMatrix(&identitymatrix);
5473 R_Mesh_ResetTextureState();
5474 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5475 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5476 switch(vid.renderpath)
5478 case RENDERPATH_GL11:
5479 case RENDERPATH_GL13:
5480 case RENDERPATH_GL20:
5481 case RENDERPATH_GLES1:
5482 case RENDERPATH_GLES2:
5483 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5485 case RENDERPATH_D3D9:
5486 case RENDERPATH_D3D10:
5487 case RENDERPATH_D3D11:
5488 case RENDERPATH_SOFT:
5491 GL_CullFace(r_refdef.view.cullface_back);
5496 R_RenderView_UpdateViewVectors
5499 void R_RenderView_UpdateViewVectors(void)
5501 // break apart the view matrix into vectors for various purposes
5502 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5503 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5504 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5505 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5506 // make an inverted copy of the view matrix for tracking sprites
5507 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5510 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5511 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5513 static void R_Water_StartFrame(void)
5516 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5517 r_waterstate_waterplane_t *p;
5518 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5520 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5523 switch(vid.renderpath)
5525 case RENDERPATH_GL20:
5526 case RENDERPATH_D3D9:
5527 case RENDERPATH_D3D10:
5528 case RENDERPATH_D3D11:
5529 case RENDERPATH_SOFT:
5530 case RENDERPATH_GLES2:
5532 case RENDERPATH_GL11:
5533 case RENDERPATH_GL13:
5534 case RENDERPATH_GLES1:
5538 // set waterwidth and waterheight to the water resolution that will be
5539 // used (often less than the screen resolution for faster rendering)
5540 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5542 // calculate desired texture sizes
5543 // can't use water if the card does not support the texture size
5544 if (!r_water.integer || r_showsurfaces.integer)
5545 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5546 else if (vid.support.arb_texture_non_power_of_two)
5548 texturewidth = waterwidth;
5549 textureheight = waterheight;
5550 camerawidth = waterwidth;
5551 cameraheight = waterheight;
5555 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5556 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5557 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5558 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5561 // allocate textures as needed
5562 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5564 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5565 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5567 if (p->texture_refraction)
5568 R_FreeTexture(p->texture_refraction);
5569 p->texture_refraction = NULL;
5570 if (p->fbo_refraction)
5571 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5572 p->fbo_refraction = 0;
5573 if (p->texture_reflection)
5574 R_FreeTexture(p->texture_reflection);
5575 p->texture_reflection = NULL;
5576 if (p->fbo_reflection)
5577 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5578 p->fbo_reflection = 0;
5579 if (p->texture_camera)
5580 R_FreeTexture(p->texture_camera);
5581 p->texture_camera = NULL;
5583 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5586 memset(&r_fb.water, 0, sizeof(r_fb.water));
5587 r_fb.water.texturewidth = texturewidth;
5588 r_fb.water.textureheight = textureheight;
5589 r_fb.water.camerawidth = camerawidth;
5590 r_fb.water.cameraheight = cameraheight;
5593 if (r_fb.water.texturewidth)
5595 int scaledwidth, scaledheight;
5597 r_fb.water.enabled = true;
5599 // water resolution is usually reduced
5600 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5601 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5602 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5604 // set up variables that will be used in shader setup
5605 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5606 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5607 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5608 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5611 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5612 r_fb.water.numwaterplanes = 0;
5615 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5617 int planeindex, bestplaneindex, vertexindex;
5618 vec3_t mins, maxs, normal, center, v, n;
5619 vec_t planescore, bestplanescore;
5621 r_waterstate_waterplane_t *p;
5622 texture_t *t = R_GetCurrentTexture(surface->texture);
5624 rsurface.texture = t;
5625 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5626 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5627 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5629 // average the vertex normals, find the surface bounds (after deformvertexes)
5630 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5631 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5632 VectorCopy(n, normal);
5633 VectorCopy(v, mins);
5634 VectorCopy(v, maxs);
5635 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5637 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5638 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5639 VectorAdd(normal, n, normal);
5640 mins[0] = min(mins[0], v[0]);
5641 mins[1] = min(mins[1], v[1]);
5642 mins[2] = min(mins[2], v[2]);
5643 maxs[0] = max(maxs[0], v[0]);
5644 maxs[1] = max(maxs[1], v[1]);
5645 maxs[2] = max(maxs[2], v[2]);
5647 VectorNormalize(normal);
5648 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5650 VectorCopy(normal, plane.normal);
5651 VectorNormalize(plane.normal);
5652 plane.dist = DotProduct(center, plane.normal);
5653 PlaneClassify(&plane);
5654 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5656 // skip backfaces (except if nocullface is set)
5657 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5659 VectorNegate(plane.normal, plane.normal);
5661 PlaneClassify(&plane);
5665 // find a matching plane if there is one
5666 bestplaneindex = -1;
5667 bestplanescore = 1048576.0f;
5668 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5670 if(p->camera_entity == t->camera_entity)
5672 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5673 if (bestplaneindex < 0 || bestplanescore > planescore)
5675 bestplaneindex = planeindex;
5676 bestplanescore = planescore;
5680 planeindex = bestplaneindex;
5681 p = r_fb.water.waterplanes + planeindex;
5683 // if this surface does not fit any known plane rendered this frame, add one
5684 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5686 // store the new plane
5687 planeindex = r_fb.water.numwaterplanes++;
5688 p = r_fb.water.waterplanes + planeindex;
5690 // clear materialflags and pvs
5691 p->materialflags = 0;
5692 p->pvsvalid = false;
5693 p->camera_entity = t->camera_entity;
5694 VectorCopy(mins, p->mins);
5695 VectorCopy(maxs, p->maxs);
5699 // merge mins/maxs when we're adding this surface to the plane
5700 p->mins[0] = min(p->mins[0], mins[0]);
5701 p->mins[1] = min(p->mins[1], mins[1]);
5702 p->mins[2] = min(p->mins[2], mins[2]);
5703 p->maxs[0] = max(p->maxs[0], maxs[0]);
5704 p->maxs[1] = max(p->maxs[1], maxs[1]);
5705 p->maxs[2] = max(p->maxs[2], maxs[2]);
5707 // merge this surface's materialflags into the waterplane
5708 p->materialflags |= t->currentmaterialflags;
5709 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5711 // merge this surface's PVS into the waterplane
5712 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5713 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5715 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5721 extern cvar_t r_drawparticles;
5722 extern cvar_t r_drawdecals;
5724 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5727 r_refdef_view_t originalview;
5728 r_refdef_view_t myview;
5729 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5730 r_waterstate_waterplane_t *p;
5732 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5735 originalview = r_refdef.view;
5737 // lowquality hack, temporarily shut down some cvars and restore afterwards
5738 qualityreduction = r_water_lowquality.integer;
5739 if (qualityreduction > 0)
5741 if (qualityreduction >= 1)
5743 old_r_shadows = r_shadows.integer;
5744 old_r_worldrtlight = r_shadow_realtime_world.integer;
5745 old_r_dlight = r_shadow_realtime_dlight.integer;
5746 Cvar_SetValueQuick(&r_shadows, 0);
5747 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5748 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5750 if (qualityreduction >= 2)
5752 old_r_dynamic = r_dynamic.integer;
5753 old_r_particles = r_drawparticles.integer;
5754 old_r_decals = r_drawdecals.integer;
5755 Cvar_SetValueQuick(&r_dynamic, 0);
5756 Cvar_SetValueQuick(&r_drawparticles, 0);
5757 Cvar_SetValueQuick(&r_drawdecals, 0);
5761 // make sure enough textures are allocated
5762 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5764 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5766 if (!p->texture_refraction)
5767 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5768 if (!p->texture_refraction)
5772 if (r_fb.water.depthtexture == NULL)
5773 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5774 if (p->fbo_refraction == 0)
5775 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5778 else if (p->materialflags & MATERIALFLAG_CAMERA)
5780 if (!p->texture_camera)
5781 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5782 if (!p->texture_camera)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788 if (p->fbo_camera == 0)
5789 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5793 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5795 if (!p->texture_reflection)
5796 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5797 if (!p->texture_reflection)
5801 if (r_fb.water.depthtexture == NULL)
5802 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5803 if (p->fbo_reflection == 0)
5804 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5810 r_refdef.view = originalview;
5811 r_refdef.view.showdebug = false;
5812 r_refdef.view.width = r_fb.water.waterwidth;
5813 r_refdef.view.height = r_fb.water.waterheight;
5814 r_refdef.view.useclipplane = true;
5815 myview = r_refdef.view;
5816 r_fb.water.renderingscene = true;
5817 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5819 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5821 r_refdef.view = myview;
5822 if(r_water_scissormode.integer)
5824 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5825 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5826 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5829 // render reflected scene and copy into texture
5830 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5831 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5832 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5833 r_refdef.view.clipplane = p->plane;
5834 // reverse the cullface settings for this render
5835 r_refdef.view.cullface_front = GL_FRONT;
5836 r_refdef.view.cullface_back = GL_BACK;
5837 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5839 r_refdef.view.usecustompvs = true;
5841 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5843 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5846 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5847 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5848 R_ClearScreen(r_refdef.fogenabled);
5849 if(r_water_scissormode.integer & 2)
5850 R_View_UpdateWithScissor(myscissor);
5853 R_AnimCache_CacheVisibleEntities();
5854 if(r_water_scissormode.integer & 1)
5855 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5856 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5858 if (!p->fbo_reflection)
5859 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);
5860 r_fb.water.hideplayer = false;
5863 // render the normal view scene and copy into texture
5864 // (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)
5865 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5867 r_refdef.view = myview;
5868 if(r_water_scissormode.integer)
5870 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5871 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5872 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5875 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5877 r_refdef.view.clipplane = p->plane;
5878 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5879 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5881 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5883 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5884 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5885 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5886 R_RenderView_UpdateViewVectors();
5887 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5889 r_refdef.view.usecustompvs = true;
5890 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);
5894 PlaneClassify(&r_refdef.view.clipplane);
5896 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5897 R_ClearScreen(r_refdef.fogenabled);
5898 if(r_water_scissormode.integer & 2)
5899 R_View_UpdateWithScissor(myscissor);
5902 R_AnimCache_CacheVisibleEntities();
5903 if(r_water_scissormode.integer & 1)
5904 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5905 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5907 if (!p->fbo_refraction)
5908 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);
5909 r_fb.water.hideplayer = false;
5911 else if (p->materialflags & MATERIALFLAG_CAMERA)
5913 r_refdef.view = myview;
5915 r_refdef.view.clipplane = p->plane;
5916 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5917 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5919 r_refdef.view.width = r_fb.water.camerawidth;
5920 r_refdef.view.height = r_fb.water.cameraheight;
5921 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5922 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5923 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5924 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5926 if(p->camera_entity)
5928 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5929 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5932 // note: all of the view is used for displaying... so
5933 // there is no use in scissoring
5935 // reverse the cullface settings for this render
5936 r_refdef.view.cullface_front = GL_FRONT;
5937 r_refdef.view.cullface_back = GL_BACK;
5938 // also reverse the view matrix
5939 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
5940 R_RenderView_UpdateViewVectors();
5941 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5943 r_refdef.view.usecustompvs = true;
5944 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);
5947 // camera needs no clipplane
5948 r_refdef.view.useclipplane = false;
5950 PlaneClassify(&r_refdef.view.clipplane);
5952 r_fb.water.hideplayer = false;
5954 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5955 R_ClearScreen(r_refdef.fogenabled);
5957 R_AnimCache_CacheVisibleEntities();
5958 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5961 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);
5962 r_fb.water.hideplayer = false;
5966 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5967 r_fb.water.renderingscene = false;
5968 r_refdef.view = originalview;
5969 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5970 if (!r_fb.water.depthtexture)
5971 R_ClearScreen(r_refdef.fogenabled);
5973 R_AnimCache_CacheVisibleEntities();
5976 r_refdef.view = originalview;
5977 r_fb.water.renderingscene = false;
5978 Cvar_SetValueQuick(&r_water, 0);
5979 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5981 // lowquality hack, restore cvars
5982 if (qualityreduction > 0)
5984 if (qualityreduction >= 1)
5986 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5987 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5988 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5990 if (qualityreduction >= 2)
5992 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5993 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5994 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5999 static void R_Bloom_StartFrame(void)
6002 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6003 int viewwidth, viewheight;
6004 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6005 textype_t textype = TEXTYPE_COLORBUFFER;
6007 switch (vid.renderpath)
6009 case RENDERPATH_GL20:
6010 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6011 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6013 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6014 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6017 case RENDERPATH_GL11:
6018 case RENDERPATH_GL13:
6019 case RENDERPATH_GLES1:
6020 case RENDERPATH_GLES2:
6021 case RENDERPATH_D3D9:
6022 case RENDERPATH_D3D10:
6023 case RENDERPATH_D3D11:
6024 r_fb.usedepthtextures = false;
6026 case RENDERPATH_SOFT:
6027 r_fb.usedepthtextures = true;
6031 if (r_viewscale_fpsscaling.integer)
6033 double actualframetime;
6034 double targetframetime;
6036 actualframetime = r_refdef.lastdrawscreentime;
6037 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6038 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6039 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6040 if (r_viewscale_fpsscaling_stepsize.value > 0)
6041 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6042 viewscalefpsadjusted += adjust;
6043 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6046 viewscalefpsadjusted = 1.0f;
6048 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6050 switch(vid.renderpath)
6052 case RENDERPATH_GL20:
6053 case RENDERPATH_D3D9:
6054 case RENDERPATH_D3D10:
6055 case RENDERPATH_D3D11:
6056 case RENDERPATH_SOFT:
6057 case RENDERPATH_GLES2:
6059 case RENDERPATH_GL11:
6060 case RENDERPATH_GL13:
6061 case RENDERPATH_GLES1:
6065 // set bloomwidth and bloomheight to the bloom resolution that will be
6066 // used (often less than the screen resolution for faster rendering)
6067 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6068 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6069 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6070 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6071 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6073 // calculate desired texture sizes
6074 if (vid.support.arb_texture_non_power_of_two)
6076 screentexturewidth = vid.width;
6077 screentextureheight = vid.height;
6078 bloomtexturewidth = r_fb.bloomwidth;
6079 bloomtextureheight = r_fb.bloomheight;
6083 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6084 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6085 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6086 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6089 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6091 Cvar_SetValueQuick(&r_bloom, 0);
6092 Cvar_SetValueQuick(&r_motionblur, 0);
6093 Cvar_SetValueQuick(&r_damageblur, 0);
6096 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6098 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6100 && r_viewscale.value == 1.0f
6101 && !r_viewscale_fpsscaling.integer)
6102 screentexturewidth = screentextureheight = 0;
6103 if (!r_bloom.integer)
6104 bloomtexturewidth = bloomtextureheight = 0;
6106 // allocate textures as needed
6107 if (r_fb.screentexturewidth != screentexturewidth
6108 || r_fb.screentextureheight != screentextureheight
6109 || r_fb.bloomtexturewidth != bloomtexturewidth
6110 || r_fb.bloomtextureheight != bloomtextureheight
6111 || r_fb.textype != textype
6112 || useviewfbo != (r_fb.fbo != 0))
6114 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6116 if (r_fb.bloomtexture[i])
6117 R_FreeTexture(r_fb.bloomtexture[i]);
6118 r_fb.bloomtexture[i] = NULL;
6120 if (r_fb.bloomfbo[i])
6121 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6122 r_fb.bloomfbo[i] = 0;
6126 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6129 if (r_fb.colortexture)
6130 R_FreeTexture(r_fb.colortexture);
6131 r_fb.colortexture = NULL;
6133 if (r_fb.depthtexture)
6134 R_FreeTexture(r_fb.depthtexture);
6135 r_fb.depthtexture = NULL;
6137 if (r_fb.ghosttexture)
6138 R_FreeTexture(r_fb.ghosttexture);
6139 r_fb.ghosttexture = NULL;
6141 r_fb.screentexturewidth = screentexturewidth;
6142 r_fb.screentextureheight = screentextureheight;
6143 r_fb.bloomtexturewidth = bloomtexturewidth;
6144 r_fb.bloomtextureheight = bloomtextureheight;
6145 r_fb.textype = textype;
6147 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6149 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6150 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6151 r_fb.ghosttexture_valid = false;
6152 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6155 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6156 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6157 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6161 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6163 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6165 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6167 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6172 // bloom texture is a different resolution
6173 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6174 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6175 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6176 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6177 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6179 // set up a texcoord array for the full resolution screen image
6180 // (we have to keep this around to copy back during final render)
6181 r_fb.screentexcoord2f[0] = 0;
6182 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6183 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6184 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6185 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6186 r_fb.screentexcoord2f[5] = 0;
6187 r_fb.screentexcoord2f[6] = 0;
6188 r_fb.screentexcoord2f[7] = 0;
6192 for (i = 1;i < 8;i += 2)
6194 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6198 // set up a texcoord array for the reduced resolution bloom image
6199 // (which will be additive blended over the screen image)
6200 r_fb.bloomtexcoord2f[0] = 0;
6201 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6202 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6203 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6204 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6205 r_fb.bloomtexcoord2f[5] = 0;
6206 r_fb.bloomtexcoord2f[6] = 0;
6207 r_fb.bloomtexcoord2f[7] = 0;
6209 switch(vid.renderpath)
6211 case RENDERPATH_GL11:
6212 case RENDERPATH_GL13:
6213 case RENDERPATH_GL20:
6214 case RENDERPATH_SOFT:
6215 case RENDERPATH_GLES1:
6216 case RENDERPATH_GLES2:
6218 case RENDERPATH_D3D9:
6219 case RENDERPATH_D3D10:
6220 case RENDERPATH_D3D11:
6221 for (i = 0;i < 4;i++)
6223 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6224 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6225 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6226 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6231 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6234 r_refdef.view.clear = true;
6237 static void R_Bloom_MakeTexture(void)
6240 float xoffset, yoffset, r, brighten;
6242 float colorscale = r_bloom_colorscale.value;
6244 r_refdef.stats.bloom++;
6247 // this copy is unnecessary since it happens in R_BlendView already
6250 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6251 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6255 // scale down screen texture to the bloom texture size
6257 r_fb.bloomindex = 0;
6258 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6259 R_SetViewport(&r_fb.bloomviewport);
6260 GL_DepthTest(false);
6261 GL_BlendFunc(GL_ONE, GL_ZERO);
6262 GL_Color(colorscale, colorscale, colorscale, 1);
6263 // 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...
6264 switch(vid.renderpath)
6266 case RENDERPATH_GL11:
6267 case RENDERPATH_GL13:
6268 case RENDERPATH_GL20:
6269 case RENDERPATH_GLES1:
6270 case RENDERPATH_GLES2:
6271 case RENDERPATH_SOFT:
6272 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6274 case RENDERPATH_D3D9:
6275 case RENDERPATH_D3D10:
6276 case RENDERPATH_D3D11:
6277 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6280 // TODO: do boxfilter scale-down in shader?
6281 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6282 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6283 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6285 // we now have a properly scaled bloom image
6286 if (!r_fb.bloomfbo[r_fb.bloomindex])
6288 // copy it into the bloom texture
6289 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6290 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6293 // multiply bloom image by itself as many times as desired
6294 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6296 intex = r_fb.bloomtexture[r_fb.bloomindex];
6297 r_fb.bloomindex ^= 1;
6298 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6300 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6301 if (!r_fb.bloomfbo[r_fb.bloomindex])
6303 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6304 GL_Color(r,r,r,1); // apply fix factor
6309 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6310 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6311 GL_Color(1,1,1,1); // no fix factor supported here
6313 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6314 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6315 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6316 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6318 if (!r_fb.bloomfbo[r_fb.bloomindex])
6320 // copy the darkened image to a texture
6321 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6322 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6326 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6327 brighten = r_bloom_brighten.value;
6328 brighten = sqrt(brighten);
6330 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6332 for (dir = 0;dir < 2;dir++)
6334 intex = r_fb.bloomtexture[r_fb.bloomindex];
6335 r_fb.bloomindex ^= 1;
6336 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6337 // blend on at multiple vertical offsets to achieve a vertical blur
6338 // TODO: do offset blends using GLSL
6339 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6340 GL_BlendFunc(GL_ONE, GL_ZERO);
6341 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6342 for (x = -range;x <= range;x++)
6344 if (!dir){xoffset = 0;yoffset = x;}
6345 else {xoffset = x;yoffset = 0;}
6346 xoffset /= (float)r_fb.bloomtexturewidth;
6347 yoffset /= (float)r_fb.bloomtextureheight;
6348 // compute a texcoord array with the specified x and y offset
6349 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6350 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6351 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6352 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6353 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6354 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6355 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6356 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6357 // this r value looks like a 'dot' particle, fading sharply to
6358 // black at the edges
6359 // (probably not realistic but looks good enough)
6360 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6361 //r = brighten/(range*2+1);
6362 r = brighten / (range * 2 + 1);
6364 r *= (1 - x*x/(float)(range*range));
6365 GL_Color(r, r, r, 1);
6366 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6367 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6368 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6369 GL_BlendFunc(GL_ONE, GL_ONE);
6372 if (!r_fb.bloomfbo[r_fb.bloomindex])
6374 // copy the vertically or horizontally blurred bloom view to a texture
6375 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6376 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6381 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6383 unsigned int permutation;
6384 float uservecs[4][4];
6386 R_EntityMatrix(&identitymatrix);
6388 switch (vid.renderpath)
6390 case RENDERPATH_GL20:
6391 case RENDERPATH_D3D9:
6392 case RENDERPATH_D3D10:
6393 case RENDERPATH_D3D11:
6394 case RENDERPATH_SOFT:
6395 case RENDERPATH_GLES2:
6397 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6398 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6399 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6400 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6401 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6403 if (r_fb.colortexture)
6407 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6408 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6411 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6413 // declare variables
6414 float blur_factor, blur_mouseaccel, blur_velocity;
6415 static float blur_average;
6416 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6418 // set a goal for the factoring
6419 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6420 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6421 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6422 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6423 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6424 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6426 // from the goal, pick an averaged value between goal and last value
6427 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6428 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6430 // enforce minimum amount of blur
6431 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6433 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6435 // calculate values into a standard alpha
6436 cl.motionbluralpha = 1 - exp(-
6438 (r_motionblur.value * blur_factor / 80)
6440 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6443 max(0.0001, cl.time - cl.oldtime) // fps independent
6446 // randomization for the blur value to combat persistent ghosting
6447 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6448 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6451 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6452 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455 GL_Color(1, 1, 1, cl.motionbluralpha);
6456 switch(vid.renderpath)
6458 case RENDERPATH_GL11:
6459 case RENDERPATH_GL13:
6460 case RENDERPATH_GL20:
6461 case RENDERPATH_GLES1:
6462 case RENDERPATH_GLES2:
6463 case RENDERPATH_SOFT:
6464 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6466 case RENDERPATH_D3D9:
6467 case RENDERPATH_D3D10:
6468 case RENDERPATH_D3D11:
6469 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6472 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6473 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6474 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6477 // updates old view angles for next pass
6478 VectorCopy(cl.viewangles, blur_oldangles);
6480 // copy view into the ghost texture
6481 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6482 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6483 r_fb.ghosttexture_valid = true;
6488 // no r_fb.colortexture means we're rendering to the real fb
6489 // we may still have to do view tint...
6490 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6492 // apply a color tint to the whole view
6493 R_ResetViewRendering2D(0, NULL, NULL);
6494 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6495 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6496 R_SetupShader_Generic_NoTexture(false, true);
6497 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6498 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6500 break; // no screen processing, no bloom, skip it
6503 if (r_fb.bloomtexture[0])
6505 // make the bloom texture
6506 R_Bloom_MakeTexture();
6509 #if _MSC_VER >= 1400
6510 #define sscanf sscanf_s
6512 memset(uservecs, 0, sizeof(uservecs));
6513 if (r_glsl_postprocess_uservec1_enable.integer)
6514 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6515 if (r_glsl_postprocess_uservec2_enable.integer)
6516 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6517 if (r_glsl_postprocess_uservec3_enable.integer)
6518 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6519 if (r_glsl_postprocess_uservec4_enable.integer)
6520 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6522 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6523 GL_Color(1, 1, 1, 1);
6524 GL_BlendFunc(GL_ONE, GL_ZERO);
6526 switch(vid.renderpath)
6528 case RENDERPATH_GL20:
6529 case RENDERPATH_GLES2:
6530 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6531 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6532 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6533 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6534 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6535 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]);
6536 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6537 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]);
6538 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]);
6539 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]);
6540 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]);
6541 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6542 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6543 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);
6545 case RENDERPATH_D3D9:
6547 // 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...
6548 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6549 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6550 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6551 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6552 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6553 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6554 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6555 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6556 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6557 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6558 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6559 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6560 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6561 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6564 case RENDERPATH_D3D10:
6565 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6567 case RENDERPATH_D3D11:
6568 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6570 case RENDERPATH_SOFT:
6571 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6572 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6573 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6574 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6575 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6576 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6577 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6578 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6579 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6580 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6581 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6582 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6583 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6584 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6589 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6590 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6592 case RENDERPATH_GL11:
6593 case RENDERPATH_GL13:
6594 case RENDERPATH_GLES1:
6595 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6597 // apply a color tint to the whole view
6598 R_ResetViewRendering2D(0, NULL, NULL);
6599 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6600 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6601 R_SetupShader_Generic_NoTexture(false, true);
6602 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6603 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6609 matrix4x4_t r_waterscrollmatrix;
6611 void R_UpdateFog(void)
6614 if (gamemode == GAME_NEHAHRA)
6616 if (gl_fogenable.integer)
6618 r_refdef.oldgl_fogenable = true;
6619 r_refdef.fog_density = gl_fogdensity.value;
6620 r_refdef.fog_red = gl_fogred.value;
6621 r_refdef.fog_green = gl_foggreen.value;
6622 r_refdef.fog_blue = gl_fogblue.value;
6623 r_refdef.fog_alpha = 1;
6624 r_refdef.fog_start = 0;
6625 r_refdef.fog_end = gl_skyclip.value;
6626 r_refdef.fog_height = 1<<30;
6627 r_refdef.fog_fadedepth = 128;
6629 else if (r_refdef.oldgl_fogenable)
6631 r_refdef.oldgl_fogenable = false;
6632 r_refdef.fog_density = 0;
6633 r_refdef.fog_red = 0;
6634 r_refdef.fog_green = 0;
6635 r_refdef.fog_blue = 0;
6636 r_refdef.fog_alpha = 0;
6637 r_refdef.fog_start = 0;
6638 r_refdef.fog_end = 0;
6639 r_refdef.fog_height = 1<<30;
6640 r_refdef.fog_fadedepth = 128;
6645 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6646 r_refdef.fog_start = max(0, r_refdef.fog_start);
6647 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6649 if (r_refdef.fog_density && r_drawfog.integer)
6651 r_refdef.fogenabled = true;
6652 // this is the point where the fog reaches 0.9986 alpha, which we
6653 // consider a good enough cutoff point for the texture
6654 // (0.9986 * 256 == 255.6)
6655 if (r_fog_exp2.integer)
6656 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6658 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6659 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6660 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6661 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6662 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6663 R_BuildFogHeightTexture();
6664 // fog color was already set
6665 // update the fog texture
6666 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)
6667 R_BuildFogTexture();
6668 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6669 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6672 r_refdef.fogenabled = false;
6675 if (r_refdef.fog_density)
6677 r_refdef.fogcolor[0] = r_refdef.fog_red;
6678 r_refdef.fogcolor[1] = r_refdef.fog_green;
6679 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6681 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6682 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6683 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6684 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6688 VectorCopy(r_refdef.fogcolor, fogvec);
6689 // color.rgb *= ContrastBoost * SceneBrightness;
6690 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6691 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6692 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6693 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6698 void R_UpdateVariables(void)
6702 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6704 r_refdef.farclip = r_farclip_base.value;
6705 if (r_refdef.scene.worldmodel)
6706 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6707 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6709 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6710 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6711 r_refdef.polygonfactor = 0;
6712 r_refdef.polygonoffset = 0;
6713 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6714 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6716 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6717 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6718 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6719 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6720 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6721 if (FAKELIGHT_ENABLED)
6723 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6725 else if (r_refdef.scene.worldmodel)
6727 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6729 if (r_showsurfaces.integer)
6731 r_refdef.scene.rtworld = false;
6732 r_refdef.scene.rtworldshadows = false;
6733 r_refdef.scene.rtdlight = false;
6734 r_refdef.scene.rtdlightshadows = false;
6735 r_refdef.lightmapintensity = 0;
6738 switch(vid.renderpath)
6740 case RENDERPATH_GL20:
6741 case RENDERPATH_D3D9:
6742 case RENDERPATH_D3D10:
6743 case RENDERPATH_D3D11:
6744 case RENDERPATH_SOFT:
6745 case RENDERPATH_GLES2:
6746 if(v_glslgamma.integer && !vid_gammatables_trivial)
6748 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6750 // build GLSL gamma texture
6751 #define RAMPWIDTH 256
6752 unsigned short ramp[RAMPWIDTH * 3];
6753 unsigned char rampbgr[RAMPWIDTH][4];
6756 r_texture_gammaramps_serial = vid_gammatables_serial;
6758 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6759 for(i = 0; i < RAMPWIDTH; ++i)
6761 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6762 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6763 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6766 if (r_texture_gammaramps)
6768 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6772 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6778 // remove GLSL gamma texture
6781 case RENDERPATH_GL11:
6782 case RENDERPATH_GL13:
6783 case RENDERPATH_GLES1:
6788 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6789 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6795 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6796 if( scenetype != r_currentscenetype ) {
6797 // store the old scenetype
6798 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6799 r_currentscenetype = scenetype;
6800 // move in the new scene
6801 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6810 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6812 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6813 if( scenetype == r_currentscenetype ) {
6814 return &r_refdef.scene;
6816 return &r_scenes_store[ scenetype ];
6820 static int R_SortEntities_Compare(const void *ap, const void *bp)
6822 const entity_render_t *a = *(const entity_render_t **)ap;
6823 const entity_render_t *b = *(const entity_render_t **)bp;
6826 if(a->model < b->model)
6828 if(a->model > b->model)
6832 // TODO possibly calculate the REAL skinnum here first using
6834 if(a->skinnum < b->skinnum)
6836 if(a->skinnum > b->skinnum)
6839 // everything we compared is equal
6842 static void R_SortEntities(void)
6844 // below or equal 2 ents, sorting never gains anything
6845 if(r_refdef.scene.numentities <= 2)
6848 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6856 int dpsoftrast_test;
6857 extern cvar_t r_shadow_bouncegrid;
6858 void R_RenderView(void)
6860 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6862 rtexture_t *depthtexture;
6863 rtexture_t *colortexture;
6865 dpsoftrast_test = r_test.integer;
6867 if (r_timereport_active)
6868 R_TimeReport("start");
6869 r_textureframe++; // used only by R_GetCurrentTexture
6870 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6872 if(R_CompileShader_CheckStaticParms())
6875 if (!r_drawentities.integer)
6876 r_refdef.scene.numentities = 0;
6877 else if (r_sortentities.integer)
6880 R_AnimCache_ClearCache();
6881 R_FrameData_NewFrame();
6883 /* adjust for stereo display */
6884 if(R_Stereo_Active())
6886 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);
6887 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6890 if (r_refdef.view.isoverlay)
6892 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6893 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6894 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6895 R_TimeReport("depthclear");
6897 r_refdef.view.showdebug = false;
6899 r_fb.water.enabled = false;
6900 r_fb.water.numwaterplanes = 0;
6902 R_RenderScene(0, NULL, NULL);
6904 r_refdef.view.matrix = originalmatrix;
6910 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6912 r_refdef.view.matrix = originalmatrix;
6916 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6918 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6919 // in sRGB fallback, behave similar to true sRGB: convert this
6920 // value from linear to sRGB
6921 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6923 R_RenderView_UpdateViewVectors();
6925 R_Shadow_UpdateWorldLightSelection();
6927 R_Bloom_StartFrame();
6929 // apply bloom brightness offset
6930 if(r_fb.bloomtexture[0])
6931 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
6933 R_Water_StartFrame();
6935 // now we probably have an fbo to render into
6937 depthtexture = r_fb.depthtexture;
6938 colortexture = r_fb.colortexture;
6941 if (r_timereport_active)
6942 R_TimeReport("viewsetup");
6944 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6946 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6948 R_ClearScreen(r_refdef.fogenabled);
6949 if (r_timereport_active)
6950 R_TimeReport("viewclear");
6952 r_refdef.view.clear = true;
6954 r_refdef.view.showdebug = true;
6957 if (r_timereport_active)
6958 R_TimeReport("visibility");
6960 R_AnimCache_CacheVisibleEntities();
6961 if (r_timereport_active)
6962 R_TimeReport("animcache");
6964 R_Shadow_UpdateBounceGridTexture();
6965 if (r_timereport_active && r_shadow_bouncegrid.integer)
6966 R_TimeReport("bouncegrid");
6968 r_fb.water.numwaterplanes = 0;
6969 if (r_fb.water.enabled)
6970 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6972 R_RenderScene(fbo, depthtexture, colortexture);
6973 r_fb.water.numwaterplanes = 0;
6975 R_BlendView(fbo, depthtexture, colortexture);
6976 if (r_timereport_active)
6977 R_TimeReport("blendview");
6979 GL_Scissor(0, 0, vid.width, vid.height);
6980 GL_ScissorTest(false);
6982 r_refdef.view.matrix = originalmatrix;
6987 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6989 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6991 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6992 if (r_timereport_active)
6993 R_TimeReport("waterworld");
6996 // don't let sound skip if going slow
6997 if (r_refdef.scene.extraupdate)
7000 R_DrawModelsAddWaterPlanes();
7001 if (r_timereport_active)
7002 R_TimeReport("watermodels");
7004 if (r_fb.water.numwaterplanes)
7006 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7007 if (r_timereport_active)
7008 R_TimeReport("waterscenes");
7012 extern cvar_t cl_locs_show;
7013 static void R_DrawLocs(void);
7014 static void R_DrawEntityBBoxes(void);
7015 static void R_DrawModelDecals(void);
7016 extern cvar_t cl_decals_newsystem;
7017 extern qboolean r_shadow_usingdeferredprepass;
7018 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7020 qboolean shadowmapping = false;
7022 if (r_timereport_active)
7023 R_TimeReport("beginscene");
7025 r_refdef.stats.renders++;
7029 // don't let sound skip if going slow
7030 if (r_refdef.scene.extraupdate)
7033 R_MeshQueue_BeginScene();
7037 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);
7039 if (r_timereport_active)
7040 R_TimeReport("skystartframe");
7042 if (cl.csqc_vidvars.drawworld)
7044 // don't let sound skip if going slow
7045 if (r_refdef.scene.extraupdate)
7048 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7050 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7051 if (r_timereport_active)
7052 R_TimeReport("worldsky");
7055 if (R_DrawBrushModelsSky() && r_timereport_active)
7056 R_TimeReport("bmodelsky");
7058 if (skyrendermasked && skyrenderlater)
7060 // we have to force off the water clipping plane while rendering sky
7061 R_SetupView(false, fbo, depthtexture, colortexture);
7063 R_SetupView(true, fbo, depthtexture, colortexture);
7064 if (r_timereport_active)
7065 R_TimeReport("sky");
7069 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7070 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7071 R_Shadow_PrepareModelShadows();
7072 if (r_timereport_active)
7073 R_TimeReport("preparelights");
7075 if (R_Shadow_ShadowMappingEnabled())
7076 shadowmapping = true;
7078 if (r_shadow_usingdeferredprepass)
7079 R_Shadow_DrawPrepass();
7081 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7083 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7084 if (r_timereport_active)
7085 R_TimeReport("worlddepth");
7087 if (r_depthfirst.integer >= 2)
7089 R_DrawModelsDepth();
7090 if (r_timereport_active)
7091 R_TimeReport("modeldepth");
7094 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7096 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7097 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7098 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7099 // don't let sound skip if going slow
7100 if (r_refdef.scene.extraupdate)
7104 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7106 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7107 if (r_timereport_active)
7108 R_TimeReport("world");
7111 // don't let sound skip if going slow
7112 if (r_refdef.scene.extraupdate)
7116 if (r_timereport_active)
7117 R_TimeReport("models");
7119 // don't let sound skip if going slow
7120 if (r_refdef.scene.extraupdate)
7123 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7125 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7126 R_DrawModelShadows(fbo, depthtexture, colortexture);
7127 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7128 // don't let sound skip if going slow
7129 if (r_refdef.scene.extraupdate)
7133 if (!r_shadow_usingdeferredprepass)
7135 R_Shadow_DrawLights();
7136 if (r_timereport_active)
7137 R_TimeReport("rtlights");
7140 // don't let sound skip if going slow
7141 if (r_refdef.scene.extraupdate)
7144 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7146 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7147 R_DrawModelShadows(fbo, depthtexture, colortexture);
7148 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7149 // don't let sound skip if going slow
7150 if (r_refdef.scene.extraupdate)
7154 if (cl.csqc_vidvars.drawworld)
7156 if (cl_decals_newsystem.integer)
7158 R_DrawModelDecals();
7159 if (r_timereport_active)
7160 R_TimeReport("modeldecals");
7165 if (r_timereport_active)
7166 R_TimeReport("decals");
7170 if (r_timereport_active)
7171 R_TimeReport("particles");
7174 if (r_timereport_active)
7175 R_TimeReport("explosions");
7177 R_DrawLightningBeams();
7178 if (r_timereport_active)
7179 R_TimeReport("lightning");
7183 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7185 if (r_refdef.view.showdebug)
7187 if (cl_locs_show.integer)
7190 if (r_timereport_active)
7191 R_TimeReport("showlocs");
7194 if (r_drawportals.integer)
7197 if (r_timereport_active)
7198 R_TimeReport("portals");
7201 if (r_showbboxes.value > 0)
7203 R_DrawEntityBBoxes();
7204 if (r_timereport_active)
7205 R_TimeReport("bboxes");
7209 if (r_transparent.integer)
7211 R_MeshQueue_RenderTransparent();
7212 if (r_timereport_active)
7213 R_TimeReport("drawtrans");
7216 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))
7218 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7219 if (r_timereport_active)
7220 R_TimeReport("worlddebug");
7221 R_DrawModelsDebug();
7222 if (r_timereport_active)
7223 R_TimeReport("modeldebug");
7226 if (cl.csqc_vidvars.drawworld)
7228 R_Shadow_DrawCoronas();
7229 if (r_timereport_active)
7230 R_TimeReport("coronas");
7235 GL_DepthTest(false);
7236 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7237 GL_Color(1, 1, 1, 1);
7238 qglBegin(GL_POLYGON);
7239 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7240 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7241 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7242 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7244 qglBegin(GL_POLYGON);
7245 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]);
7246 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]);
7247 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]);
7248 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]);
7250 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7254 // don't let sound skip if going slow
7255 if (r_refdef.scene.extraupdate)
7259 static const unsigned short bboxelements[36] =
7269 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7272 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7274 RSurf_ActiveWorldEntity();
7276 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7277 GL_DepthMask(false);
7278 GL_DepthRange(0, 1);
7279 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7280 // R_Mesh_ResetTextureState();
7282 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7283 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7284 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7285 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7286 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7287 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7288 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7289 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7290 R_FillColors(color4f, 8, cr, cg, cb, ca);
7291 if (r_refdef.fogenabled)
7293 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7295 f1 = RSurf_FogVertex(v);
7297 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7298 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7299 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7302 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7303 R_Mesh_ResetTextureState();
7304 R_SetupShader_Generic_NoTexture(false, false);
7305 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7308 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7310 prvm_prog_t *prog = SVVM_prog;
7313 prvm_edict_t *edict;
7315 // this function draws bounding boxes of server entities
7319 GL_CullFace(GL_NONE);
7320 R_SetupShader_Generic_NoTexture(false, false);
7322 for (i = 0;i < numsurfaces;i++)
7324 edict = PRVM_EDICT_NUM(surfacelist[i]);
7325 switch ((int)PRVM_serveredictfloat(edict, solid))
7327 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7328 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7329 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7330 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7331 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7332 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7333 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7335 color[3] *= r_showbboxes.value;
7336 color[3] = bound(0, color[3], 1);
7337 GL_DepthTest(!r_showdisabledepthtest.integer);
7338 GL_CullFace(r_refdef.view.cullface_front);
7339 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7343 static void R_DrawEntityBBoxes(void)
7346 prvm_edict_t *edict;
7348 prvm_prog_t *prog = SVVM_prog;
7350 // this function draws bounding boxes of server entities
7354 for (i = 0;i < prog->num_edicts;i++)
7356 edict = PRVM_EDICT_NUM(i);
7357 if (edict->priv.server->free)
7359 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7360 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7362 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7364 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7365 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7369 static const int nomodelelement3i[24] =
7381 static const unsigned short nomodelelement3s[24] =
7393 static const float nomodelvertex3f[6*3] =
7403 static const float nomodelcolor4f[6*4] =
7405 0.0f, 0.0f, 0.5f, 1.0f,
7406 0.0f, 0.0f, 0.5f, 1.0f,
7407 0.0f, 0.5f, 0.0f, 1.0f,
7408 0.0f, 0.5f, 0.0f, 1.0f,
7409 0.5f, 0.0f, 0.0f, 1.0f,
7410 0.5f, 0.0f, 0.0f, 1.0f
7413 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7419 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);
7421 // this is only called once per entity so numsurfaces is always 1, and
7422 // surfacelist is always {0}, so this code does not handle batches
7424 if (rsurface.ent_flags & RENDER_ADDITIVE)
7426 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7427 GL_DepthMask(false);
7429 else if (rsurface.colormod[3] < 1)
7431 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7432 GL_DepthMask(false);
7436 GL_BlendFunc(GL_ONE, GL_ZERO);
7439 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7440 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7441 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7442 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7443 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7444 for (i = 0, c = color4f;i < 6;i++, c += 4)
7446 c[0] *= rsurface.colormod[0];
7447 c[1] *= rsurface.colormod[1];
7448 c[2] *= rsurface.colormod[2];
7449 c[3] *= rsurface.colormod[3];
7451 if (r_refdef.fogenabled)
7453 for (i = 0, c = color4f;i < 6;i++, c += 4)
7455 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7457 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7458 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7459 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7462 // R_Mesh_ResetTextureState();
7463 R_SetupShader_Generic_NoTexture(false, false);
7464 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7465 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7468 void R_DrawNoModel(entity_render_t *ent)
7471 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7472 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7473 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7475 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7478 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7480 vec3_t right1, right2, diff, normal;
7482 VectorSubtract (org2, org1, normal);
7484 // calculate 'right' vector for start
7485 VectorSubtract (r_refdef.view.origin, org1, diff);
7486 CrossProduct (normal, diff, right1);
7487 VectorNormalize (right1);
7489 // calculate 'right' vector for end
7490 VectorSubtract (r_refdef.view.origin, org2, diff);
7491 CrossProduct (normal, diff, right2);
7492 VectorNormalize (right2);
7494 vert[ 0] = org1[0] + width * right1[0];
7495 vert[ 1] = org1[1] + width * right1[1];
7496 vert[ 2] = org1[2] + width * right1[2];
7497 vert[ 3] = org1[0] - width * right1[0];
7498 vert[ 4] = org1[1] - width * right1[1];
7499 vert[ 5] = org1[2] - width * right1[2];
7500 vert[ 6] = org2[0] - width * right2[0];
7501 vert[ 7] = org2[1] - width * right2[1];
7502 vert[ 8] = org2[2] - width * right2[2];
7503 vert[ 9] = org2[0] + width * right2[0];
7504 vert[10] = org2[1] + width * right2[1];
7505 vert[11] = org2[2] + width * right2[2];
7508 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)
7510 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7511 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7512 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7513 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7514 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7515 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7516 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7517 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7518 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7519 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7520 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7521 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7524 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7529 VectorSet(v, x, y, z);
7530 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7531 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7533 if (i == mesh->numvertices)
7535 if (mesh->numvertices < mesh->maxvertices)
7537 VectorCopy(v, vertex3f);
7538 mesh->numvertices++;
7540 return mesh->numvertices;
7546 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7550 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7551 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7552 e = mesh->element3i + mesh->numtriangles * 3;
7553 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7555 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7556 if (mesh->numtriangles < mesh->maxtriangles)
7561 mesh->numtriangles++;
7563 element[1] = element[2];
7567 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7571 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7572 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7573 e = mesh->element3i + mesh->numtriangles * 3;
7574 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7576 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7577 if (mesh->numtriangles < mesh->maxtriangles)
7582 mesh->numtriangles++;
7584 element[1] = element[2];
7588 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7589 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7591 int planenum, planenum2;
7594 mplane_t *plane, *plane2;
7596 double temppoints[2][256*3];
7597 // figure out how large a bounding box we need to properly compute this brush
7599 for (w = 0;w < numplanes;w++)
7600 maxdist = max(maxdist, fabs(planes[w].dist));
7601 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7602 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7603 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7607 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7608 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7610 if (planenum2 == planenum)
7612 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);
7615 if (tempnumpoints < 3)
7617 // generate elements forming a triangle fan for this polygon
7618 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7622 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)
7624 texturelayer_t *layer;
7625 layer = t->currentlayers + t->currentnumlayers++;
7627 layer->depthmask = depthmask;
7628 layer->blendfunc1 = blendfunc1;
7629 layer->blendfunc2 = blendfunc2;
7630 layer->texture = texture;
7631 layer->texmatrix = *matrix;
7632 layer->color[0] = r;
7633 layer->color[1] = g;
7634 layer->color[2] = b;
7635 layer->color[3] = a;
7638 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7640 if(parms[0] == 0 && parms[1] == 0)
7642 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7643 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7648 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7651 index = parms[2] + rsurface.shadertime * parms[3];
7652 index -= floor(index);
7653 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7656 case Q3WAVEFUNC_NONE:
7657 case Q3WAVEFUNC_NOISE:
7658 case Q3WAVEFUNC_COUNT:
7661 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7662 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7663 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7664 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7665 case Q3WAVEFUNC_TRIANGLE:
7667 f = index - floor(index);
7680 f = parms[0] + parms[1] * f;
7681 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7682 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7686 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7692 matrix4x4_t matrix, temp;
7693 switch(tcmod->tcmod)
7697 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7698 matrix = r_waterscrollmatrix;
7700 matrix = identitymatrix;
7702 case Q3TCMOD_ENTITYTRANSLATE:
7703 // this is used in Q3 to allow the gamecode to control texcoord
7704 // scrolling on the entity, which is not supported in darkplaces yet.
7705 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7707 case Q3TCMOD_ROTATE:
7708 f = tcmod->parms[0] * rsurface.shadertime;
7709 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7710 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7711 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7714 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7716 case Q3TCMOD_SCROLL:
7717 // extra care is needed because of precision breakdown with large values of time
7718 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7719 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7720 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7722 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7723 w = (int) tcmod->parms[0];
7724 h = (int) tcmod->parms[1];
7725 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7727 idx = (int) floor(f * w * h);
7728 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7730 case Q3TCMOD_STRETCH:
7731 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7732 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7734 case Q3TCMOD_TRANSFORM:
7735 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7736 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7737 VectorSet(tcmat + 6, 0 , 0 , 1);
7738 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7739 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7741 case Q3TCMOD_TURBULENT:
7742 // this is handled in the RSurf_PrepareVertices function
7743 matrix = identitymatrix;
7747 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7750 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7752 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7753 char name[MAX_QPATH];
7754 skinframe_t *skinframe;
7755 unsigned char pixels[296*194];
7756 strlcpy(cache->name, skinname, sizeof(cache->name));
7757 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7758 if (developer_loading.integer)
7759 Con_Printf("loading %s\n", name);
7760 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7761 if (!skinframe || !skinframe->base)
7764 fs_offset_t filesize;
7766 f = FS_LoadFile(name, tempmempool, true, &filesize);
7769 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7770 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7774 cache->skinframe = skinframe;
7777 texture_t *R_GetCurrentTexture(texture_t *t)
7780 const entity_render_t *ent = rsurface.entity;
7781 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7782 q3shaderinfo_layer_tcmod_t *tcmod;
7784 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7785 return t->currentframe;
7786 t->update_lastrenderframe = r_textureframe;
7787 t->update_lastrenderentity = (void *)ent;
7789 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7790 t->camera_entity = ent->entitynumber;
7792 t->camera_entity = 0;
7794 // switch to an alternate material if this is a q1bsp animated material
7796 texture_t *texture = t;
7797 int s = rsurface.ent_skinnum;
7798 if ((unsigned int)s >= (unsigned int)model->numskins)
7800 if (model->skinscenes)
7802 if (model->skinscenes[s].framecount > 1)
7803 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7805 s = model->skinscenes[s].firstframe;
7808 t = t + s * model->num_surfaces;
7811 // use an alternate animation if the entity's frame is not 0,
7812 // and only if the texture has an alternate animation
7813 if (rsurface.ent_alttextures && t->anim_total[1])
7814 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7816 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7818 texture->currentframe = t;
7821 // update currentskinframe to be a qw skin or animation frame
7822 if (rsurface.ent_qwskin >= 0)
7824 i = rsurface.ent_qwskin;
7825 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7827 r_qwskincache_size = cl.maxclients;
7829 Mem_Free(r_qwskincache);
7830 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7832 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7833 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7834 t->currentskinframe = r_qwskincache[i].skinframe;
7835 if (t->currentskinframe == NULL)
7836 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7838 else if (t->numskinframes >= 2)
7839 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7840 if (t->backgroundnumskinframes >= 2)
7841 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7843 t->currentmaterialflags = t->basematerialflags;
7844 t->currentalpha = rsurface.colormod[3];
7845 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7846 t->currentalpha *= r_wateralpha.value;
7847 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7848 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7849 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7850 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7851 if (!(rsurface.ent_flags & RENDER_LIGHT))
7852 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7853 else if (FAKELIGHT_ENABLED)
7855 // no modellight if using fakelight for the map
7857 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7859 // pick a model lighting mode
7860 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7861 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7863 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7865 if (rsurface.ent_flags & RENDER_ADDITIVE)
7866 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7867 else if (t->currentalpha < 1)
7868 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7869 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7870 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7871 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7872 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7873 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7874 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7875 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7876 if (t->backgroundnumskinframes)
7877 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7878 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7880 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7881 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7884 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7885 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7887 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7888 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7890 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7891 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7893 // there is no tcmod
7894 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7896 t->currenttexmatrix = r_waterscrollmatrix;
7897 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7899 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7901 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7902 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7905 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7906 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7907 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7908 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7910 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7911 if (t->currentskinframe->qpixels)
7912 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7913 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7914 if (!t->basetexture)
7915 t->basetexture = r_texture_notexture;
7916 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7917 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7918 t->nmaptexture = t->currentskinframe->nmap;
7919 if (!t->nmaptexture)
7920 t->nmaptexture = r_texture_blanknormalmap;
7921 t->glosstexture = r_texture_black;
7922 t->glowtexture = t->currentskinframe->glow;
7923 t->fogtexture = t->currentskinframe->fog;
7924 t->reflectmasktexture = t->currentskinframe->reflect;
7925 if (t->backgroundnumskinframes)
7927 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7928 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7929 t->backgroundglosstexture = r_texture_black;
7930 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7931 if (!t->backgroundnmaptexture)
7932 t->backgroundnmaptexture = r_texture_blanknormalmap;
7933 // make sure that if glow is going to be used, both textures are not NULL
7934 if (!t->backgroundglowtexture && t->glowtexture)
7935 t->backgroundglowtexture = r_texture_black;
7936 if (!t->glowtexture && t->backgroundglowtexture)
7937 t->glowtexture = r_texture_black;
7941 t->backgroundbasetexture = r_texture_white;
7942 t->backgroundnmaptexture = r_texture_blanknormalmap;
7943 t->backgroundglosstexture = r_texture_black;
7944 t->backgroundglowtexture = NULL;
7946 t->specularpower = r_shadow_glossexponent.value;
7947 // TODO: store reference values for these in the texture?
7948 t->specularscale = 0;
7949 if (r_shadow_gloss.integer > 0)
7951 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7953 if (r_shadow_glossintensity.value > 0)
7955 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7956 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7957 t->specularscale = r_shadow_glossintensity.value;
7960 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7962 t->glosstexture = r_texture_white;
7963 t->backgroundglosstexture = r_texture_white;
7964 t->specularscale = r_shadow_gloss2intensity.value;
7965 t->specularpower = r_shadow_gloss2exponent.value;
7968 t->specularscale *= t->specularscalemod;
7969 t->specularpower *= t->specularpowermod;
7970 t->rtlightambient = 0;
7972 // lightmaps mode looks bad with dlights using actual texturing, so turn
7973 // off the colormap and glossmap, but leave the normalmap on as it still
7974 // accurately represents the shading involved
7975 if (gl_lightmaps.integer)
7977 t->basetexture = r_texture_grey128;
7978 t->pantstexture = r_texture_black;
7979 t->shirttexture = r_texture_black;
7980 if (gl_lightmaps.integer < 2)
7981 t->nmaptexture = r_texture_blanknormalmap;
7982 t->glosstexture = r_texture_black;
7983 t->glowtexture = NULL;
7984 t->fogtexture = NULL;
7985 t->reflectmasktexture = NULL;
7986 t->backgroundbasetexture = NULL;
7987 if (gl_lightmaps.integer < 2)
7988 t->backgroundnmaptexture = r_texture_blanknormalmap;
7989 t->backgroundglosstexture = r_texture_black;
7990 t->backgroundglowtexture = NULL;
7991 t->specularscale = 0;
7992 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7995 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7996 VectorClear(t->dlightcolor);
7997 t->currentnumlayers = 0;
7998 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8000 int blendfunc1, blendfunc2;
8002 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8004 blendfunc1 = GL_SRC_ALPHA;
8005 blendfunc2 = GL_ONE;
8007 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8009 blendfunc1 = GL_SRC_ALPHA;
8010 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8012 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8014 blendfunc1 = t->customblendfunc[0];
8015 blendfunc2 = t->customblendfunc[1];
8019 blendfunc1 = GL_ONE;
8020 blendfunc2 = GL_ZERO;
8022 // don't colormod evilblend textures
8023 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8024 VectorSet(t->lightmapcolor, 1, 1, 1);
8025 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8026 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8028 // fullbright is not affected by r_refdef.lightmapintensity
8029 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]);
8030 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8031 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]);
8032 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8033 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]);
8037 vec3_t ambientcolor;
8039 // set the color tint used for lights affecting this surface
8040 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8042 // q3bsp has no lightmap updates, so the lightstylevalue that
8043 // would normally be baked into the lightmap must be
8044 // applied to the color
8045 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8046 if (model->type == mod_brushq3)
8047 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8048 colorscale *= r_refdef.lightmapintensity;
8049 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8050 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8051 // basic lit geometry
8052 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]);
8053 // add pants/shirt if needed
8054 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8055 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]);
8056 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8057 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]);
8058 // now add ambient passes if needed
8059 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8061 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]);
8062 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8063 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]);
8064 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8065 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]);
8068 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8069 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]);
8070 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8072 // if this is opaque use alpha blend which will darken the earlier
8075 // if this is an alpha blended material, all the earlier passes
8076 // were darkened by fog already, so we only need to add the fog
8077 // color ontop through the fog mask texture
8079 // if this is an additive blended material, all the earlier passes
8080 // were darkened by fog already, and we should not add fog color
8081 // (because the background was not darkened, there is no fog color
8082 // that was lost behind it).
8083 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]);
8087 return t->currentframe;
8090 rsurfacestate_t rsurface;
8092 void RSurf_ActiveWorldEntity(void)
8094 dp_model_t *model = r_refdef.scene.worldmodel;
8095 //if (rsurface.entity == r_refdef.scene.worldentity)
8097 rsurface.entity = r_refdef.scene.worldentity;
8098 rsurface.skeleton = NULL;
8099 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8100 rsurface.ent_skinnum = 0;
8101 rsurface.ent_qwskin = -1;
8102 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8103 rsurface.shadertime = r_refdef.scene.time;
8104 rsurface.matrix = identitymatrix;
8105 rsurface.inversematrix = identitymatrix;
8106 rsurface.matrixscale = 1;
8107 rsurface.inversematrixscale = 1;
8108 R_EntityMatrix(&identitymatrix);
8109 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8110 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8111 rsurface.fograngerecip = r_refdef.fograngerecip;
8112 rsurface.fogheightfade = r_refdef.fogheightfade;
8113 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8114 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8115 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8116 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8117 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8118 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8119 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8120 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8121 rsurface.colormod[3] = 1;
8122 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);
8123 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8124 rsurface.frameblend[0].lerp = 1;
8125 rsurface.ent_alttextures = false;
8126 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8127 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8128 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8129 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8130 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8131 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8132 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8133 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8134 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8135 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8136 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8137 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8138 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8139 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8140 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8141 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8142 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8143 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8144 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8145 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8146 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8147 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8148 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8149 rsurface.modelelement3i = model->surfmesh.data_element3i;
8150 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8151 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8152 rsurface.modelelement3s = model->surfmesh.data_element3s;
8153 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8154 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8155 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8156 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8157 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8158 rsurface.modelsurfaces = model->data_surfaces;
8159 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8160 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8161 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8162 rsurface.modelgeneratedvertex = false;
8163 rsurface.batchgeneratedvertex = false;
8164 rsurface.batchfirstvertex = 0;
8165 rsurface.batchnumvertices = 0;
8166 rsurface.batchfirsttriangle = 0;
8167 rsurface.batchnumtriangles = 0;
8168 rsurface.batchvertex3f = NULL;
8169 rsurface.batchvertex3f_vertexbuffer = NULL;
8170 rsurface.batchvertex3f_bufferoffset = 0;
8171 rsurface.batchsvector3f = NULL;
8172 rsurface.batchsvector3f_vertexbuffer = NULL;
8173 rsurface.batchsvector3f_bufferoffset = 0;
8174 rsurface.batchtvector3f = NULL;
8175 rsurface.batchtvector3f_vertexbuffer = NULL;
8176 rsurface.batchtvector3f_bufferoffset = 0;
8177 rsurface.batchnormal3f = NULL;
8178 rsurface.batchnormal3f_vertexbuffer = NULL;
8179 rsurface.batchnormal3f_bufferoffset = 0;
8180 rsurface.batchlightmapcolor4f = NULL;
8181 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8182 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8183 rsurface.batchtexcoordtexture2f = NULL;
8184 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8185 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8186 rsurface.batchtexcoordlightmap2f = NULL;
8187 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8188 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8189 rsurface.batchvertexmesh = NULL;
8190 rsurface.batchvertexmeshbuffer = NULL;
8191 rsurface.batchvertex3fbuffer = NULL;
8192 rsurface.batchelement3i = NULL;
8193 rsurface.batchelement3i_indexbuffer = NULL;
8194 rsurface.batchelement3i_bufferoffset = 0;
8195 rsurface.batchelement3s = NULL;
8196 rsurface.batchelement3s_indexbuffer = NULL;
8197 rsurface.batchelement3s_bufferoffset = 0;
8198 rsurface.passcolor4f = NULL;
8199 rsurface.passcolor4f_vertexbuffer = NULL;
8200 rsurface.passcolor4f_bufferoffset = 0;
8201 rsurface.forcecurrenttextureupdate = false;
8204 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8206 dp_model_t *model = ent->model;
8207 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8209 rsurface.entity = (entity_render_t *)ent;
8210 rsurface.skeleton = ent->skeleton;
8211 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8212 rsurface.ent_skinnum = ent->skinnum;
8213 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;
8214 rsurface.ent_flags = ent->flags;
8215 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8216 rsurface.matrix = ent->matrix;
8217 rsurface.inversematrix = ent->inversematrix;
8218 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8219 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8220 R_EntityMatrix(&rsurface.matrix);
8221 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8222 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8223 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8224 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8225 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8226 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8227 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8228 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8229 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8230 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8231 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8232 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8233 rsurface.colormod[3] = ent->alpha;
8234 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8235 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8236 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8237 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8238 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8239 if (ent->model->brush.submodel && !prepass)
8241 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8242 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8244 if (model->surfmesh.isanimated && model->AnimateVertices)
8246 if (ent->animcache_vertex3f)
8248 rsurface.modelvertex3f = ent->animcache_vertex3f;
8249 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8250 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8251 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8252 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8253 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8254 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8256 else if (wanttangents)
8258 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8260 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8261 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8262 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8263 rsurface.modelvertexmesh = NULL;
8264 rsurface.modelvertexmeshbuffer = NULL;
8265 rsurface.modelvertex3fbuffer = NULL;
8267 else if (wantnormals)
8269 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8270 rsurface.modelsvector3f = NULL;
8271 rsurface.modeltvector3f = NULL;
8272 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8273 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8274 rsurface.modelvertexmesh = NULL;
8275 rsurface.modelvertexmeshbuffer = NULL;
8276 rsurface.modelvertex3fbuffer = NULL;
8280 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8281 rsurface.modelsvector3f = NULL;
8282 rsurface.modeltvector3f = NULL;
8283 rsurface.modelnormal3f = NULL;
8284 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8285 rsurface.modelvertexmesh = NULL;
8286 rsurface.modelvertexmeshbuffer = NULL;
8287 rsurface.modelvertex3fbuffer = NULL;
8289 rsurface.modelvertex3f_vertexbuffer = 0;
8290 rsurface.modelvertex3f_bufferoffset = 0;
8291 rsurface.modelsvector3f_vertexbuffer = 0;
8292 rsurface.modelsvector3f_bufferoffset = 0;
8293 rsurface.modeltvector3f_vertexbuffer = 0;
8294 rsurface.modeltvector3f_bufferoffset = 0;
8295 rsurface.modelnormal3f_vertexbuffer = 0;
8296 rsurface.modelnormal3f_bufferoffset = 0;
8297 rsurface.modelgeneratedvertex = true;
8301 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8302 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8303 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8304 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8305 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8306 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8307 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8308 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8309 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8310 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8311 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8312 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8313 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8314 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8315 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8316 rsurface.modelgeneratedvertex = false;
8318 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8319 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8320 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8321 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8322 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8323 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8324 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8325 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8326 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8327 rsurface.modelelement3i = model->surfmesh.data_element3i;
8328 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8329 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8330 rsurface.modelelement3s = model->surfmesh.data_element3s;
8331 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8332 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8333 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8334 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8335 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8336 rsurface.modelsurfaces = model->data_surfaces;
8337 rsurface.batchgeneratedvertex = false;
8338 rsurface.batchfirstvertex = 0;
8339 rsurface.batchnumvertices = 0;
8340 rsurface.batchfirsttriangle = 0;
8341 rsurface.batchnumtriangles = 0;
8342 rsurface.batchvertex3f = NULL;
8343 rsurface.batchvertex3f_vertexbuffer = NULL;
8344 rsurface.batchvertex3f_bufferoffset = 0;
8345 rsurface.batchsvector3f = NULL;
8346 rsurface.batchsvector3f_vertexbuffer = NULL;
8347 rsurface.batchsvector3f_bufferoffset = 0;
8348 rsurface.batchtvector3f = NULL;
8349 rsurface.batchtvector3f_vertexbuffer = NULL;
8350 rsurface.batchtvector3f_bufferoffset = 0;
8351 rsurface.batchnormal3f = NULL;
8352 rsurface.batchnormal3f_vertexbuffer = NULL;
8353 rsurface.batchnormal3f_bufferoffset = 0;
8354 rsurface.batchlightmapcolor4f = NULL;
8355 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8356 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8357 rsurface.batchtexcoordtexture2f = NULL;
8358 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8359 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8360 rsurface.batchtexcoordlightmap2f = NULL;
8361 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8362 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8363 rsurface.batchvertexmesh = NULL;
8364 rsurface.batchvertexmeshbuffer = NULL;
8365 rsurface.batchvertex3fbuffer = NULL;
8366 rsurface.batchelement3i = NULL;
8367 rsurface.batchelement3i_indexbuffer = NULL;
8368 rsurface.batchelement3i_bufferoffset = 0;
8369 rsurface.batchelement3s = NULL;
8370 rsurface.batchelement3s_indexbuffer = NULL;
8371 rsurface.batchelement3s_bufferoffset = 0;
8372 rsurface.passcolor4f = NULL;
8373 rsurface.passcolor4f_vertexbuffer = NULL;
8374 rsurface.passcolor4f_bufferoffset = 0;
8375 rsurface.forcecurrenttextureupdate = false;
8378 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)
8380 rsurface.entity = r_refdef.scene.worldentity;
8381 rsurface.skeleton = NULL;
8382 rsurface.ent_skinnum = 0;
8383 rsurface.ent_qwskin = -1;
8384 rsurface.ent_flags = entflags;
8385 rsurface.shadertime = r_refdef.scene.time - shadertime;
8386 rsurface.modelnumvertices = numvertices;
8387 rsurface.modelnumtriangles = numtriangles;
8388 rsurface.matrix = *matrix;
8389 rsurface.inversematrix = *inversematrix;
8390 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8391 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8392 R_EntityMatrix(&rsurface.matrix);
8393 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8394 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8395 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8396 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8397 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8398 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8399 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8400 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8401 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8402 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8403 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8404 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8405 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);
8406 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8407 rsurface.frameblend[0].lerp = 1;
8408 rsurface.ent_alttextures = false;
8409 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8410 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8413 rsurface.modelvertex3f = (float *)vertex3f;
8414 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8415 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8416 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8418 else if (wantnormals)
8420 rsurface.modelvertex3f = (float *)vertex3f;
8421 rsurface.modelsvector3f = NULL;
8422 rsurface.modeltvector3f = NULL;
8423 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8427 rsurface.modelvertex3f = (float *)vertex3f;
8428 rsurface.modelsvector3f = NULL;
8429 rsurface.modeltvector3f = NULL;
8430 rsurface.modelnormal3f = NULL;
8432 rsurface.modelvertexmesh = NULL;
8433 rsurface.modelvertexmeshbuffer = NULL;
8434 rsurface.modelvertex3fbuffer = NULL;
8435 rsurface.modelvertex3f_vertexbuffer = 0;
8436 rsurface.modelvertex3f_bufferoffset = 0;
8437 rsurface.modelsvector3f_vertexbuffer = 0;
8438 rsurface.modelsvector3f_bufferoffset = 0;
8439 rsurface.modeltvector3f_vertexbuffer = 0;
8440 rsurface.modeltvector3f_bufferoffset = 0;
8441 rsurface.modelnormal3f_vertexbuffer = 0;
8442 rsurface.modelnormal3f_bufferoffset = 0;
8443 rsurface.modelgeneratedvertex = true;
8444 rsurface.modellightmapcolor4f = (float *)color4f;
8445 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8446 rsurface.modellightmapcolor4f_bufferoffset = 0;
8447 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8448 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8449 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8450 rsurface.modeltexcoordlightmap2f = NULL;
8451 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8452 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8453 rsurface.modelelement3i = (int *)element3i;
8454 rsurface.modelelement3i_indexbuffer = NULL;
8455 rsurface.modelelement3i_bufferoffset = 0;
8456 rsurface.modelelement3s = (unsigned short *)element3s;
8457 rsurface.modelelement3s_indexbuffer = NULL;
8458 rsurface.modelelement3s_bufferoffset = 0;
8459 rsurface.modellightmapoffsets = NULL;
8460 rsurface.modelsurfaces = NULL;
8461 rsurface.batchgeneratedvertex = false;
8462 rsurface.batchfirstvertex = 0;
8463 rsurface.batchnumvertices = 0;
8464 rsurface.batchfirsttriangle = 0;
8465 rsurface.batchnumtriangles = 0;
8466 rsurface.batchvertex3f = NULL;
8467 rsurface.batchvertex3f_vertexbuffer = NULL;
8468 rsurface.batchvertex3f_bufferoffset = 0;
8469 rsurface.batchsvector3f = NULL;
8470 rsurface.batchsvector3f_vertexbuffer = NULL;
8471 rsurface.batchsvector3f_bufferoffset = 0;
8472 rsurface.batchtvector3f = NULL;
8473 rsurface.batchtvector3f_vertexbuffer = NULL;
8474 rsurface.batchtvector3f_bufferoffset = 0;
8475 rsurface.batchnormal3f = NULL;
8476 rsurface.batchnormal3f_vertexbuffer = NULL;
8477 rsurface.batchnormal3f_bufferoffset = 0;
8478 rsurface.batchlightmapcolor4f = NULL;
8479 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8480 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8481 rsurface.batchtexcoordtexture2f = NULL;
8482 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8483 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8484 rsurface.batchtexcoordlightmap2f = NULL;
8485 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8486 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8487 rsurface.batchvertexmesh = NULL;
8488 rsurface.batchvertexmeshbuffer = NULL;
8489 rsurface.batchvertex3fbuffer = NULL;
8490 rsurface.batchelement3i = NULL;
8491 rsurface.batchelement3i_indexbuffer = NULL;
8492 rsurface.batchelement3i_bufferoffset = 0;
8493 rsurface.batchelement3s = NULL;
8494 rsurface.batchelement3s_indexbuffer = NULL;
8495 rsurface.batchelement3s_bufferoffset = 0;
8496 rsurface.passcolor4f = NULL;
8497 rsurface.passcolor4f_vertexbuffer = NULL;
8498 rsurface.passcolor4f_bufferoffset = 0;
8499 rsurface.forcecurrenttextureupdate = true;
8501 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8503 if ((wantnormals || wanttangents) && !normal3f)
8505 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8506 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8508 if (wanttangents && !svector3f)
8510 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8511 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8512 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8517 float RSurf_FogPoint(const float *v)
8519 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8520 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8521 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8522 float FogHeightFade = r_refdef.fogheightfade;
8524 unsigned int fogmasktableindex;
8525 if (r_refdef.fogplaneviewabove)
8526 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8528 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8529 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8530 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8533 float RSurf_FogVertex(const float *v)
8535 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8536 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8537 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8538 float FogHeightFade = rsurface.fogheightfade;
8540 unsigned int fogmasktableindex;
8541 if (r_refdef.fogplaneviewabove)
8542 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8544 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8545 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8546 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8549 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8552 for (i = 0;i < numelements;i++)
8553 outelement3i[i] = inelement3i[i] + adjust;
8556 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8557 extern cvar_t gl_vbo;
8558 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8566 int surfacefirsttriangle;
8567 int surfacenumtriangles;
8568 int surfacefirstvertex;
8569 int surfaceendvertex;
8570 int surfacenumvertices;
8571 int batchnumvertices;
8572 int batchnumtriangles;
8576 qboolean dynamicvertex;
8580 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8582 q3shaderinfo_deform_t *deform;
8583 const msurface_t *surface, *firstsurface;
8584 r_vertexmesh_t *vertexmesh;
8585 if (!texturenumsurfaces)
8587 // find vertex range of this surface batch
8589 firstsurface = texturesurfacelist[0];
8590 firsttriangle = firstsurface->num_firsttriangle;
8591 batchnumvertices = 0;
8592 batchnumtriangles = 0;
8593 firstvertex = endvertex = firstsurface->num_firstvertex;
8594 for (i = 0;i < texturenumsurfaces;i++)
8596 surface = texturesurfacelist[i];
8597 if (surface != firstsurface + i)
8599 surfacefirstvertex = surface->num_firstvertex;
8600 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8601 surfacenumvertices = surface->num_vertices;
8602 surfacenumtriangles = surface->num_triangles;
8603 if (firstvertex > surfacefirstvertex)
8604 firstvertex = surfacefirstvertex;
8605 if (endvertex < surfaceendvertex)
8606 endvertex = surfaceendvertex;
8607 batchnumvertices += surfacenumvertices;
8608 batchnumtriangles += surfacenumtriangles;
8611 // we now know the vertex range used, and if there are any gaps in it
8612 rsurface.batchfirstvertex = firstvertex;
8613 rsurface.batchnumvertices = endvertex - firstvertex;
8614 rsurface.batchfirsttriangle = firsttriangle;
8615 rsurface.batchnumtriangles = batchnumtriangles;
8617 // this variable holds flags for which properties have been updated that
8618 // may require regenerating vertexmesh array...
8621 // check if any dynamic vertex processing must occur
8622 dynamicvertex = false;
8624 // if there is a chance of animated vertex colors, it's a dynamic batch
8625 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8627 dynamicvertex = true;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8631 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8633 switch (deform->deform)
8636 case Q3DEFORM_PROJECTIONSHADOW:
8637 case Q3DEFORM_TEXT0:
8638 case Q3DEFORM_TEXT1:
8639 case Q3DEFORM_TEXT2:
8640 case Q3DEFORM_TEXT3:
8641 case Q3DEFORM_TEXT4:
8642 case Q3DEFORM_TEXT5:
8643 case Q3DEFORM_TEXT6:
8644 case Q3DEFORM_TEXT7:
8647 case Q3DEFORM_AUTOSPRITE:
8648 dynamicvertex = true;
8649 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8650 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8652 case Q3DEFORM_AUTOSPRITE2:
8653 dynamicvertex = true;
8654 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8655 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8657 case Q3DEFORM_NORMAL:
8658 dynamicvertex = true;
8659 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8660 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8663 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8664 break; // if wavefunc is a nop, ignore this transform
8665 dynamicvertex = true;
8666 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8667 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8669 case Q3DEFORM_BULGE:
8670 dynamicvertex = true;
8671 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8672 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8675 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8676 break; // if wavefunc is a nop, ignore this transform
8677 dynamicvertex = true;
8678 batchneed |= BATCHNEED_ARRAY_VERTEX;
8679 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8683 switch(rsurface.texture->tcgen.tcgen)
8686 case Q3TCGEN_TEXTURE:
8688 case Q3TCGEN_LIGHTMAP:
8689 dynamicvertex = true;
8690 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8691 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8693 case Q3TCGEN_VECTOR:
8694 dynamicvertex = true;
8695 batchneed |= BATCHNEED_ARRAY_VERTEX;
8696 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8698 case Q3TCGEN_ENVIRONMENT:
8699 dynamicvertex = true;
8700 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8701 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8704 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8706 dynamicvertex = true;
8707 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8708 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8711 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8713 dynamicvertex = true;
8714 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8717 // when the model data has no vertex buffer (dynamic mesh), we need to
8719 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8720 batchneed |= BATCHNEED_NOGAPS;
8722 // the caller can specify BATCHNEED_NOGAPS to force a batch with
8723 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
8724 // we ensure this by treating the vertex batch as dynamic...
8725 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
8726 dynamicvertex = true;
8730 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8731 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8732 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8733 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8734 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8735 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8736 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8739 // if needsupdate, we have to do a dynamic vertex batch for sure
8740 if (needsupdate & batchneed)
8741 dynamicvertex = true;
8743 // see if we need to build vertexmesh from arrays
8744 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8745 dynamicvertex = true;
8747 rsurface.batchvertex3f = rsurface.modelvertex3f;
8748 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8749 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8750 rsurface.batchsvector3f = rsurface.modelsvector3f;
8751 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8752 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8753 rsurface.batchtvector3f = rsurface.modeltvector3f;
8754 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8755 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8756 rsurface.batchnormal3f = rsurface.modelnormal3f;
8757 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8758 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8759 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8760 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8761 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8762 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8763 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8764 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8765 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8766 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8767 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8768 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8769 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8770 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8771 rsurface.batchelement3i = rsurface.modelelement3i;
8772 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8773 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8774 rsurface.batchelement3s = rsurface.modelelement3s;
8775 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8776 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8778 // if any dynamic vertex processing has to occur in software, we copy the
8779 // entire surface list together before processing to rebase the vertices
8780 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8782 // if any gaps exist and we do not have a static vertex buffer, we have to
8783 // copy the surface list together to avoid wasting upload bandwidth on the
8784 // vertices in the gaps.
8786 // if gaps exist and we have a static vertex buffer, we can choose whether
8787 // to combine the index buffer ranges into one dynamic index buffer or
8788 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
8790 // in many cases the batch is reduced to one draw call.
8792 rsurface.batchmultidraw = false;
8793 rsurface.batchmultidrawnumsurfaces = 0;
8794 rsurface.batchmultidrawsurfacelist = NULL;
8798 // static vertex data, just set pointers...
8799 rsurface.batchgeneratedvertex = false;
8800 // if there are gaps, we want to build a combined index buffer,
8801 // otherwise use the original static buffer with an appropriate offset
8804 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
8806 rsurface.batchmultidraw = true;
8807 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
8808 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
8811 // build a new triangle elements array for this batch
8812 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8813 rsurface.batchfirsttriangle = 0;
8815 for (i = 0;i < texturenumsurfaces;i++)
8817 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8818 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8819 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8820 numtriangles += surfacenumtriangles;
8822 rsurface.batchelement3i_indexbuffer = NULL;
8823 rsurface.batchelement3i_bufferoffset = 0;
8824 rsurface.batchelement3s = NULL;
8825 rsurface.batchelement3s_indexbuffer = NULL;
8826 rsurface.batchelement3s_bufferoffset = 0;
8827 if (endvertex <= 65536)
8829 // make a 16bit (unsigned short) index array if possible
8830 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8831 for (i = 0;i < numtriangles*3;i++)
8832 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8838 // something needs software processing, do it for real...
8839 // we only directly handle separate array data in this case and then
8840 // generate interleaved data if needed...
8841 rsurface.batchgeneratedvertex = true;
8843 // now copy the vertex data into a combined array and make an index array
8844 // (this is what Quake3 does all the time)
8845 //if (dynamicvertex)
8847 rsurface.batchvertex3fbuffer = NULL;
8848 rsurface.batchvertexmesh = NULL;
8849 rsurface.batchvertexmeshbuffer = NULL;
8850 rsurface.batchvertex3f = NULL;
8851 rsurface.batchvertex3f_vertexbuffer = NULL;
8852 rsurface.batchvertex3f_bufferoffset = 0;
8853 rsurface.batchsvector3f = NULL;
8854 rsurface.batchsvector3f_vertexbuffer = NULL;
8855 rsurface.batchsvector3f_bufferoffset = 0;
8856 rsurface.batchtvector3f = NULL;
8857 rsurface.batchtvector3f_vertexbuffer = NULL;
8858 rsurface.batchtvector3f_bufferoffset = 0;
8859 rsurface.batchnormal3f = NULL;
8860 rsurface.batchnormal3f_vertexbuffer = NULL;
8861 rsurface.batchnormal3f_bufferoffset = 0;
8862 rsurface.batchlightmapcolor4f = NULL;
8863 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8864 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8865 rsurface.batchtexcoordtexture2f = NULL;
8866 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8867 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8868 rsurface.batchtexcoordlightmap2f = NULL;
8869 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8870 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8871 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8872 rsurface.batchelement3i_indexbuffer = NULL;
8873 rsurface.batchelement3i_bufferoffset = 0;
8874 rsurface.batchelement3s = NULL;
8875 rsurface.batchelement3s_indexbuffer = NULL;
8876 rsurface.batchelement3s_bufferoffset = 0;
8877 // we'll only be setting up certain arrays as needed
8878 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8879 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8880 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8881 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8882 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8883 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8884 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8886 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8887 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8889 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8890 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8891 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8892 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8893 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8894 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8897 for (i = 0;i < texturenumsurfaces;i++)
8899 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8900 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8901 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8902 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8903 // copy only the data requested
8904 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8905 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8906 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8908 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8910 if (rsurface.batchvertex3f)
8911 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8913 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8915 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8917 if (rsurface.modelnormal3f)
8918 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8920 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8922 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8924 if (rsurface.modelsvector3f)
8926 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8927 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8931 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8932 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8935 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8937 if (rsurface.modellightmapcolor4f)
8938 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8940 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8942 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8944 if (rsurface.modeltexcoordtexture2f)
8945 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8947 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8949 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8951 if (rsurface.modeltexcoordlightmap2f)
8952 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8954 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8957 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8958 numvertices += surfacenumvertices;
8959 numtriangles += surfacenumtriangles;
8962 // generate a 16bit index array as well if possible
8963 // (in general, dynamic batches fit)
8964 if (numvertices <= 65536)
8966 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8967 for (i = 0;i < numtriangles*3;i++)
8968 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8971 // since we've copied everything, the batch now starts at 0
8972 rsurface.batchfirstvertex = 0;
8973 rsurface.batchnumvertices = batchnumvertices;
8974 rsurface.batchfirsttriangle = 0;
8975 rsurface.batchnumtriangles = batchnumtriangles;
8978 // q1bsp surfaces rendered in vertex color mode have to have colors
8979 // calculated based on lightstyles
8980 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8982 // generate color arrays for the surfaces in this list
8987 const unsigned char *lm;
8988 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8989 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8990 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8992 for (i = 0;i < texturenumsurfaces;i++)
8994 surface = texturesurfacelist[i];
8995 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8996 surfacenumvertices = surface->num_vertices;
8997 if (surface->lightmapinfo->samples)
8999 for (j = 0;j < surfacenumvertices;j++)
9001 lm = surface->lightmapinfo->samples + offsets[j];
9002 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9003 VectorScale(lm, scale, c);
9004 if (surface->lightmapinfo->styles[1] != 255)
9006 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9008 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9009 VectorMA(c, scale, lm, c);
9010 if (surface->lightmapinfo->styles[2] != 255)
9013 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9014 VectorMA(c, scale, lm, c);
9015 if (surface->lightmapinfo->styles[3] != 255)
9018 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9019 VectorMA(c, scale, lm, c);
9026 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);
9032 for (j = 0;j < surfacenumvertices;j++)
9034 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9041 // if vertices are deformed (sprite flares and things in maps, possibly
9042 // water waves, bulges and other deformations), modify the copied vertices
9044 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9046 switch (deform->deform)
9049 case Q3DEFORM_PROJECTIONSHADOW:
9050 case Q3DEFORM_TEXT0:
9051 case Q3DEFORM_TEXT1:
9052 case Q3DEFORM_TEXT2:
9053 case Q3DEFORM_TEXT3:
9054 case Q3DEFORM_TEXT4:
9055 case Q3DEFORM_TEXT5:
9056 case Q3DEFORM_TEXT6:
9057 case Q3DEFORM_TEXT7:
9060 case Q3DEFORM_AUTOSPRITE:
9061 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9062 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9063 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9064 VectorNormalize(newforward);
9065 VectorNormalize(newright);
9066 VectorNormalize(newup);
9067 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9068 // rsurface.batchvertex3f_vertexbuffer = NULL;
9069 // rsurface.batchvertex3f_bufferoffset = 0;
9070 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9071 // rsurface.batchsvector3f_vertexbuffer = NULL;
9072 // rsurface.batchsvector3f_bufferoffset = 0;
9073 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9074 // rsurface.batchtvector3f_vertexbuffer = NULL;
9075 // rsurface.batchtvector3f_bufferoffset = 0;
9076 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9077 // rsurface.batchnormal3f_vertexbuffer = NULL;
9078 // rsurface.batchnormal3f_bufferoffset = 0;
9079 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9080 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9081 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9082 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9083 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);
9084 // a single autosprite surface can contain multiple sprites...
9085 for (j = 0;j < batchnumvertices - 3;j += 4)
9087 VectorClear(center);
9088 for (i = 0;i < 4;i++)
9089 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9090 VectorScale(center, 0.25f, center);
9091 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9092 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9093 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9094 for (i = 0;i < 4;i++)
9096 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9097 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9100 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9101 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9102 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);
9104 case Q3DEFORM_AUTOSPRITE2:
9105 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9106 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9107 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9108 VectorNormalize(newforward);
9109 VectorNormalize(newright);
9110 VectorNormalize(newup);
9111 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9112 // rsurface.batchvertex3f_vertexbuffer = NULL;
9113 // rsurface.batchvertex3f_bufferoffset = 0;
9115 const float *v1, *v2;
9125 memset(shortest, 0, sizeof(shortest));
9126 // a single autosprite surface can contain multiple sprites...
9127 for (j = 0;j < batchnumvertices - 3;j += 4)
9129 VectorClear(center);
9130 for (i = 0;i < 4;i++)
9131 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9132 VectorScale(center, 0.25f, center);
9133 // find the two shortest edges, then use them to define the
9134 // axis vectors for rotating around the central axis
9135 for (i = 0;i < 6;i++)
9137 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9138 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9139 l = VectorDistance2(v1, v2);
9140 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9142 l += (1.0f / 1024.0f);
9143 if (shortest[0].length2 > l || i == 0)
9145 shortest[1] = shortest[0];
9146 shortest[0].length2 = l;
9147 shortest[0].v1 = v1;
9148 shortest[0].v2 = v2;
9150 else if (shortest[1].length2 > l || i == 1)
9152 shortest[1].length2 = l;
9153 shortest[1].v1 = v1;
9154 shortest[1].v2 = v2;
9157 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9158 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9159 // this calculates the right vector from the shortest edge
9160 // and the up vector from the edge midpoints
9161 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9162 VectorNormalize(right);
9163 VectorSubtract(end, start, up);
9164 VectorNormalize(up);
9165 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9166 VectorSubtract(rsurface.localvieworigin, center, forward);
9167 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9168 VectorNegate(forward, forward);
9169 VectorReflect(forward, 0, up, forward);
9170 VectorNormalize(forward);
9171 CrossProduct(up, forward, newright);
9172 VectorNormalize(newright);
9173 // rotate the quad around the up axis vector, this is made
9174 // especially easy by the fact we know the quad is flat,
9175 // so we only have to subtract the center position and
9176 // measure distance along the right vector, and then
9177 // multiply that by the newright vector and add back the
9179 // we also need to subtract the old position to undo the
9180 // displacement from the center, which we do with a
9181 // DotProduct, the subtraction/addition of center is also
9182 // optimized into DotProducts here
9183 l = DotProduct(right, center);
9184 for (i = 0;i < 4;i++)
9186 v1 = rsurface.batchvertex3f + 3*(j+i);
9187 f = DotProduct(right, v1) - l;
9188 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9192 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9194 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9195 // rsurface.batchnormal3f_vertexbuffer = NULL;
9196 // rsurface.batchnormal3f_bufferoffset = 0;
9197 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9199 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9201 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9202 // rsurface.batchsvector3f_vertexbuffer = NULL;
9203 // rsurface.batchsvector3f_bufferoffset = 0;
9204 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9205 // rsurface.batchtvector3f_vertexbuffer = NULL;
9206 // rsurface.batchtvector3f_bufferoffset = 0;
9207 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);
9210 case Q3DEFORM_NORMAL:
9211 // deform the normals to make reflections wavey
9212 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9213 rsurface.batchnormal3f_vertexbuffer = NULL;
9214 rsurface.batchnormal3f_bufferoffset = 0;
9215 for (j = 0;j < batchnumvertices;j++)
9218 float *normal = rsurface.batchnormal3f + 3*j;
9219 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9220 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9221 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9222 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9223 VectorNormalize(normal);
9225 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9227 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9228 // rsurface.batchsvector3f_vertexbuffer = NULL;
9229 // rsurface.batchsvector3f_bufferoffset = 0;
9230 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9231 // rsurface.batchtvector3f_vertexbuffer = NULL;
9232 // rsurface.batchtvector3f_bufferoffset = 0;
9233 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);
9237 // deform vertex array to make wavey water and flags and such
9238 waveparms[0] = deform->waveparms[0];
9239 waveparms[1] = deform->waveparms[1];
9240 waveparms[2] = deform->waveparms[2];
9241 waveparms[3] = deform->waveparms[3];
9242 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9243 break; // if wavefunc is a nop, don't make a dynamic vertex array
9244 // this is how a divisor of vertex influence on deformation
9245 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9246 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9247 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9248 // rsurface.batchvertex3f_vertexbuffer = NULL;
9249 // rsurface.batchvertex3f_bufferoffset = 0;
9250 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9251 // rsurface.batchnormal3f_vertexbuffer = NULL;
9252 // rsurface.batchnormal3f_bufferoffset = 0;
9253 for (j = 0;j < batchnumvertices;j++)
9255 // if the wavefunc depends on time, evaluate it per-vertex
9258 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9259 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9261 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9263 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9264 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9265 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9267 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9268 // rsurface.batchsvector3f_vertexbuffer = NULL;
9269 // rsurface.batchsvector3f_bufferoffset = 0;
9270 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9271 // rsurface.batchtvector3f_vertexbuffer = NULL;
9272 // rsurface.batchtvector3f_bufferoffset = 0;
9273 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);
9276 case Q3DEFORM_BULGE:
9277 // deform vertex array to make the surface have moving bulges
9278 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9279 // rsurface.batchvertex3f_vertexbuffer = NULL;
9280 // rsurface.batchvertex3f_bufferoffset = 0;
9281 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9282 // rsurface.batchnormal3f_vertexbuffer = NULL;
9283 // rsurface.batchnormal3f_bufferoffset = 0;
9284 for (j = 0;j < batchnumvertices;j++)
9286 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9287 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9289 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9290 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9291 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9293 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9294 // rsurface.batchsvector3f_vertexbuffer = NULL;
9295 // rsurface.batchsvector3f_bufferoffset = 0;
9296 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9297 // rsurface.batchtvector3f_vertexbuffer = NULL;
9298 // rsurface.batchtvector3f_bufferoffset = 0;
9299 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);
9303 // deform vertex array
9304 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9305 break; // if wavefunc is a nop, don't make a dynamic vertex array
9306 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9307 VectorScale(deform->parms, scale, waveparms);
9308 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9309 // rsurface.batchvertex3f_vertexbuffer = NULL;
9310 // rsurface.batchvertex3f_bufferoffset = 0;
9311 for (j = 0;j < batchnumvertices;j++)
9312 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9317 // generate texcoords based on the chosen texcoord source
9318 switch(rsurface.texture->tcgen.tcgen)
9321 case Q3TCGEN_TEXTURE:
9323 case Q3TCGEN_LIGHTMAP:
9324 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9325 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9326 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9327 if (rsurface.batchtexcoordlightmap2f)
9328 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9330 case Q3TCGEN_VECTOR:
9331 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9332 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9333 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9334 for (j = 0;j < batchnumvertices;j++)
9336 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9337 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9340 case Q3TCGEN_ENVIRONMENT:
9341 // make environment reflections using a spheremap
9342 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9343 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9344 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9345 for (j = 0;j < batchnumvertices;j++)
9347 // identical to Q3A's method, but executed in worldspace so
9348 // carried models can be shiny too
9350 float viewer[3], d, reflected[3], worldreflected[3];
9352 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9353 // VectorNormalize(viewer);
9355 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9357 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9358 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9359 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9360 // note: this is proportinal to viewer, so we can normalize later
9362 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9363 VectorNormalize(worldreflected);
9365 // note: this sphere map only uses world x and z!
9366 // so positive and negative y will LOOK THE SAME.
9367 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9368 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9372 // the only tcmod that needs software vertex processing is turbulent, so
9373 // check for it here and apply the changes if needed
9374 // and we only support that as the first one
9375 // (handling a mixture of turbulent and other tcmods would be problematic
9376 // without punting it entirely to a software path)
9377 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9379 amplitude = rsurface.texture->tcmods[0].parms[1];
9380 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9381 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9382 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9383 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9384 for (j = 0;j < batchnumvertices;j++)
9386 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);
9387 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9391 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9393 // convert the modified arrays to vertex structs
9394 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9395 // rsurface.batchvertexmeshbuffer = NULL;
9396 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9397 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9398 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9399 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9400 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9401 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9402 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9404 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9406 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9407 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9410 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9411 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9412 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9413 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9414 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9415 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9416 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9417 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9418 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9422 void RSurf_DrawBatch(void)
9424 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9425 // through the pipeline, killing it earlier in the pipeline would have
9426 // per-surface overhead rather than per-batch overhead, so it's best to
9427 // reject it here, before it hits glDraw.
9428 if (rsurface.batchnumtriangles == 0)
9431 // batch debugging code
9432 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9438 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9439 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9442 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9444 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9446 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9447 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);
9454 if (rsurface.batchmultidraw)
9456 // issue multiple draws rather than copying index data
9457 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9458 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9459 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9460 for (i = 0;i < numsurfaces;)
9462 // combine consecutive surfaces as one draw
9463 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9464 if (surfacelist[j] != surfacelist[k] + 1)
9466 firstvertex = surfacelist[i]->num_firstvertex;
9467 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9468 firsttriangle = surfacelist[i]->num_firsttriangle;
9469 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9470 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9476 // there is only one consecutive run of index data (may have been combined)
9477 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);
9481 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9483 // pick the closest matching water plane
9484 int planeindex, vertexindex, bestplaneindex = -1;
9488 r_waterstate_waterplane_t *p;
9489 qboolean prepared = false;
9491 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9493 if(p->camera_entity != rsurface.texture->camera_entity)
9498 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
9500 if(rsurface.batchnumvertices == 0)
9503 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9505 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9506 d += fabs(PlaneDiff(vert, &p->plane));
9508 if (bestd > d || bestplaneindex < 0)
9511 bestplaneindex = planeindex;
9514 return bestplaneindex;
9515 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9516 // this situation though, as it might be better to render single larger
9517 // batches with useless stuff (backface culled for example) than to
9518 // render multiple smaller batches
9521 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9524 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9525 rsurface.passcolor4f_vertexbuffer = 0;
9526 rsurface.passcolor4f_bufferoffset = 0;
9527 for (i = 0;i < rsurface.batchnumvertices;i++)
9528 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9531 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9538 if (rsurface.passcolor4f)
9540 // generate color arrays
9541 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543 rsurface.passcolor4f_vertexbuffer = 0;
9544 rsurface.passcolor4f_bufferoffset = 0;
9545 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)
9547 f = RSurf_FogVertex(v);
9556 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9557 rsurface.passcolor4f_vertexbuffer = 0;
9558 rsurface.passcolor4f_bufferoffset = 0;
9559 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9561 f = RSurf_FogVertex(v);
9570 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9577 if (!rsurface.passcolor4f)
9579 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9580 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9581 rsurface.passcolor4f_vertexbuffer = 0;
9582 rsurface.passcolor4f_bufferoffset = 0;
9583 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)
9585 f = RSurf_FogVertex(v);
9586 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9587 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9588 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9593 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9598 if (!rsurface.passcolor4f)
9600 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9601 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9602 rsurface.passcolor4f_vertexbuffer = 0;
9603 rsurface.passcolor4f_bufferoffset = 0;
9604 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9613 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9618 if (!rsurface.passcolor4f)
9620 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9621 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9622 rsurface.passcolor4f_vertexbuffer = 0;
9623 rsurface.passcolor4f_bufferoffset = 0;
9624 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9626 c2[0] = c[0] + r_refdef.scene.ambient;
9627 c2[1] = c[1] + r_refdef.scene.ambient;
9628 c2[2] = c[2] + r_refdef.scene.ambient;
9633 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9636 rsurface.passcolor4f = NULL;
9637 rsurface.passcolor4f_vertexbuffer = 0;
9638 rsurface.passcolor4f_bufferoffset = 0;
9639 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9640 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9641 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9642 GL_Color(r, g, b, a);
9643 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9647 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9649 // TODO: optimize applyfog && applycolor case
9650 // just apply fog if necessary, and tint the fog color array if necessary
9651 rsurface.passcolor4f = NULL;
9652 rsurface.passcolor4f_vertexbuffer = 0;
9653 rsurface.passcolor4f_bufferoffset = 0;
9654 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9655 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9656 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9657 GL_Color(r, g, b, a);
9661 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9664 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9665 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9666 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9667 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9668 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9669 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9670 GL_Color(r, g, b, a);
9674 static void RSurf_DrawBatch_GL11_ClampColor(void)
9679 if (!rsurface.passcolor4f)
9681 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9683 c2[0] = bound(0.0f, c1[0], 1.0f);
9684 c2[1] = bound(0.0f, c1[1], 1.0f);
9685 c2[2] = bound(0.0f, c1[2], 1.0f);
9686 c2[3] = bound(0.0f, c1[3], 1.0f);
9690 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9700 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9701 rsurface.passcolor4f_vertexbuffer = 0;
9702 rsurface.passcolor4f_bufferoffset = 0;
9703 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)
9705 f = -DotProduct(r_refdef.view.forward, n);
9707 f = f * 0.85 + 0.15; // work around so stuff won't get black
9708 f *= r_refdef.lightmapintensity;
9709 Vector4Set(c, f, f, f, 1);
9713 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9715 RSurf_DrawBatch_GL11_ApplyFakeLight();
9716 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9717 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9718 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9719 GL_Color(r, g, b, a);
9723 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9731 vec3_t ambientcolor;
9732 vec3_t diffusecolor;
9736 VectorCopy(rsurface.modellight_lightdir, lightdir);
9737 f = 0.5f * r_refdef.lightmapintensity;
9738 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9739 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9740 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9741 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9742 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9743 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9745 if (VectorLength2(diffusecolor) > 0)
9747 // q3-style directional shading
9748 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9749 rsurface.passcolor4f_vertexbuffer = 0;
9750 rsurface.passcolor4f_bufferoffset = 0;
9751 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)
9753 if ((f = DotProduct(n, lightdir)) > 0)
9754 VectorMA(ambientcolor, f, diffusecolor, c);
9756 VectorCopy(ambientcolor, c);
9763 *applycolor = false;
9767 *r = ambientcolor[0];
9768 *g = ambientcolor[1];
9769 *b = ambientcolor[2];
9770 rsurface.passcolor4f = NULL;
9771 rsurface.passcolor4f_vertexbuffer = 0;
9772 rsurface.passcolor4f_bufferoffset = 0;
9776 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9778 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9779 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9780 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9781 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9782 GL_Color(r, g, b, a);
9786 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9794 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9795 rsurface.passcolor4f_vertexbuffer = 0;
9796 rsurface.passcolor4f_bufferoffset = 0;
9798 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9800 f = 1 - RSurf_FogVertex(v);
9808 void RSurf_SetupDepthAndCulling(void)
9810 // submodels are biased to avoid z-fighting with world surfaces that they
9811 // may be exactly overlapping (avoids z-fighting artifacts on certain
9812 // doors and things in Quake maps)
9813 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9814 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9815 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9816 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9819 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9821 // transparent sky would be ridiculous
9822 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9824 R_SetupShader_Generic_NoTexture(false, false);
9825 skyrenderlater = true;
9826 RSurf_SetupDepthAndCulling();
9828 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9829 // skymasking on them, and Quake3 never did sky masking (unlike
9830 // software Quake and software Quake2), so disable the sky masking
9831 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9832 // and skymasking also looks very bad when noclipping outside the
9833 // level, so don't use it then either.
9834 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9836 R_Mesh_ResetTextureState();
9837 if (skyrendermasked)
9839 R_SetupShader_DepthOrShadow(false, false);
9840 // depth-only (masking)
9841 GL_ColorMask(0,0,0,0);
9842 // just to make sure that braindead drivers don't draw
9843 // anything despite that colormask...
9844 GL_BlendFunc(GL_ZERO, GL_ONE);
9845 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9846 if (rsurface.batchvertex3fbuffer)
9847 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9849 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9853 R_SetupShader_Generic_NoTexture(false, false);
9855 GL_BlendFunc(GL_ONE, GL_ZERO);
9856 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9857 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9858 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9861 if (skyrendermasked)
9862 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9864 R_Mesh_ResetTextureState();
9865 GL_Color(1, 1, 1, 1);
9868 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9869 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9870 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9872 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9876 // render screenspace normalmap to texture
9878 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9883 // bind lightmap texture
9885 // water/refraction/reflection/camera surfaces have to be handled specially
9886 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9888 int start, end, startplaneindex;
9889 for (start = 0;start < texturenumsurfaces;start = end)
9891 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9892 if(startplaneindex < 0)
9894 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9895 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9899 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9901 // now that we have a batch using the same planeindex, render it
9902 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9904 // render water or distortion background
9906 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9908 // blend surface on top
9909 GL_DepthMask(false);
9910 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9913 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9915 // render surface with reflection texture as input
9916 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9917 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9924 // render surface batch normally
9925 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9926 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9930 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9932 // OpenGL 1.3 path - anything not completely ancient
9933 qboolean applycolor;
9936 const texturelayer_t *layer;
9937 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);
9938 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9940 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9943 int layertexrgbscale;
9944 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9946 if (layerindex == 0)
9950 GL_AlphaTest(false);
9951 GL_DepthFunc(GL_EQUAL);
9954 GL_DepthMask(layer->depthmask && writedepth);
9955 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9956 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9958 layertexrgbscale = 4;
9959 VectorScale(layer->color, 0.25f, layercolor);
9961 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9963 layertexrgbscale = 2;
9964 VectorScale(layer->color, 0.5f, layercolor);
9968 layertexrgbscale = 1;
9969 VectorScale(layer->color, 1.0f, layercolor);
9971 layercolor[3] = layer->color[3];
9972 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9973 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9974 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9975 switch (layer->type)
9977 case TEXTURELAYERTYPE_LITTEXTURE:
9978 // single-pass lightmapped texture with 2x rgbscale
9979 R_Mesh_TexBind(0, r_texture_white);
9980 R_Mesh_TexMatrix(0, NULL);
9981 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9982 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9983 R_Mesh_TexBind(1, layer->texture);
9984 R_Mesh_TexMatrix(1, &layer->texmatrix);
9985 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9986 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9987 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9988 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9989 else if (FAKELIGHT_ENABLED)
9990 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9991 else if (rsurface.uselightmaptexture)
9992 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9994 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9996 case TEXTURELAYERTYPE_TEXTURE:
9997 // singletexture unlit texture with transparency support
9998 R_Mesh_TexBind(0, layer->texture);
9999 R_Mesh_TexMatrix(0, &layer->texmatrix);
10000 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10001 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10002 R_Mesh_TexBind(1, 0);
10003 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10004 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10006 case TEXTURELAYERTYPE_FOG:
10007 // singletexture fogging
10008 if (layer->texture)
10010 R_Mesh_TexBind(0, layer->texture);
10011 R_Mesh_TexMatrix(0, &layer->texmatrix);
10012 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10013 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10017 R_Mesh_TexBind(0, 0);
10018 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10020 R_Mesh_TexBind(1, 0);
10021 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10022 // generate a color array for the fog pass
10023 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10024 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10028 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10031 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10033 GL_DepthFunc(GL_LEQUAL);
10034 GL_AlphaTest(false);
10038 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10040 // OpenGL 1.1 - crusty old voodoo path
10043 const texturelayer_t *layer;
10044 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);
10045 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10047 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10049 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10051 if (layerindex == 0)
10052 GL_AlphaTest(true);
10055 GL_AlphaTest(false);
10056 GL_DepthFunc(GL_EQUAL);
10059 GL_DepthMask(layer->depthmask && writedepth);
10060 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10061 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10062 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10063 switch (layer->type)
10065 case TEXTURELAYERTYPE_LITTEXTURE:
10066 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10068 // two-pass lit texture with 2x rgbscale
10069 // first the lightmap pass
10070 R_Mesh_TexBind(0, r_texture_white);
10071 R_Mesh_TexMatrix(0, NULL);
10072 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10073 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10074 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10075 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10076 else if (FAKELIGHT_ENABLED)
10077 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10078 else if (rsurface.uselightmaptexture)
10079 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10081 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10082 // then apply the texture to it
10083 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10084 R_Mesh_TexBind(0, layer->texture);
10085 R_Mesh_TexMatrix(0, &layer->texmatrix);
10086 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10087 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10088 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);
10092 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10093 R_Mesh_TexBind(0, layer->texture);
10094 R_Mesh_TexMatrix(0, &layer->texmatrix);
10095 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10096 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10097 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10098 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);
10099 else if (FAKELIGHT_ENABLED)
10100 RSurf_DrawBatch_GL11_FakeLight(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);
10102 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);
10105 case TEXTURELAYERTYPE_TEXTURE:
10106 // singletexture unlit texture with transparency support
10107 R_Mesh_TexBind(0, layer->texture);
10108 R_Mesh_TexMatrix(0, &layer->texmatrix);
10109 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10110 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10111 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);
10113 case TEXTURELAYERTYPE_FOG:
10114 // singletexture fogging
10115 if (layer->texture)
10117 R_Mesh_TexBind(0, layer->texture);
10118 R_Mesh_TexMatrix(0, &layer->texmatrix);
10119 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10120 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10124 R_Mesh_TexBind(0, 0);
10125 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10127 // generate a color array for the fog pass
10128 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10129 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10133 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10136 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10138 GL_DepthFunc(GL_LEQUAL);
10139 GL_AlphaTest(false);
10143 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10147 r_vertexgeneric_t *batchvertex;
10150 // R_Mesh_ResetTextureState();
10151 R_SetupShader_Generic_NoTexture(false, false);
10153 if(rsurface.texture && rsurface.texture->currentskinframe)
10155 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10156 c[3] *= rsurface.texture->currentalpha;
10166 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10168 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10169 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10170 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10173 // brighten it up (as texture value 127 means "unlit")
10174 c[0] *= 2 * r_refdef.view.colorscale;
10175 c[1] *= 2 * r_refdef.view.colorscale;
10176 c[2] *= 2 * r_refdef.view.colorscale;
10178 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10179 c[3] *= r_wateralpha.value;
10181 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10183 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10184 GL_DepthMask(false);
10186 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10188 GL_BlendFunc(GL_ONE, GL_ONE);
10189 GL_DepthMask(false);
10191 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10193 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10194 GL_DepthMask(false);
10196 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10198 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10199 GL_DepthMask(false);
10203 GL_BlendFunc(GL_ONE, GL_ZERO);
10204 GL_DepthMask(writedepth);
10207 if (r_showsurfaces.integer == 3)
10209 rsurface.passcolor4f = NULL;
10211 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10213 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10215 rsurface.passcolor4f = NULL;
10216 rsurface.passcolor4f_vertexbuffer = 0;
10217 rsurface.passcolor4f_bufferoffset = 0;
10219 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10221 qboolean applycolor = true;
10224 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10226 r_refdef.lightmapintensity = 1;
10227 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10228 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10230 else if (FAKELIGHT_ENABLED)
10232 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10234 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10235 RSurf_DrawBatch_GL11_ApplyFakeLight();
10236 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10240 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10242 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10243 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10244 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10247 if(!rsurface.passcolor4f)
10248 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10250 RSurf_DrawBatch_GL11_ApplyAmbient();
10251 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10252 if(r_refdef.fogenabled)
10253 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10254 RSurf_DrawBatch_GL11_ClampColor();
10256 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10257 R_SetupShader_Generic_NoTexture(false, false);
10260 else if (!r_refdef.view.showdebug)
10262 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10263 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10264 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10266 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10267 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10269 R_Mesh_PrepareVertices_Generic_Unlock();
10272 else if (r_showsurfaces.integer == 4)
10274 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10275 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10276 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10278 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10279 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10280 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10282 R_Mesh_PrepareVertices_Generic_Unlock();
10285 else if (r_showsurfaces.integer == 2)
10288 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10289 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10290 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10292 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10293 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10294 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10295 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10296 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10297 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10298 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10300 R_Mesh_PrepareVertices_Generic_Unlock();
10301 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10305 int texturesurfaceindex;
10307 const msurface_t *surface;
10308 float surfacecolor4f[4];
10309 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10310 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10312 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10314 surface = texturesurfacelist[texturesurfaceindex];
10315 k = (int)(((size_t)surface) / sizeof(msurface_t));
10316 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10317 for (j = 0;j < surface->num_vertices;j++)
10319 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10320 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10324 R_Mesh_PrepareVertices_Generic_Unlock();
10329 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10332 RSurf_SetupDepthAndCulling();
10333 if (r_showsurfaces.integer)
10335 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10338 switch (vid.renderpath)
10340 case RENDERPATH_GL20:
10341 case RENDERPATH_D3D9:
10342 case RENDERPATH_D3D10:
10343 case RENDERPATH_D3D11:
10344 case RENDERPATH_SOFT:
10345 case RENDERPATH_GLES2:
10346 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10348 case RENDERPATH_GL13:
10349 case RENDERPATH_GLES1:
10350 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10352 case RENDERPATH_GL11:
10353 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10359 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10362 RSurf_SetupDepthAndCulling();
10363 if (r_showsurfaces.integer)
10365 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10368 switch (vid.renderpath)
10370 case RENDERPATH_GL20:
10371 case RENDERPATH_D3D9:
10372 case RENDERPATH_D3D10:
10373 case RENDERPATH_D3D11:
10374 case RENDERPATH_SOFT:
10375 case RENDERPATH_GLES2:
10376 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10378 case RENDERPATH_GL13:
10379 case RENDERPATH_GLES1:
10380 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10382 case RENDERPATH_GL11:
10383 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10389 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10392 int texturenumsurfaces, endsurface;
10393 texture_t *texture;
10394 const msurface_t *surface;
10395 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10397 // if the model is static it doesn't matter what value we give for
10398 // wantnormals and wanttangents, so this logic uses only rules applicable
10399 // to a model, knowing that they are meaningless otherwise
10400 if (ent == r_refdef.scene.worldentity)
10401 RSurf_ActiveWorldEntity();
10402 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10403 RSurf_ActiveModelEntity(ent, false, false, false);
10406 switch (vid.renderpath)
10408 case RENDERPATH_GL20:
10409 case RENDERPATH_D3D9:
10410 case RENDERPATH_D3D10:
10411 case RENDERPATH_D3D11:
10412 case RENDERPATH_SOFT:
10413 case RENDERPATH_GLES2:
10414 RSurf_ActiveModelEntity(ent, true, true, false);
10416 case RENDERPATH_GL11:
10417 case RENDERPATH_GL13:
10418 case RENDERPATH_GLES1:
10419 RSurf_ActiveModelEntity(ent, true, false, false);
10424 if (r_transparentdepthmasking.integer)
10426 qboolean setup = false;
10427 for (i = 0;i < numsurfaces;i = j)
10430 surface = rsurface.modelsurfaces + surfacelist[i];
10431 texture = surface->texture;
10432 rsurface.texture = R_GetCurrentTexture(texture);
10433 rsurface.lightmaptexture = NULL;
10434 rsurface.deluxemaptexture = NULL;
10435 rsurface.uselightmaptexture = false;
10436 // scan ahead until we find a different texture
10437 endsurface = min(i + 1024, numsurfaces);
10438 texturenumsurfaces = 0;
10439 texturesurfacelist[texturenumsurfaces++] = surface;
10440 for (;j < endsurface;j++)
10442 surface = rsurface.modelsurfaces + surfacelist[j];
10443 if (texture != surface->texture)
10445 texturesurfacelist[texturenumsurfaces++] = surface;
10447 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10449 // render the range of surfaces as depth
10453 GL_ColorMask(0,0,0,0);
10455 GL_DepthTest(true);
10456 GL_BlendFunc(GL_ONE, GL_ZERO);
10457 GL_DepthMask(true);
10458 // R_Mesh_ResetTextureState();
10459 R_SetupShader_DepthOrShadow(false, false);
10461 RSurf_SetupDepthAndCulling();
10462 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10463 if (rsurface.batchvertex3fbuffer)
10464 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10466 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10470 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10473 for (i = 0;i < numsurfaces;i = j)
10476 surface = rsurface.modelsurfaces + surfacelist[i];
10477 texture = surface->texture;
10478 rsurface.texture = R_GetCurrentTexture(texture);
10479 // scan ahead until we find a different texture
10480 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10481 texturenumsurfaces = 0;
10482 texturesurfacelist[texturenumsurfaces++] = surface;
10483 if(FAKELIGHT_ENABLED)
10485 rsurface.lightmaptexture = NULL;
10486 rsurface.deluxemaptexture = NULL;
10487 rsurface.uselightmaptexture = false;
10488 for (;j < endsurface;j++)
10490 surface = rsurface.modelsurfaces + surfacelist[j];
10491 if (texture != surface->texture)
10493 texturesurfacelist[texturenumsurfaces++] = surface;
10498 rsurface.lightmaptexture = surface->lightmaptexture;
10499 rsurface.deluxemaptexture = surface->deluxemaptexture;
10500 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10501 for (;j < endsurface;j++)
10503 surface = rsurface.modelsurfaces + surfacelist[j];
10504 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10506 texturesurfacelist[texturenumsurfaces++] = surface;
10509 // render the range of surfaces
10510 if (ent == r_refdef.scene.worldentity)
10511 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10513 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10515 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10518 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10520 // transparent surfaces get pushed off into the transparent queue
10521 int surfacelistindex;
10522 const msurface_t *surface;
10523 vec3_t tempcenter, center;
10524 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10526 surface = texturesurfacelist[surfacelistindex];
10527 if (r_transparent_sortsurfacesbynearest.integer)
10529 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10530 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10531 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10535 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10536 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10537 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10539 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10540 if (rsurface.entity->transparent_offset) // transparent offset
10542 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10543 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10544 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10546 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10550 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10552 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10554 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10556 RSurf_SetupDepthAndCulling();
10557 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10558 if (rsurface.batchvertex3fbuffer)
10559 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10561 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10565 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10569 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10572 if (!rsurface.texture->currentnumlayers)
10574 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10575 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10577 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10579 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10580 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10581 else if (!rsurface.texture->currentnumlayers)
10583 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10585 // in the deferred case, transparent surfaces were queued during prepass
10586 if (!r_shadow_usingdeferredprepass)
10587 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10591 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10592 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10597 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10600 texture_t *texture;
10601 R_FrameData_SetMark();
10602 // break the surface list down into batches by texture and use of lightmapping
10603 for (i = 0;i < numsurfaces;i = j)
10606 // texture is the base texture pointer, rsurface.texture is the
10607 // current frame/skin the texture is directing us to use (for example
10608 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10609 // use skin 1 instead)
10610 texture = surfacelist[i]->texture;
10611 rsurface.texture = R_GetCurrentTexture(texture);
10612 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10614 // if this texture is not the kind we want, skip ahead to the next one
10615 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10619 if(FAKELIGHT_ENABLED || depthonly || prepass)
10621 rsurface.lightmaptexture = NULL;
10622 rsurface.deluxemaptexture = NULL;
10623 rsurface.uselightmaptexture = false;
10624 // simply scan ahead until we find a different texture or lightmap state
10625 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10630 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10631 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10632 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10633 // simply scan ahead until we find a different texture or lightmap state
10634 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10637 // render the range of surfaces
10638 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10640 R_FrameData_ReturnToMark();
10643 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10647 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10650 if (!rsurface.texture->currentnumlayers)
10652 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10653 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10655 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10657 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10658 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10659 else if (!rsurface.texture->currentnumlayers)
10661 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10663 // in the deferred case, transparent surfaces were queued during prepass
10664 if (!r_shadow_usingdeferredprepass)
10665 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10669 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10670 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10675 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10678 texture_t *texture;
10679 R_FrameData_SetMark();
10680 // break the surface list down into batches by texture and use of lightmapping
10681 for (i = 0;i < numsurfaces;i = j)
10684 // texture is the base texture pointer, rsurface.texture is the
10685 // current frame/skin the texture is directing us to use (for example
10686 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10687 // use skin 1 instead)
10688 texture = surfacelist[i]->texture;
10689 rsurface.texture = R_GetCurrentTexture(texture);
10690 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10692 // if this texture is not the kind we want, skip ahead to the next one
10693 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10697 if(FAKELIGHT_ENABLED || depthonly || prepass)
10699 rsurface.lightmaptexture = NULL;
10700 rsurface.deluxemaptexture = NULL;
10701 rsurface.uselightmaptexture = false;
10702 // simply scan ahead until we find a different texture or lightmap state
10703 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10708 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10709 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10710 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10711 // simply scan ahead until we find a different texture or lightmap state
10712 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10715 // render the range of surfaces
10716 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10718 R_FrameData_ReturnToMark();
10721 float locboxvertex3f[6*4*3] =
10723 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10724 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10725 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10726 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10727 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10728 1,0,0, 0,0,0, 0,1,0, 1,1,0
10731 unsigned short locboxelements[6*2*3] =
10736 12,13,14, 12,14,15,
10737 16,17,18, 16,18,19,
10741 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10744 cl_locnode_t *loc = (cl_locnode_t *)ent;
10746 float vertex3f[6*4*3];
10748 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10749 GL_DepthMask(false);
10750 GL_DepthRange(0, 1);
10751 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10752 GL_DepthTest(true);
10753 GL_CullFace(GL_NONE);
10754 R_EntityMatrix(&identitymatrix);
10756 // R_Mesh_ResetTextureState();
10758 i = surfacelist[0];
10759 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10760 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10761 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10762 surfacelist[0] < 0 ? 0.5f : 0.125f);
10764 if (VectorCompare(loc->mins, loc->maxs))
10766 VectorSet(size, 2, 2, 2);
10767 VectorMA(loc->mins, -0.5f, size, mins);
10771 VectorCopy(loc->mins, mins);
10772 VectorSubtract(loc->maxs, loc->mins, size);
10775 for (i = 0;i < 6*4*3;)
10776 for (j = 0;j < 3;j++, i++)
10777 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10779 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10780 R_SetupShader_Generic_NoTexture(false, false);
10781 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10784 void R_DrawLocs(void)
10787 cl_locnode_t *loc, *nearestloc;
10789 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10790 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10792 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10793 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10797 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10799 if (decalsystem->decals)
10800 Mem_Free(decalsystem->decals);
10801 memset(decalsystem, 0, sizeof(*decalsystem));
10804 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)
10807 tridecal_t *decals;
10810 // expand or initialize the system
10811 if (decalsystem->maxdecals <= decalsystem->numdecals)
10813 decalsystem_t old = *decalsystem;
10814 qboolean useshortelements;
10815 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10816 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10817 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)));
10818 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10819 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10820 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10821 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10822 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10823 if (decalsystem->numdecals)
10824 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10826 Mem_Free(old.decals);
10827 for (i = 0;i < decalsystem->maxdecals*3;i++)
10828 decalsystem->element3i[i] = i;
10829 if (useshortelements)
10830 for (i = 0;i < decalsystem->maxdecals*3;i++)
10831 decalsystem->element3s[i] = i;
10834 // grab a decal and search for another free slot for the next one
10835 decals = decalsystem->decals;
10836 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10837 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10839 decalsystem->freedecal = i;
10840 if (decalsystem->numdecals <= i)
10841 decalsystem->numdecals = i + 1;
10843 // initialize the decal
10845 decal->triangleindex = triangleindex;
10846 decal->surfaceindex = surfaceindex;
10847 decal->decalsequence = decalsequence;
10848 decal->color4f[0][0] = c0[0];
10849 decal->color4f[0][1] = c0[1];
10850 decal->color4f[0][2] = c0[2];
10851 decal->color4f[0][3] = 1;
10852 decal->color4f[1][0] = c1[0];
10853 decal->color4f[1][1] = c1[1];
10854 decal->color4f[1][2] = c1[2];
10855 decal->color4f[1][3] = 1;
10856 decal->color4f[2][0] = c2[0];
10857 decal->color4f[2][1] = c2[1];
10858 decal->color4f[2][2] = c2[2];
10859 decal->color4f[2][3] = 1;
10860 decal->vertex3f[0][0] = v0[0];
10861 decal->vertex3f[0][1] = v0[1];
10862 decal->vertex3f[0][2] = v0[2];
10863 decal->vertex3f[1][0] = v1[0];
10864 decal->vertex3f[1][1] = v1[1];
10865 decal->vertex3f[1][2] = v1[2];
10866 decal->vertex3f[2][0] = v2[0];
10867 decal->vertex3f[2][1] = v2[1];
10868 decal->vertex3f[2][2] = v2[2];
10869 decal->texcoord2f[0][0] = t0[0];
10870 decal->texcoord2f[0][1] = t0[1];
10871 decal->texcoord2f[1][0] = t1[0];
10872 decal->texcoord2f[1][1] = t1[1];
10873 decal->texcoord2f[2][0] = t2[0];
10874 decal->texcoord2f[2][1] = t2[1];
10875 TriangleNormal(v0, v1, v2, decal->plane);
10876 VectorNormalize(decal->plane);
10877 decal->plane[3] = DotProduct(v0, decal->plane);
10880 extern cvar_t cl_decals_bias;
10881 extern cvar_t cl_decals_models;
10882 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10883 // baseparms, parms, temps
10884 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)
10889 const float *vertex3f;
10890 const float *normal3f;
10892 float points[2][9][3];
10899 e = rsurface.modelelement3i + 3*triangleindex;
10901 vertex3f = rsurface.modelvertex3f;
10902 normal3f = rsurface.modelnormal3f;
10906 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10908 index = 3*e[cornerindex];
10909 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10914 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10916 index = 3*e[cornerindex];
10917 VectorCopy(vertex3f + index, v[cornerindex]);
10922 //TriangleNormal(v[0], v[1], v[2], normal);
10923 //if (DotProduct(normal, localnormal) < 0.0f)
10925 // clip by each of the box planes formed from the projection matrix
10926 // if anything survives, we emit the decal
10927 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]);
10930 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]);
10933 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]);
10936 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]);
10939 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]);
10942 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]);
10945 // some part of the triangle survived, so we have to accept it...
10948 // dynamic always uses the original triangle
10950 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10952 index = 3*e[cornerindex];
10953 VectorCopy(vertex3f + index, v[cornerindex]);
10956 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10958 // convert vertex positions to texcoords
10959 Matrix4x4_Transform(projection, v[cornerindex], temp);
10960 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10961 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10962 // calculate distance fade from the projection origin
10963 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10964 f = bound(0.0f, f, 1.0f);
10965 c[cornerindex][0] = r * f;
10966 c[cornerindex][1] = g * f;
10967 c[cornerindex][2] = b * f;
10968 c[cornerindex][3] = 1.0f;
10969 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10972 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);
10974 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10975 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);
10977 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)
10979 matrix4x4_t projection;
10980 decalsystem_t *decalsystem;
10983 const msurface_t *surface;
10984 const msurface_t *surfaces;
10985 const int *surfacelist;
10986 const texture_t *texture;
10988 int numsurfacelist;
10989 int surfacelistindex;
10992 float localorigin[3];
10993 float localnormal[3];
10994 float localmins[3];
10995 float localmaxs[3];
10998 float planes[6][4];
11001 int bih_triangles_count;
11002 int bih_triangles[256];
11003 int bih_surfaces[256];
11005 decalsystem = &ent->decalsystem;
11006 model = ent->model;
11007 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11009 R_DecalSystem_Reset(&ent->decalsystem);
11013 if (!model->brush.data_leafs && !cl_decals_models.integer)
11015 if (decalsystem->model)
11016 R_DecalSystem_Reset(decalsystem);
11020 if (decalsystem->model != model)
11021 R_DecalSystem_Reset(decalsystem);
11022 decalsystem->model = model;
11024 RSurf_ActiveModelEntity(ent, true, false, false);
11026 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11027 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11028 VectorNormalize(localnormal);
11029 localsize = worldsize*rsurface.inversematrixscale;
11030 localmins[0] = localorigin[0] - localsize;
11031 localmins[1] = localorigin[1] - localsize;
11032 localmins[2] = localorigin[2] - localsize;
11033 localmaxs[0] = localorigin[0] + localsize;
11034 localmaxs[1] = localorigin[1] + localsize;
11035 localmaxs[2] = localorigin[2] + localsize;
11037 //VectorCopy(localnormal, planes[4]);
11038 //VectorVectors(planes[4], planes[2], planes[0]);
11039 AnglesFromVectors(angles, localnormal, NULL, false);
11040 AngleVectors(angles, planes[0], planes[2], planes[4]);
11041 VectorNegate(planes[0], planes[1]);
11042 VectorNegate(planes[2], planes[3]);
11043 VectorNegate(planes[4], planes[5]);
11044 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11045 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11046 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11047 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11048 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11049 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11054 matrix4x4_t forwardprojection;
11055 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11056 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11061 float projectionvector[4][3];
11062 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11063 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11064 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11065 projectionvector[0][0] = planes[0][0] * ilocalsize;
11066 projectionvector[0][1] = planes[1][0] * ilocalsize;
11067 projectionvector[0][2] = planes[2][0] * ilocalsize;
11068 projectionvector[1][0] = planes[0][1] * ilocalsize;
11069 projectionvector[1][1] = planes[1][1] * ilocalsize;
11070 projectionvector[1][2] = planes[2][1] * ilocalsize;
11071 projectionvector[2][0] = planes[0][2] * ilocalsize;
11072 projectionvector[2][1] = planes[1][2] * ilocalsize;
11073 projectionvector[2][2] = planes[2][2] * ilocalsize;
11074 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11075 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11076 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11077 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11081 dynamic = model->surfmesh.isanimated;
11082 numsurfacelist = model->nummodelsurfaces;
11083 surfacelist = model->sortedmodelsurfaces;
11084 surfaces = model->data_surfaces;
11087 bih_triangles_count = -1;
11090 if(model->render_bih.numleafs)
11091 bih = &model->render_bih;
11092 else if(model->collision_bih.numleafs)
11093 bih = &model->collision_bih;
11096 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11097 if(bih_triangles_count == 0)
11099 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11101 if(bih_triangles_count > 0)
11103 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11105 surfaceindex = bih_surfaces[triangleindex];
11106 surface = surfaces + surfaceindex;
11107 texture = surface->texture;
11108 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11110 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11112 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11117 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11119 surfaceindex = surfacelist[surfacelistindex];
11120 surface = surfaces + surfaceindex;
11121 // check cull box first because it rejects more than any other check
11122 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11124 // skip transparent surfaces
11125 texture = surface->texture;
11126 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11128 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11130 numtriangles = surface->num_triangles;
11131 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11132 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11137 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11138 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)
11140 int renderentityindex;
11141 float worldmins[3];
11142 float worldmaxs[3];
11143 entity_render_t *ent;
11145 if (!cl_decals_newsystem.integer)
11148 worldmins[0] = worldorigin[0] - worldsize;
11149 worldmins[1] = worldorigin[1] - worldsize;
11150 worldmins[2] = worldorigin[2] - worldsize;
11151 worldmaxs[0] = worldorigin[0] + worldsize;
11152 worldmaxs[1] = worldorigin[1] + worldsize;
11153 worldmaxs[2] = worldorigin[2] + worldsize;
11155 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11157 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11159 ent = r_refdef.scene.entities[renderentityindex];
11160 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11163 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11167 typedef struct r_decalsystem_splatqueue_s
11169 vec3_t worldorigin;
11170 vec3_t worldnormal;
11176 r_decalsystem_splatqueue_t;
11178 int r_decalsystem_numqueued = 0;
11179 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11181 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)
11183 r_decalsystem_splatqueue_t *queue;
11185 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11188 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11189 VectorCopy(worldorigin, queue->worldorigin);
11190 VectorCopy(worldnormal, queue->worldnormal);
11191 Vector4Set(queue->color, r, g, b, a);
11192 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11193 queue->worldsize = worldsize;
11194 queue->decalsequence = cl.decalsequence++;
11197 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11200 r_decalsystem_splatqueue_t *queue;
11202 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11203 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);
11204 r_decalsystem_numqueued = 0;
11207 extern cvar_t cl_decals_max;
11208 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11211 decalsystem_t *decalsystem = &ent->decalsystem;
11218 if (!decalsystem->numdecals)
11221 if (r_showsurfaces.integer)
11224 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11226 R_DecalSystem_Reset(decalsystem);
11230 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11231 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11233 if (decalsystem->lastupdatetime)
11234 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11237 decalsystem->lastupdatetime = r_refdef.scene.time;
11238 numdecals = decalsystem->numdecals;
11240 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11242 if (decal->color4f[0][3])
11244 decal->lived += frametime;
11245 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11247 memset(decal, 0, sizeof(*decal));
11248 if (decalsystem->freedecal > i)
11249 decalsystem->freedecal = i;
11253 decal = decalsystem->decals;
11254 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11257 // collapse the array by shuffling the tail decals into the gaps
11260 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11261 decalsystem->freedecal++;
11262 if (decalsystem->freedecal == numdecals)
11264 decal[decalsystem->freedecal] = decal[--numdecals];
11267 decalsystem->numdecals = numdecals;
11269 if (numdecals <= 0)
11271 // if there are no decals left, reset decalsystem
11272 R_DecalSystem_Reset(decalsystem);
11276 extern skinframe_t *decalskinframe;
11277 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11280 decalsystem_t *decalsystem = &ent->decalsystem;
11289 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11292 numdecals = decalsystem->numdecals;
11296 if (r_showsurfaces.integer)
11299 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11301 R_DecalSystem_Reset(decalsystem);
11305 // if the model is static it doesn't matter what value we give for
11306 // wantnormals and wanttangents, so this logic uses only rules applicable
11307 // to a model, knowing that they are meaningless otherwise
11308 if (ent == r_refdef.scene.worldentity)
11309 RSurf_ActiveWorldEntity();
11311 RSurf_ActiveModelEntity(ent, false, false, false);
11313 decalsystem->lastupdatetime = r_refdef.scene.time;
11315 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11317 // update vertex positions for animated models
11318 v3f = decalsystem->vertex3f;
11319 c4f = decalsystem->color4f;
11320 t2f = decalsystem->texcoord2f;
11321 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11323 if (!decal->color4f[0][3])
11326 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11330 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11333 // update color values for fading decals
11334 if (decal->lived >= cl_decals_time.value)
11335 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11339 c4f[ 0] = decal->color4f[0][0] * alpha;
11340 c4f[ 1] = decal->color4f[0][1] * alpha;
11341 c4f[ 2] = decal->color4f[0][2] * alpha;
11343 c4f[ 4] = decal->color4f[1][0] * alpha;
11344 c4f[ 5] = decal->color4f[1][1] * alpha;
11345 c4f[ 6] = decal->color4f[1][2] * alpha;
11347 c4f[ 8] = decal->color4f[2][0] * alpha;
11348 c4f[ 9] = decal->color4f[2][1] * alpha;
11349 c4f[10] = decal->color4f[2][2] * alpha;
11352 t2f[0] = decal->texcoord2f[0][0];
11353 t2f[1] = decal->texcoord2f[0][1];
11354 t2f[2] = decal->texcoord2f[1][0];
11355 t2f[3] = decal->texcoord2f[1][1];
11356 t2f[4] = decal->texcoord2f[2][0];
11357 t2f[5] = decal->texcoord2f[2][1];
11359 // update vertex positions for animated models
11360 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11362 e = rsurface.modelelement3i + 3*decal->triangleindex;
11363 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11364 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11365 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11369 VectorCopy(decal->vertex3f[0], v3f);
11370 VectorCopy(decal->vertex3f[1], v3f + 3);
11371 VectorCopy(decal->vertex3f[2], v3f + 6);
11374 if (r_refdef.fogenabled)
11376 alpha = RSurf_FogVertex(v3f);
11377 VectorScale(c4f, alpha, c4f);
11378 alpha = RSurf_FogVertex(v3f + 3);
11379 VectorScale(c4f + 4, alpha, c4f + 4);
11380 alpha = RSurf_FogVertex(v3f + 6);
11381 VectorScale(c4f + 8, alpha, c4f + 8);
11392 r_refdef.stats.drawndecals += numtris;
11394 // now render the decals all at once
11395 // (this assumes they all use one particle font texture!)
11396 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11397 // R_Mesh_ResetTextureState();
11398 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11399 GL_DepthMask(false);
11400 GL_DepthRange(0, 1);
11401 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11402 GL_DepthTest(true);
11403 GL_CullFace(GL_NONE);
11404 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11405 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11406 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11410 static void R_DrawModelDecals(void)
11414 // fade faster when there are too many decals
11415 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11416 for (i = 0;i < r_refdef.scene.numentities;i++)
11417 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11419 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11420 for (i = 0;i < r_refdef.scene.numentities;i++)
11421 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11422 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11424 R_DecalSystem_ApplySplatEntitiesQueue();
11426 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11427 for (i = 0;i < r_refdef.scene.numentities;i++)
11428 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11430 r_refdef.stats.totaldecals += numdecals;
11432 if (r_showsurfaces.integer)
11435 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11437 for (i = 0;i < r_refdef.scene.numentities;i++)
11439 if (!r_refdef.viewcache.entityvisible[i])
11441 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11442 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11446 extern cvar_t mod_collision_bih;
11447 static void R_DrawDebugModel(void)
11449 entity_render_t *ent = rsurface.entity;
11450 int i, j, k, l, flagsmask;
11451 const msurface_t *surface;
11452 dp_model_t *model = ent->model;
11455 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11458 if (r_showoverdraw.value > 0)
11460 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11461 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11462 R_SetupShader_Generic_NoTexture(false, false);
11463 GL_DepthTest(false);
11464 GL_DepthMask(false);
11465 GL_DepthRange(0, 1);
11466 GL_BlendFunc(GL_ONE, GL_ONE);
11467 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11469 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11471 rsurface.texture = R_GetCurrentTexture(surface->texture);
11472 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11474 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11475 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11476 if (!rsurface.texture->currentlayers->depthmask)
11477 GL_Color(c, 0, 0, 1.0f);
11478 else if (ent == r_refdef.scene.worldentity)
11479 GL_Color(c, c, c, 1.0f);
11481 GL_Color(0, c, 0, 1.0f);
11482 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11486 rsurface.texture = NULL;
11489 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11491 // R_Mesh_ResetTextureState();
11492 R_SetupShader_Generic_NoTexture(false, false);
11493 GL_DepthRange(0, 1);
11494 GL_DepthTest(!r_showdisabledepthtest.integer);
11495 GL_DepthMask(false);
11496 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11498 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11502 qboolean cullbox = false;
11503 const q3mbrush_t *brush;
11504 const bih_t *bih = &model->collision_bih;
11505 const bih_leaf_t *bihleaf;
11506 float vertex3f[3][3];
11507 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11508 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11510 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11512 switch (bihleaf->type)
11515 brush = model->brush.data_brushes + bihleaf->itemindex;
11516 if (brush->colbrushf && brush->colbrushf->numtriangles)
11518 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);
11519 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11520 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11523 case BIH_COLLISIONTRIANGLE:
11524 triangleindex = bihleaf->itemindex;
11525 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11526 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11527 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11528 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);
11529 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11530 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11532 case BIH_RENDERTRIANGLE:
11533 triangleindex = bihleaf->itemindex;
11534 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11535 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11536 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11537 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);
11538 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11539 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11545 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11548 if (r_showtris.integer && qglPolygonMode)
11550 if (r_showdisabledepthtest.integer)
11552 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11553 GL_DepthMask(false);
11557 GL_BlendFunc(GL_ONE, GL_ZERO);
11558 GL_DepthMask(true);
11560 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11561 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11563 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11565 rsurface.texture = R_GetCurrentTexture(surface->texture);
11566 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11568 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11569 if (!rsurface.texture->currentlayers->depthmask)
11570 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11571 else if (ent == r_refdef.scene.worldentity)
11572 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11574 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11575 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11579 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11580 rsurface.texture = NULL;
11583 if (r_shownormals.value != 0 && qglBegin)
11585 if (r_showdisabledepthtest.integer)
11587 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11588 GL_DepthMask(false);
11592 GL_BlendFunc(GL_ONE, GL_ZERO);
11593 GL_DepthMask(true);
11595 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11597 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11599 rsurface.texture = R_GetCurrentTexture(surface->texture);
11600 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11602 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11603 qglBegin(GL_LINES);
11604 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11606 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11608 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11609 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11610 qglVertex3f(v[0], v[1], v[2]);
11611 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11612 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11613 qglVertex3f(v[0], v[1], v[2]);
11616 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11618 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11620 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11621 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11622 qglVertex3f(v[0], v[1], v[2]);
11623 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11624 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11625 qglVertex3f(v[0], v[1], v[2]);
11628 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11630 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11632 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11633 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11634 qglVertex3f(v[0], v[1], v[2]);
11635 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11636 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11637 qglVertex3f(v[0], v[1], v[2]);
11640 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11642 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11644 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11645 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11646 qglVertex3f(v[0], v[1], v[2]);
11647 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11648 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11649 qglVertex3f(v[0], v[1], v[2]);
11656 rsurface.texture = NULL;
11661 int r_maxsurfacelist = 0;
11662 const msurface_t **r_surfacelist = NULL;
11663 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11665 int i, j, endj, flagsmask;
11666 dp_model_t *model = r_refdef.scene.worldmodel;
11667 msurface_t *surfaces;
11668 unsigned char *update;
11669 int numsurfacelist = 0;
11673 if (r_maxsurfacelist < model->num_surfaces)
11675 r_maxsurfacelist = model->num_surfaces;
11677 Mem_Free((msurface_t**)r_surfacelist);
11678 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11681 RSurf_ActiveWorldEntity();
11683 surfaces = model->data_surfaces;
11684 update = model->brushq1.lightmapupdateflags;
11686 // update light styles on this submodel
11687 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11689 model_brush_lightstyleinfo_t *style;
11690 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11692 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11694 int *list = style->surfacelist;
11695 style->value = r_refdef.scene.lightstylevalue[style->style];
11696 for (j = 0;j < style->numsurfaces;j++)
11697 update[list[j]] = true;
11702 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11706 R_DrawDebugModel();
11707 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11711 rsurface.lightmaptexture = NULL;
11712 rsurface.deluxemaptexture = NULL;
11713 rsurface.uselightmaptexture = false;
11714 rsurface.texture = NULL;
11715 rsurface.rtlight = NULL;
11716 numsurfacelist = 0;
11717 // add visible surfaces to draw list
11718 for (i = 0;i < model->nummodelsurfaces;i++)
11720 j = model->sortedmodelsurfaces[i];
11721 if (r_refdef.viewcache.world_surfacevisible[j])
11722 r_surfacelist[numsurfacelist++] = surfaces + j;
11724 // update lightmaps if needed
11725 if (model->brushq1.firstrender)
11727 model->brushq1.firstrender = false;
11728 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11730 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11734 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11735 if (r_refdef.viewcache.world_surfacevisible[j])
11737 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11739 // don't do anything if there were no surfaces
11740 if (!numsurfacelist)
11742 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11745 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11747 // add to stats if desired
11748 if (r_speeds.integer && !skysurfaces && !depthonly)
11750 r_refdef.stats.world_surfaces += numsurfacelist;
11751 for (j = 0;j < numsurfacelist;j++)
11752 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11755 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11758 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11760 int i, j, endj, flagsmask;
11761 dp_model_t *model = ent->model;
11762 msurface_t *surfaces;
11763 unsigned char *update;
11764 int numsurfacelist = 0;
11768 if (r_maxsurfacelist < model->num_surfaces)
11770 r_maxsurfacelist = model->num_surfaces;
11772 Mem_Free((msurface_t **)r_surfacelist);
11773 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11776 // if the model is static it doesn't matter what value we give for
11777 // wantnormals and wanttangents, so this logic uses only rules applicable
11778 // to a model, knowing that they are meaningless otherwise
11779 if (ent == r_refdef.scene.worldentity)
11780 RSurf_ActiveWorldEntity();
11781 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11782 RSurf_ActiveModelEntity(ent, false, false, false);
11784 RSurf_ActiveModelEntity(ent, true, true, true);
11785 else if (depthonly)
11787 switch (vid.renderpath)
11789 case RENDERPATH_GL20:
11790 case RENDERPATH_D3D9:
11791 case RENDERPATH_D3D10:
11792 case RENDERPATH_D3D11:
11793 case RENDERPATH_SOFT:
11794 case RENDERPATH_GLES2:
11795 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11797 case RENDERPATH_GL11:
11798 case RENDERPATH_GL13:
11799 case RENDERPATH_GLES1:
11800 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11806 switch (vid.renderpath)
11808 case RENDERPATH_GL20:
11809 case RENDERPATH_D3D9:
11810 case RENDERPATH_D3D10:
11811 case RENDERPATH_D3D11:
11812 case RENDERPATH_SOFT:
11813 case RENDERPATH_GLES2:
11814 RSurf_ActiveModelEntity(ent, true, true, false);
11816 case RENDERPATH_GL11:
11817 case RENDERPATH_GL13:
11818 case RENDERPATH_GLES1:
11819 RSurf_ActiveModelEntity(ent, true, false, false);
11824 surfaces = model->data_surfaces;
11825 update = model->brushq1.lightmapupdateflags;
11827 // update light styles
11828 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11830 model_brush_lightstyleinfo_t *style;
11831 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11833 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11835 int *list = style->surfacelist;
11836 style->value = r_refdef.scene.lightstylevalue[style->style];
11837 for (j = 0;j < style->numsurfaces;j++)
11838 update[list[j]] = true;
11843 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11847 R_DrawDebugModel();
11848 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11852 rsurface.lightmaptexture = NULL;
11853 rsurface.deluxemaptexture = NULL;
11854 rsurface.uselightmaptexture = false;
11855 rsurface.texture = NULL;
11856 rsurface.rtlight = NULL;
11857 numsurfacelist = 0;
11858 // add visible surfaces to draw list
11859 for (i = 0;i < model->nummodelsurfaces;i++)
11860 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11861 // don't do anything if there were no surfaces
11862 if (!numsurfacelist)
11864 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11867 // update lightmaps if needed
11871 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11876 R_BuildLightMap(ent, surfaces + j);
11881 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11883 // add to stats if desired
11884 if (r_speeds.integer && !skysurfaces && !depthonly)
11886 r_refdef.stats.entities_surfaces += numsurfacelist;
11887 for (j = 0;j < numsurfacelist;j++)
11888 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11891 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11894 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11896 static texture_t texture;
11897 static msurface_t surface;
11898 const msurface_t *surfacelist = &surface;
11900 // fake enough texture and surface state to render this geometry
11902 texture.update_lastrenderframe = -1; // regenerate this texture
11903 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11904 texture.currentskinframe = skinframe;
11905 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11906 texture.offsetmapping = OFFSETMAPPING_OFF;
11907 texture.offsetscale = 1;
11908 texture.specularscalemod = 1;
11909 texture.specularpowermod = 1;
11910 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
11911 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
11912 // JUST GREP FOR "specularscalemod = 1".
11914 surface.texture = &texture;
11915 surface.num_triangles = numtriangles;
11916 surface.num_firsttriangle = firsttriangle;
11917 surface.num_vertices = numvertices;
11918 surface.num_firstvertex = firstvertex;
11921 rsurface.texture = R_GetCurrentTexture(surface.texture);
11922 rsurface.lightmaptexture = NULL;
11923 rsurface.deluxemaptexture = NULL;
11924 rsurface.uselightmaptexture = false;
11925 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11928 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)
11930 static msurface_t surface;
11931 const msurface_t *surfacelist = &surface;
11933 // fake enough texture and surface state to render this geometry
11934 surface.texture = texture;
11935 surface.num_triangles = numtriangles;
11936 surface.num_firsttriangle = firsttriangle;
11937 surface.num_vertices = numvertices;
11938 surface.num_firstvertex = firstvertex;
11941 rsurface.texture = R_GetCurrentTexture(surface.texture);
11942 rsurface.lightmaptexture = NULL;
11943 rsurface.deluxemaptexture = NULL;
11944 rsurface.uselightmaptexture = false;
11945 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);